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The New Easy to Master Dungeons & Dragons

The New Easy to Master Dungeons & Dragons Rulebook

Table of Contents

Table of Contents

  • Introduction
    • The Dungeon Master
    • How to Use this Book
    • Using the Dice
    • Further Dungeons & Dragons Products to Look For
  • Characters
    • The Character Record Sheet
    • The Ability Scores
    • Prime Requisites
    • Ability Score Adjustments
    • The Character Classes
    • The Fighter
    • The Cleric
    • The Magic-User
    • The Thief
    • The Dwarf
    • The Elf
    • The Halfling
  • Other Character Statistics
    • Hit Dice
    • Experience Levels
    • Character Design Checklist
    • Alignment
    • Alignment Changes
    • Equipment
  • Equipment List
    • Weapons and Equipment
    • Armor Class
    • Saving Throws
    • Completing Your Character
  • Magic
    • Spells
    • The Spell Lists
    • Magical Items
  • Adventures
    • Running a Campaign
    • The Dungeon Master's Prerogative
    • Non-Player Characters
    • Monsters
    • Before Getting to the Dungeon
    • Hiring Retainers
    • Purchasing Equipment
    • After Leaving the Dungeon
    • Dividing Treasure
    • Using Supplies
    • Experience Points
    • Inside the Dungeon
  • The Game Turn
    • Movement
    • Mapping
    • Special Considerations
    • Encounters in the Dungeon
    • Game Turn Checklist
  • The Encounter
    • Before a Fight Breaks Out
    • Initiative
    • Decisions Within a Round
    • Morale (Optional)
    • Running Away
    • Encounter Checklist
  • The Round
    • The Combat Sequence
    • Morale (Step B1)
    • Movement in Combat (Step B2)
    • Missile Combat (Step B3)
    • Magical Combat (Step B4)
    • Hand-to-Hand Combat (Step B5)
    • Step C
    • Step D
    • Healing Wounds
  • Spells
    • Clerical Spells
    • 1st-Level Clerical Spells
    • 2nd-Level Clerical Spells
    • Magic-User Spells
    • 1st-Level Magic-User Spells
    • 2nd-Level Magic-User Spells
    • 3rd-Level Magic-User Spells
  • Monsters
    • Infravision
    • Hit Dice
    • Monster Levels
    • Number of Monsters
    • Reactions
    • Combat
    • Saving Throws
    • Special Attacks
    • Descriptions
    • Monster Lists
    • Dragon
    • Giant
    • Undead
    • Werecreature
  • Treasure
    • Random Treasures
    • Placed Treasures
    • Other Treasure Types
    • Average Treasure Values
    • Coins
    • Gems
    • Jewelry
    • Magical Item Subtables
    • Magical Item Descriptions
  • Making a Dungeon
    • Tips on DMing
  • Glossary
    • Abbreviations
  • Wandering Monster Tables

Introduction

The Dungeon Master

The Dungeon Master is a cross between a referee and a storyteller. He is a special player. He interprets the game rules and plays the roles of all the people—and all the creatures—the other players' characters meet. As the adventures unfold, the Dungeon Master is there to adjust the story. It's like having the adventure writer playing in your game.

The Dungeon Master also applies the rules of the game. He decides whether certain things are possible. And he makes sure all the players are treated fairly and enjoy themselves. If you are playing the Dungeon Master, you must never take sides. You must act fairly, without favoring either the monsters or the players.

How to Use this Book

If you have never played role-playing games before, the Dragon Card Learning Pack will guide you in learning the DUNGEONS & DRAGONS game. This rule book will be more useful after you have completed the learning series.

Once you have learned the game, this book can function as your reference. We've organized it with three separate lists that will help you find the rule you want quickly.

The Table of Contents: Each chapter covers one topic in the DUNGEONS & DRAGONS game. For instance, if you need to know how to generate a character, look at the "Characters" chapter.

The Glossary: The glossary is a list of game words and their definitions. Did you forget what a Hit Die is? Just look it up in the glossary.

Using the Dice

Often the characters want to do something that involves an element of chance. Say someone wants to leap onto a galloping horse. He might make it—or he might not! You can roll dice to decide if the action succeeds. In the DUNGEONS & DRAGONS game, there are many different kinds of dice: four-, six-, eight-, ten-, twelve-, and even twenty-sided dice.

A four-sided die looks like a pyramid. Drop it on the table. Read the number standing on the bottom (on any side). This number is the result.

When rolling any die with six sides or more, one side always lands face-up. The number on this side is the result. On the ten-sided die, the number zero is usually read as "ten."

You can use a ten-sided die to find a percentage (a number from 1-100). Roll the die once. Read the result as the "tens" digit, counting a zero as "no tens." Roll a second time, and read this roll as the "ones" digit. If both rolls are zeroes, the result is 100.

We often use abbreviations to refer to various kinds of dice: a "d" followed by the number of the die's sides. For example, "d6" refers to a six-sided die. We use a special abbreviation to refer to percentage dice: "d%."

There are no two- or three-sided dice, but we can pretend there are. We use a coin for a d2—heads is 1, tails is 2. To make a d3, roll a d6, and then divide by two and round up.

Often, a number appears before the "d" as well as after it. This shows the number of times you should roll the die. (So, 2d8 means roll the eight-sided die twice.) When you roll a die more than once, add the results of the rolls together. So, 3d6 means roll the six-sided die three times and add the results; for example, a 3d6 roll of 3, 5, and 1 is 9 (3 + 5 + 1 = 9).

Further Dungeons & Dragons Products to Look For

Many other products are available to expand your D&D game. They come in four varieties and serve four different purposes. You can easily see what sort of product any D&D game item is because a special icon is printed on its cover. Each icon identifies a particular type of accessory.

This small dragon identifies an adventure module. These are the most common D&D game products. Each module contains a complete dungeon setting for you and your friends to explore.

This shield with two swords identifies an accessory describing places where to set your adventures, new equipment, spells, or monsters.

An accessory containing 3-D components such as rearrangeable dungeon floor maps, stand-up doors, folding cardboard figures, or folding model buildings displays this castle icon. These products make your game much more visually exciting.

This small scroll identifies an accessory containing new or expanded rules. You will find this icon on the box this game came in!

Many TSR products carry no icons. These either belong to another game system (the D&D game is only one of many role-playing games published by TSR Inc.) or are for experienced D&D game players. When you feel confident that you are an "experienced player," by all means look into these items.

Characters

The Character Record Sheet

On the back cover of the rule book, you'll find the Character Record Sheet. You may photocopy it for use in your game, or you can copy down the information on notebook paper.

The Character Record Sheet has spaces, boxes, circles, and other shapes to write numbers in. This is where you and your players keep track of each PC's statistics. You can also note how much treasure they have, what kind of equipment they carry, and so on. By helping you remember all the details, the Character Record Sheet makes playing a PC easy.

The Ability Scores

The most important numbers on the Character Record Sheet are Ability Scores. Ability Scores measure a character's natural abilities. They tell how strong, smart, and agile he is. In the DUNGEONS & DRAGONS game, we use six Ability Scores to define a character's abilities: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Strength measures how strong a person is. Intelligence measures how fast he learns and figures things out. Wisdom measures how much common sense a person has. Dexterity measures his quickness and agility. Constitution measures how healthy he is. Charisma tells how attractive and friendly others find him.

Ability Scores are determined by rolling 3d6, so they range from 3 to 18. The higher the score, the better it is. For example, a character with a Strength score of 3 is very weak, while a character with a Strength score of 18 is extremely powerful.

Prime Requisites

You might expect someone who is good at fighting to be strong—and in the DUNGEONS & DRAGONS game, this is true. To show that Strength is, in fact, the most important ability a fighter can have, we call it his prime requisite.

Each character class has a prime requisite. Each character class also has a talent those types of characters are especially good at, like fighting, healing, sneaking about, and so on. The higher a character's score in his prime requisite, the more skill he will have in his class's special talent. The prime requisite for each character class is listed below:

Prime Requisites Table

ClassPrime Requisite
FighterStrength
ClericWisdom
Magic-UserIntelligence
ThiefDexterity
DwarfStrength
ElfStrength and Intelligence
HalflingStrength and Dexterity

Because prime requisites are so important, a player can improve on the number he first rolled—but only when he is creating a new character. For every 2 points the player subtracts from other Ability Scores, he may add 1 point to the character's prime requisite. There are a few restrictions on this exchange:

  • Only prime requisite scores may be improved.
  • Constitution and Charisma scores can never be altered.
  • Dexterity can only be raised; it can never be lowered.
  • No score can be lowered below 9 in order to improve the prime requisite.

Ability Score Adjustments

When characters have either very high or very low Ability Scores, they have unusual strengths or weaknesses. Ability Score adjustments allow the DM to fine-tune some die rolls in the DUNGEONS & DRAGONS game. The following tables summarize the effects of these adjustments for each ability.

Some of the results of the adjustments are explained in greater detail elsewhere in this book. For now, you should know that Hit Dice are an overall measure of how tough a character is. Also, characters gain experience points during play. They progress in levels through their careers—a 2nd-level fighter is more powerful than a 1st-level fighter.

Experience Adjustment Table

Prime Requisite ScoreAdjustment to Experience Earned
3-5-20% from earned experience points
6-8-10% from earned experience points
9-12No adjustment to experience points
13-15+5% to earned experience points
16-18+10% to earned experience points

Adjustments for classes with two prime requisites are explained in the class descriptions. Any adjustments to earned experience are used when the DM gives experience points at the end of an adventure.

To multiply experience points by a percentage, use these three steps. First, multiply the experience points by the number of the percentage. (For example, to find +5% of 437 experience points, multiply 437 by 5. 437 x 5 = 2185.) Second, move the decimal point over two numbers to the left (2185 becomes 21.85). Last, round off to the nearest whole number (21.85 rounds to 22). This is the adjustment. The + sign tells you to add this adjustment to the original 437 experience points (437 + 22 = 459).

Strength

ScoreAdjustment
3-3 to hit, damage, and opening doors
4-5-2 to hit, damage, and opening doors
6-8-1 to hit, damage, and opening doors
9-12No adjustment due to Strength
13-15+1 to hit, damage, and opening doors
16-17+2 to hit, damage, and opening doors
18+3 to hit, damage, and opening doors

These adjustments apply to die rolls. Any successful hit always causes at least 1 point of damage, no matter what it is later adjusted to.

Intelligence

ScoreUse of Languages
3Has trouble speaking, cannot read or write
4-5Cannot read or write Common
6-8Can write simple Common words
9-12Reads and writes native languages (usually 2)
13-15Reads and writes native languages, +1 additional language
16-17Reads and writes native languages, +2 additional languages
18Reads and writes native languages, +3 additional languages

Humans know two native languages: the Common and Alignment languages. Demi-humans know a number of native languages, as explained in the class descriptions. Some other languages that characters may choose are bugbear, doppelganger, dragon, dwarf, elf, gargoyle, giant, gnoll, gnome, goblin, halfling, harpy, hobgoblin, kobold, lizard man, medusa, minotaur, ogre, orc, or other human tongues.

Wisdom

ScoreSaving Throw Adjustment
3-3 on magic-based saving throws
4-5-2 on magic-based saving throws
6-8-1 on magic-based saving throws
9-12Normal magic-based saving throws
13-15+1 on magic-based saving throws
16-17+2 on magic-based saving throws
18+3 on magic-based saving throws

Adjustments to magic-based saving throws do not apply to saving throws vs. Dragon Breath. They might (or might not) affect saving throws vs. Death Ray or Poison, depending on whether the attack is magical. These adjustments do affect a saving throw vs. Turn to Stone, vs. Wands, and vs. Rod, Staff, or Spell.

Dexterity

ScoreMissile Fire AdjustmentArmor Class Adjustment
3-3 on "to hit" rolls-3 penalty
4-5-2 on "to hit" rolls-2 penalty
6-8-1 on "to hit" rolls-1 penalty
9-12No adjustmentNo adjustment
13-15+1 on "to hit" rolls+1 bonus
16-17+2 on "to hit" rolls+2 bonus
18+3 on "to hit" rolls+3 bonus

Missile fire combat adjustments affect the chances to hit; they do not affect damage. Remember that Armor Class adjustments are backward. A - sign means that the number is a penalty, and you add the adjustment to the base Armor Class. A + sign means the number is a bonus, and you subtract the adjustment from the base Armor Class.

Constitution

ScoreHit Point Adjustment
3-3 points per Hit Die
4-5-2 points per Hit Die
6-8-1 point per Hit Die
9-12No adjustment to hit points
13-15+1 point per Hit Die
16-17+2 points per Hit Die
18+3 points per Hit Die

These adjustments are used whenever a character rolls a hit die to determine hit points. No Hit Die roll may be adjusted below 1.

Charisma

ScoreAdjustment to ReactionsMorale of Retainers
3-34
4-5-25
6-8-16
9-12None7
13-15+18
16-17+29
18+310

The adjustment to reactions may either help or hinder first impressions when a character talks to an encountered creature or person.

The Character Classes

Once the ability scores are rolled, characters must become either fighters, clerics, magic-users, thieves, elves, halflings, or dwarves.

Which class you choose for your character should be based primarily on his ability scores. Some character classes have more than one prime requisite. A character will advance more quickly and perform better in a character class if he has a high ability score for his prime requisite. A player who rolled a high Dexterity score should consider making his character a thief or halfling, for instance. A character with high Strength and Intelligence scores might be a good fighter, magic-user, dwarf, or elf. A character with a low Wisdom score should not become a cleric, since his advancement in that class would be far slower than normal.

The Fighter

A fighter is a human trained for combat. He usually has a high Strength score. High Dexterity and Constitution scores are also good for him. Because of his special combat training, in a battle he hits opponents more often than other character classes. Often, he also inflicts more damage when he hits.

Fighters are tougher than other character classes. They tend to have more hit points and they usually wear better armor to protect themselves.

Because of their ruggedness, fighters are usually the ones who lead the way down any deep, dark tunnel. That way, if a monster leaps out and surprises the group, the character most likely to survive such an attack will take the first hit. If you have enough fighters, it is usually wise to put one at the rear of your group, too—just in case a monster sneaks up and attacks from behind.

When a battle breaks out, the fighters should be the first into combat. They should try to keep opponents from harming other members of their party. They make especially good "big brothers" to magic-users and thieves.

Fighters are the combat experts, so the players running them should understand how the Combat Sequence works. The DM should explain all the steps in the Combat Sequence to the fighters, especially the difference between "Withdrawing" and "Retreating" in the movement step. If the DM agrees, it is OK to let the person playing a fighter read the cards in the Green Dragon section.

Although it is never wise to enter a dungeon with just one character, or with a group containing just one kind of character, the fighter is one of the few character classes that might get away with doing this. Fighters are tough enough that they might survive all the traps and hazards that other character classes would help them avoid.

Still, they are not very good at avoiding or resisting magic. A smart magic-user might be able to defeat an entire party of fighters.

Fighters are good for more than just fighting, too. They can use their strength in many different situations. They are handy when a stuck door needs opening or when a huge boulder needs moving.

When the group finds a cache of treasure, the fighter should look for two things. Magical healing potions are especially useful to him since he often gets hurt in battles. Also, magical weapons are good, because they add bonuses to his hit and damage rolls in a fight.

Prime Requisite

The fighter's prime requisite is Strength. If he has a Strength score of 13 or more, he will advance in skill and power more quickly. If he has a Strength score of 8 or below, he will advance more slowly. Characters with low Strength scores usually don't make good fighters, so the player should consider making him some other character class.

Hit Dice

Because he is so tough, the fighter uses d8s for Hit Dice. A fighter tends to have a larger number of hit points than the other character classes do. In general, he can take more damage and still stay alive.

Fighter Experience Table

LevelTitleExperience PointsTotal Hit Dice
1Veteran01d8
2Warrior2,0002d8
3Swordmaster4,0003d8
4Hero8,0004d8
5Swashbuckler16,0005d8

Fighter Saving Throws Table

SaveLevel 1-3Level 4-5
Death Ray or Poison1210
Magic Wands1311
Paralysis or Turn to Stone1412
Dragon Breath1513
Rod/Staff/Spell1614

The Cleric

A cleric is a human who has dedicated his life to a great and worthy cause. Often, this cause is the cleric's alignment. A lawful cleric, for example, would be dedicated to spreading law and order throughout the game world.

Although clerics are not as good in battle as fighters, they are tough enough to hold their own. When a fight breaks out, they should not be the first to charge in. But they shouldn't hang back and hide, either.

Prime Requisite

The cleric's prime requisite is Wisdom. If he has a Wisdom score of 13 or more, he will advance in skill and power quickly. If he has a Wisdom score of 8 or below, he will advance slowly. Characters with low Wisdom scores don't make good clerics, so the player should consider playing some other character class.

Hit Dice

A cleric uses d6s for Hit Dice. A cleric tends to have a moderate number of hit points. He can take some damage during combat—probably more than a magic-user or thief, but less than a fighter.

Restrictions

Because of their beliefs, clerics cannot use weapons with sharp edges or points (like swords, spears, arrows, or daggers). Instead, they must use clubs, maces, war hammers, slings, etc. (They can wear any type of armor they wish.)

Cleric Experience Table

LevelTitleExperience PointsTotal Hit DiceSpells: 1st LevelSpells: 2nd Level
1Acolyte01d6——
2Adept1,5002d61—
3Priest3,0003d62—
4Vicar6,0004d621
5Curate12,0005d622

Cleric Saving Throws Table

SaveLevel 1-4Level 5
Death Ray or Poison119
Magic Wands1210
Paralysis or Turn to Stone1412
Dragon Breath1614
Rod/Staff/Spell1513

Special Abilities

As a cleric grows in experience, the strength of his dedication allows him to cast clerical spells. A beginning cleric cannot use spells right away, although he may use some magical items.

In addition to casting spells, the cleric can turn undead. When a cleric meets undead monsters, such as skeletons, zombies, ghouls, and wights, he can try to force them away. To do this, the cleric steps boldly forward during the Movement step of the Combat Sequence. The player tells the DM that he's "turning undead."

The player rolls 2d6. Find the monster his cleric faces on the Turning Undead table:

If the dice roll is less than the number found across from the undead he is trying to turn, the cleric fails and the undead attack. If there is a "—" instead of a number, the cleric is not yet powerful enough to turn that type of undead.

If the dice roll is equal to or higher than the number found across from the undead the cleric was trying to turn, the attempt succeeds.

Turning Undead Table

UndeadCleric's Level 12345
Skeleton7TTTT
Zombie97TTT
Ghoul1197TT
Wight—1197T
Wraith——1197
Mummy———119
Specter————11

Now the DM rolls 2d6. The result is how many Hit Dice worth of undead the cleric turns. But since different kinds of undead have different Hit Dice, the DM goes one step further. He uses the rule book to look up how many Hit Dice each of the undead monsters have, then divides the number he rolled by the number of Hit Dice each monster has (round leftovers up). The result is how many undead monsters the cleric turned.

For example, your character meets six zombies. In the movement phase of the Combat Sequence, you tell the DM your PC is going to turn undead. You roll a 10 on 2d6, which is enough to succeed.

The DM rolls 2d6 to see how many Hit Dice worth of zombies you force away. His result is 5. The DM looks up zombies in the rule book. They each have 2 Hit Dice. When he divides 5 by 2, and rounds up, he gets 3. Three zombies run away, but the other three attack.

A "T" indicates automatic success—the cleric turns 2d6 of the undead. A "D" indicates that 2d6 of the undead are destroyed utterly—turned to dust on the spot!

Remember, turning undead counts as the cleric's action for the round. A cleric cannot cast spells, fight, or take any other action during that round. He may keep turning more undead every round, however, as long as he doesn't fail. Once a cleric fails an attempt to turn undead, all his other attempts during the same battle also fail.

The Magic-User

Magic-users are humans who study the powers of magic. They spend most of their time researching arcane subjects and trying to learn new spells. Beginning magic-users learn their craft from masters. These powerful teachers have consented to share their knowledge. They never help a magic-user except by teaching him.

Magic-users are poor fighters. The study of magic is so demanding that they have no time for combat training. Usually, magic-users are feeble and don't have many hit points. When a fight breaks out, they should get out of the way and look for a chance to use their spells.

Prime Requisite, Hit Dice, and Restrictions

The magic-user's prime requisite is Intelligence. If a character has a high Intelligence, consider making him a magic-user.

Magic-users roll d4s for Hit Dice.

Because they have no time for weapon training, magic-users can use only daggers. They cannot wear any kind of armor or use a shield. They can cast only magic-user spells, and cannot use any cleric spells.

Special Abilities

A magic-user can cast magical spells. When he discovers a new spell (usually by having his master show it to him), he writes it down in his spell book. When the magic-user goes on an adventure, he studies his spell book before leaving. This imprints the proper gestures and words on his mind. These gestures and words stay there until the magic-user casts the spell.

To have your PC cast a spell, you simply tell the DM the name of the spell your character is casting. He determines the results (by reading the spell description in the rule book). When your magic-user casts a spell, however, he must be able to speak and gesture, and he cannot be doing anything else—not even walking.

After a spell is cast, the necessary words and gestures are wiped out of the magic-user's mind. He cannot use that spell again until he studies it in his spell book.

To learn (or relearn) a spell, your magic-user must be well-rested (a good night's sleep is enough). He must also have about an hour of peace and quiet to study. In his comfortable room back in town, this is normally not a problem. Sometimes, however, an adventure takes more than a day. If the magic-user has brought his spell book along and expects to use it, he now has to arrange a suitable time and place.

As you can see, there is seldom any use in taking a spell book on an adventure. Instead, most magic-users leave their spell books in safe places. In fact, spell books are so important that only foolish magic-users do anything that would put them at risk. NPC magic-users almost never allow anyone else to borrow, or even look at, their spell books. If something happens to the spell book, the magic-user has no way to relearn the spells that were in it!

Masters teach new students only one spell, since beginning magic-users can memorize only one spell at a time. They will not teach a new student any more spells until he gains enough experience to memorize more than one spell at a time. Therefore, most novice magic-users have only one spell recorded in their spell book.

Beginning magic-users can learn only the very simplest spells, called 1st-level spells. The first spell that the master teaches his student will be a 1st-level spell.

Sometimes, magic-users find magical scrolls that have magic-user spells written on them. A magic-user can always cast a magic-user spell written on a scroll, whether or not it is a 1st-level spell. If the scroll contains a 1st-level spell, however, the magic-user may decide to record the spell in his spell book instead of using it. Doing this erases the spell from the scroll, but makes it available for the character to memorize later.

Writing extra spells in the spell book does not increase the number of spells a magic-user can memorize in one day, however. As a beginner, he can still remember the gestures and words of only one spell. The extra spells just give him a choice of which one he can memorize.

The complete spell lists for magic-users begin on the Spells chapter.

Magic-User Experience Table

LevelTitleExperience PointsTotal Hit DiceSpells: 1stSpells: 2ndSpells: 3rd
1Medium01d41——
2Seer2,5002d42——
3Conjurer5,0003d421—
4Magician10,0004d422—
5Enchanter20,0005d4221

Magic-User Saving Throws Table

SaveLevel 1-5
Death Ray or Poison13
Magic Wands14
Paralysis or Turn to Stone13
Dragon Breath16
Rod/Staff/Spell15

The Thief

A thief is a human specializing in stealth, lockpicking, removing traps, and other sneaky activities. A thief also takes things that don't belong to him—though not from fellow PCs, if he wants to be invited on the next adventure!

Thieves are useful to adventuring parties, for they can do many things that others can't: pick locks, find and remove traps, pick pockets, etc. They are seldom much help in a fight, however.

Prime Requisite, Hit Dice, and Restrictions

The thief's prime requisite is Dexterity.

He uses d4s for Hit Dice.

Because thieves must move quietly, they wear only leather armor. They must also keep one hand free, so thieves cannot carry shields. Thieves can use any missile weapon. They can use only melee weapons wielded in one hand. (The difference between missile and melee weapons will be explained later.)

Thief Experience Table

LevelTitleExp. PointsTotal Hit Dice
1Apprentice01d4
2Footpad1,2002d4
3Robber2,4003d4
4Burglar4,8004d4
5Cutpurse9,6005d4

Thief Saving Throws Table

SaveLevel 1-4Level 5
Death Ray or Poison1311
Magic Wands1412
Paralysis or Turn to Stone1311
Dragon Breath1614
Rod/Staff/Spell1513

Special Abilities

Every thief belongs to a guild that instructs its members in the special talents required to be a thief. When a thief wants to use his special talents, his player tells the DM. The DM rolls d%. If the result is equal to or less than the thief's score for the talent, the thief succeeds. Otherwise, he fails.

The thief's talents are described below. The percentage chance of success for each level is given in the Thieves' Abilities table.

Open Locks: With lockpicking tools, a thief can try to open closed locks. He may try to open a lock only once (unless he becomes more experienced and his Open Locks score changes).

Find Traps: A thief may search hallways, doors, walls, etc., for traps. He may search only once per area, but if he succeeds, he finds all the traps. Finding a trap and removing it are two different things, however.

Remove Traps: When a thief finds a trap, he may try to remove it. Failure indicates that the trap goes off, affecting the thief (unless he took precautions to prevent this).

Climb Walls: The thief may attempt to climb any steep or sheer surface, such as a cliff, wall, battlement, etc. The DM must make one d% roll for every 100 feet the thief climbs. If the roll is higher than the thief's score, the thief falls from the midway point of the climb, taking 1d6 points of damage for each 10 feet he fell (round up).

Move Silently: The thief may try to move across any floor without making any noise. The DM should not let the thief see the result of this roll, for the thief always thinks he is moving silently. Only the DM will know for sure whether somebody has heard him, however.

Hide in Shadows: The thief may attempt to hide in any dark area. He can move while he is hiding, but he cannot attack and remain hidden. The DM should not let the thief see the result of this roll, for the thief always thinks he is successfully hidden. Only the DM will know for sure whether somebody can see him.

Pick Pockets: The thief may attempt to take something out of another character's pocket without the victim realizing it. Failure means that the thief could not get what he wanted. If the roll fails by twice the thief's score or more, he is caught in the act. The victim's reaction is sure to be unfavorable!

Hear Noise: The thief may listen at any wall, door, corner, etc. If the roll is successful and there is anything to hear, the thief will hear it. This ability cannot be used during a battle (fights are too noisy).

Backstabbing: If the thief can work his way around behind another character or monster without being noticed, he can backstab the victim. To do this, the DM may require a Move Silently and/or a Hide in Shadows roll, unless the victim has no reason to expect an attack.

Once the thief works himself into the proper position (and assuming the victim still does not know the thief is there), he makes a hit roll with a +4 bonus. If he hits the target, he does twice the normal damage (multiply the damage roll by two).

Thieves' Abilities Table

LevelOpen LocksFind TrapsRemove TrapsPick PocketsMove SilentlyClimb Sheer SurfacesHide in ShadowsHear Noise
11510102020871030
22015152525881535
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The Dwarf

A dwarf is a demihuman. Demihumans are beings (and character classes) that are not quite human, but which resemble humans closely.

A dwarf is short and stocky, standing about 4 feet tall. Their skin is a tawny brown and their hair ranges in color from gray to brown to black. Dwarves are usually stubborn but practical, and are always fond of good food and drink. They have a great love of gold for its own sake. They respect fine craftsmanship. Dwarves are shorter than fighter-class humans, but they are played much the same way. Both character classes have lots of hit points and are good in combat. Dwarves have one advantage over fighters, however. They are more resistant to magic and poison. They are welcome additions to most adventuring parties.

Prime Requisite

The dwarf's prime requisite is Strength. If he has a Strength score of 13 or more, he will advance in skill and power quickly. If he has a Strength of 8 or less, he will advance slowly.

Hit Dice

Dwarves use d8s for Hit Dice. They are as able to withstand damage as fighters.

Restrictions

Dwarves are usually very healthy and resistant to disease. To reflect this, their Constitution score must be at least 9. If a character's Constitution is not 9 or greater, he cannot be a dwarf.

Also, dwarves can use only small or medium-sized weapons, such as daggers and swords. They cannot use large weapons, such as two-handed swords and long bows. Like fighters, they are free to wear any type of armor and carry a shield.

Special Abilities

Dwarves have infravision. Characters with infravision can see up to 60 feet away in the dark. When they use their infravision, they see heat (or the lack of heat). Warm things appear to be red, and cold things appear to be blue. Even objects such as tables and doors have a temperature of their own, so they can also be dimly seen. Infravision is useless in any sort of light, however. When they are in a brightly lit area, dwarves must use their normal vision.

Because they live deep underground, dwarves are experts at mining. They can sometimes use this expertise to detect traps, sliding walls, sloping corridors, and new constructions in a dungeon. When your dwarf wants to look for such things, tell your DM that he is detecting. The DM will roll 1d6. On a result of 1 or 2, he tells you what you found—if there was anything to find. A dwarf may detect in an area (room, 60-foot length of corridor, etc.) only once.

Dwarves are adept at languages. In addition to speaking the normal languages—Common and their alignment tongue—they speak dwarven, gnomish, goblin, and kobold. Just because they can speak a language doesn't mean they can read or write it, however. The ability to read and write a language is determined by Intelligence adjustments.

Dwarf Experience Table

LevelTitleExperience PointsTotal Hit Dice
1Dwarven Veteran01d8
2Dwarven Warrior2,2002d8
3Dwarven Swordmaster4,4003d8
4Dwarven Hero8,8004d8
5Dwarven Swashbuckler17,0005d8

Dwarf Saving Throws Table

SaveLevel 1-3Level 4-5
Death Ray or Poison86
Magic Wands97
Paralysis or Turn to Stone108
Dragon Breath1310
Rod/Staff/Spell129

The Elf

An elf is a demihuman. Demihumans are beings (and character classes) that are not quite human, but which resemble humans closely.

Elves are slender and graceful, with delicate features and pointed ears. They stand 5 to 5½ feet tall, and weigh about 120 pounds each. Elves prefer to spend their time feasting and frolicking in the woods, and rarely visit human cities. They are fascinated by magic. They never grow tired of collecting spells and magical items, especially if the magical items are beautifully crafted.

Elves are midway between fighters and magic-users. They are fairly good with weapons, but they don't have as many hit points as fighters. Like magic-users, they are sometimes wiser to stay back from combat and cast spells.

Prime Requisites

An elf has two prime requisites: Strength and Intelligence. If he has a score of 13 or more in both Abilities, he will advance in skill and power quickly, and if he has an Intelligence of 16 or more, he will advance especially quickly. If his Strength is 8 or less, however, he will advance slowly.

Hit Dice

The elf uses d6s for Hit Dice.

Restrictions

To be an elf, a character must have an Intelligence score of 9 or more. Elves can use any type of armor, shield, or weapon.

Special Abilities

Elves have infravision. Characters with infravision can see up to 60 feet away in the dark. When they use their infravision, they see heat (or the lack of heat). Warm things appear to be red, and cold things appear to be blue. Even objects such as tables and doors have a temperature of their own, so they can also be dimly seen. Infravision is useless in any sort of light, however. When they are in a brightly lit area, elves use their normal vision.

With their knowledge of woodlore, elves can find secret or hidden doors better than other characters. If your elf wants to search for a secret door, tell the DM. The DM will roll 1d6. On a result of 1 or 2, he will tell you if there are any secret doors in the area your character searched. He may search an area only once.

In addition to speaking Common and their alignment language, elves can speak elf, gnoll, hobgoblin, and orc. Just because elves can speak a language, however, doesn't mean they can read or write it. The ability to read and write a language is determined by a character's Intelligence adjustment.

Normally, a certain undead monster called a ghoul can paralyze defenders when it hits them. Elves, however, are immune to the ghoul's paralysis attack—but other types of paralysis still affect them.

The elf can also cast spells, just like a magic-user.

Elf Experience Table

LevelTitleExperience PointsTotal Hit DiceSpells: 1stSpells: 2ndSpells: 3rd
1Veteran Medium01d61——
2Warrior Seer4,0002d62——
3Swordmaster Conjurer8,0003d621—
4Hero Magician16,0004d622—
5Swashbuckler Enchanter32,0005d6221

Elf Saving Throws Table

SaveLevel 1-3Level 4-5
Death Ray or Poison128
Magic Wands1310
Paralysis or Turn to Stone1310
Dragon Breath1511
Rod/Staff/Spell1511

The Halfling

A halfling is a demihuman. Demihumans are beings (and character classes) that are not quite human, but which resemble humans closely.

Halflings resemble human children with slightly pointed ears. Halflings stand about 3 feet tall and weigh about 60 pounds each. They rarely have beards, and their skin is usually smooth. Though halflings are outgoing and friendly, especially toward elves, they are not unusually brave. They have a love for treasure, but mainly see it as a means of buying comforts for their beloved woodland homes.

Halflings do well in combat, but they should never forget that they are smaller and have fewer hit points than fighters and dwarves. They are most effective when they use their special abilities (see the following) to gain an advantage. Like dwarves, halflings are more resistant to magic and poison than other character classes.

Prime Requisites

A halfling has two prime requisites. If either his Strength or Dexterity is 13 or greater, he will advance in skill and power quickly. If they are both 13 or greater, he will advance very quickly. If his Strength is 8 or less, however, he will advance slowly.

Hit Dice

A halfling uses d6s for Hit Dice.

Restrictions

To be a halfling, a character must have a score of 9 or greater in both Dexterity and Constitution. Halflings can use only small-sized weapons, such as daggers, short swords, and short bows. A halfling cannot use any medium- or large-sized weapon, such as a normal sword, polearm, battle axe, crossbow, long bow, or two-handed sword. Halflings can wear any type of armor and carry a shield, providing the armor and shield has been especially made for halflings. (Even dwarven armor is too large for them.)

Special Abilities

Because of their small size, halflings gain several bonuses in combat:

  • When attacked by creatures larger than man-sized, they receive a -2 bonus to their Armor Class (Armor Class is explained later).
  • When they use any missile weapon, they gain a +1 bonus to their hit roll (missile weapons are explained later).
  • If they are the only attacker on their side, or if their side is nothing but halflings, they get a +1 bonus to their initiative roll.

Halflings are also good at hiding. Outdoors, they can vanish into the woods or underbrush, and there is only a 10% chance that anyone searching for them will succeed.

In dungeons, if there are shadows, or objects to hide behind, they can "freeze." As long as they remain motionless, they have a chance of not being seen. The DM rolls 1d6. On a result of 1 or 2, the halfling has successfully hidden (as long as he doesn't make any noise and stays motionless). Halflings cannot carry a light source (such as a lit torch) when they are trying to hide. Also, if someone casts a magical light spell in the area where a halfling is "frozen" in the shadows, the shadows disappear and the halfling's presence is automatically discovered.

Halfling Experience Table

LevelTitleExperience PointsTotal Hit Dice
1Halfling Veteran01d6
2Halfling Warrior2,0002d6
3Halfling Swordmaster4,0003d6
4Halfling Hero8,0004d6
5Halfling Swashbuckler16,0005d6

Halfling Saving Throws Table

SaveLevel 1-3Level 4-5
Death Ray or Poison85
Magic Wands96
Paralysis or Turn to Stone107
Dragon Breath139
Rod/Staff/Spell128

Other Character Statistics

Hit Dice

Hit points represent the amount of damage a character or monster can take before dying. Some kinds of characters can take more damage than others. So, character classes roll different kinds of dice to determine how many hit points they get. The Hit Dice of tough characters like fighters are d8s; the Hit Dice of weaker characters like thieves are d4s. The description of each character class lists the kind of Hit Dice it rolls to determine hit points.

Hit Dice for monsters work differently. All monsters use d8s as Hit Dice. But monsters aren't equally tough. Instead of using different kinds of dice to reflect how tough they are, monsters use different numbers of Hit Dice.

Look at any monster description in the rule book. In the statistics, the second line is "Hit Dice." The number of Hit Dice listed beside this statistic is the number of d8s you roll to determine the monster's hit points.

Sometimes, the monster's Hit Dice number is followed by a + or - number. This makes the monster just a little tougher or weaker than its Hit Dice suggest. When a + or - follows the number of Hit Dice, add (or subtract) that amount to the hit points rolled for the monster. For example, to find the hit points of a monster with 2+1 Hit Dice, roll 2d8 and add 1 point to the result.

Experience Levels

PCs earn experience points for finding treasure and defeating monsters. When they earn enough XPs, they go up in experience level.

Experience levels tell how powerful a character is. All character classes start at 1st level. Each time a character's level goes up, he gets to roll another Hit Die and add the result to his hit points. Spellcasters can learn more spells. Other special abilities of each character class improve. Sometimes, it becomes easier for the character to hit his target in combat. Perhaps his saving throws become easier to make. When a character goes up a level, you and the player should look at the PC's class description to see what improvements he earns.

Each character class has a separate experience table, given with each class description earlier. This table lists how many XP a character needs to reach his next level, what he should be called, and, if he is a spellcaster, how many spells he gets.

Monsters also have levels, which equate roughly to their Hit Dice. Dungeons have levels, usually referring to their depth underground and the toughness of the encounters there. Spells have levels that correspond to their relative power (not to the level of the casting magic-user, elf, or cleric).

Character Design Checklist

  1. Roll Abilities (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma) a. Pick a Character Class b. Adjust Prime Requisite c. Determine Ability Score Adjustments
  2. Roll Hit Points
  3. Pick an Alignment
  4. Determine Saving Throws
  5. Purchase Equipment a. Roll for Starting Gold b. Purchase Equipment within restrictions of class
  6. Determine Armor Class
  7. Choose Languages (according to Intelligence)
  8. Determine Special Skills (if any)
  9. Choose Character's Name

Alignment

In real life, most people act according to a code of behavior. They have rules about being polite, being honest, helping or hurting other people, and so on. The same thing is true in the DUNGEONS & DRAGONS game. The code that characters (and monsters) follow is called alignment. In the D&D game, there are three alignments: law, chaos, and neutrality. Every character and monster behaves according to one of these alignments.

Law: Lawful characters believe that obeying rules is the natural way of life. They always try to tell the truth. They are fair to others and keep their promises. Lawful characters put the good of the group above their own welfare and generally behave in a manner that most people would consider good.

Chaos: Chaotic characters are the opposite of lawful characters. They believe life is random. They think luck rules the world and laws are made to be broken. To them, keeping promises is not important, and telling lies can be fun—even useful! They think they are more important than anybody else and generally behave in a manner most people would consider bad.

Neutrality: Neutral characters believe there should be a balance between law and chaos. To them, the individual is important, but so is the group. They tend to treat others as others treat them, and usually look out for themselves first. They expect others to do the same. They prefer to rely on their own abilities, rarely trusting their fate to luck or another character.

Each alignment has its own language, consisting of simple words, hand signals, and other body motions. PCs and human NPCs always know how to speak their alignment language. Monsters also know the alignment language, as long as they are capable of speaking.

When you or your players create a character, choose an alignment that seems to fit the character you are making up. As you play that character, have him behave in accordance with the alignment you chose. Remember that monsters have alignments, too, and behave according to the one listed in their monster description.

Alignment Changes

Every player must select one alignment for his PC when it is created. It is the responsibility of the player to play that character according to the rules of his chosen alignment. However, if he has his character do things contrary to his alignment, the DM has the option to penalize the character. Such penalties could take the form of experience reductions or loss of certain items. In severe cases, the DM may wish to permanently alter the offending character's alignment to better reflect his approach to the fantasy world.

Of course, if a DM regularly penalizes players for poor alignment play, he should also offer rewards to those who pay careful attention to alignment and how it guides their characters.

Equipment

Every character needs equipment with which to adventure. Equipment must be bought with gold pieces and must be carried by the character.

Starting Money: Each character begins the game with some gold pieces (gp) when first created. Roll 3d6 and multiply the result by 10. This is how many gold pieces the character has to purchase equipment.

Purchasing Restrictions: Certain character classes place restrictions on equipment that can be used. Magic-users, for instance, cannot wear armor; clerics cannot use edged weapons. Be sure you know your character's class restrictions before you purchase his equipment.

Equipment List

Weapons and Equipment

Weapons

WeaponCost in gpEncumb./SizeDamage
Axes
Battle Axe (two-handed)770/Large1d8
Hand Axe430/Small1d6
Bows
Crossbow (fires quarrels)3050/Medium1d6
Case with 30 quarrels10**
Long Bow4030/Large1d6
Short Bow2520/Small1d6
Quiver with 20 arrows5**
1 silver-tipped arrow5**
Daggers
Normal Dagger310/Small1d4
Silver Dagger3010/Small1d4
Swords
Short Sword730/Small1d6
Sword (normal)1060/Medium1d8
Two-handed Sword15100/Large1d10
Other Weapons
Mace *530/Medium1d6
Club *350/Medium1d4
Pole Arm (two-handed)7150/Large1d10
Sling with 30 stones *220/Small1d4
Spear330/Medium1d6
Staff *240/Large1d6
War Hammer *550/Medium1d6

* These weapons may be used by a cleric.

** Ammunition is included in encumbrance.

Armor

ArmorACCostEncumb.
Leather Armor720200
Chain Mail Armor540400
Plate Mail Armor360500
Shield(-1) *10100

* Deduct 1 from the character's Armor Class number if a shield is used.

Equipment

EquipmentCost in gpEncumb.
Backpack520
Flask of Oil210
Hammer (small)210
Holy Symbol251
Holy Water (1 vial)251
Iron Spikes (12)160 (5 each)
Lantern1030
Mirror (hand-sized, steel)55
Mule30—
Rations, Iron (preserved food for 1 person/1 week)1570
Rations, Standard (unpreserved food for 1 person/1 week)5200
Rope (50' length)150
Sack, Small11
Sack, Large25
Thieves' Tools2510
Tinder Box (flint & steel)35
Torches (6)1120 (20 each)
Water/Wine Skin15
Wine (1 quart)130
Wolfsbane (1 bunch)10—
Wooden Pole (10' long)120

Armor Class

Armor Class, abbreviated AC, is a measure of how well a character or monster is defended from physical attack. It takes into account dodging ability, armor, and natural toughness.

The lower a character's AC, the better protected he is. Normally, the worst possible Armor Class is 9. If a creature has AC 10, there is a special reason, such as an inability to move or avoid being hit. There is no absolute limit on the best AC, but AC can be measured in negative numbers. It is not unheard of for a character or monster to have an AC of -1 or -2.

This rule sounds backwards. Armor Class is the only statistic in the DUNGEONS & DRAGONS game where you subtract the bonuses and add the penalties. You'll get used to this if you follow the examples carefully.

There are three different kinds of armor: leather, chain mail, and plate mail. Basic AC is determined by the kind of armor a character wears (or whether he wears any at all). The table on the next page lists basic Armor Classes:

Armor Class Table

Armor TypeBasic AC
No Armor9
Leather7
Chain Mail5
Plate Mail3
Shield(-1 from AC)

Modified Armor Class: A character's basic AC can be modified by carrying a shield, wearing magical or cursed armor, or by having either a low or high Dexterity.

Characters carrying shields receive a bonus of 1 to their AC. This means they subtract 1 point from the AC their armor gives them. For example, a fighter in chain mail and carrying a shield would have AC 4 instead of AC 5.

Magical armor and shields can give the wearer bonuses to his AC. Even though they are subtracted from the character's basic AC, these magical bonuses are noted by a plus (+) sign to show that the number is good. Someone wearing chain mail +2 would have AC 3 (5-2=3).

Sometimes armor and shields are magically cursed. Cursed armor gives the wearer a penalty to his AC. These penalties have a negative (-) sign to remind you they are bad. Add them to the character's basic AC.

Dexterity score adjustments also affect a character's AC. Look at the Bonuses and Penalties for Ability Scores table. Just like the bonuses for magical armor, you subtract a bonus adjustment number from the character's basic AC. You add a penalty adjustment number.

To figure out a character's final AC, include any adjustments, good or bad, that apply to him.

Example: a fighter with Dexterity 18, wearing plate mail +2, is AC -2. How did we get this number? His basic AC for plate mail is 3. Subtracting his +3 Dexterity bonus and his +2 magical armor bonus gives us a result of -2 (3 - 3 = 0; 0 - 2 = -2).

If the PC has a penalty adjustment, he may be a bit clumsy. This makes him easier to hit.

Example: a fighter with Dexterity 4, wearing chain mail -1, is AC 8. How did we get this number? His basic AC for chain mail is 5. Adding his -2 Dexterity penalty and his -1 cursed armor penalty gives us a result of 8 (5 + 2 + 1 = 8).

Saving Throws

When your PC attacks in melee or missile combat, you make a hit roll to see if he hits the target. But there are many special attacks, such as magic or dragon's breath, that hit automatically. A Saving Throw gives a character a chance to avoid the unavoidable—or at least decrease its effect on him.

There are five different kinds of special attacks. They are Poison or Death Ray, Magic Wand, Turn to Stone or Paralysis, Dragon Breath, and Rods, Staves or Spells. Each character class has Saving Throw numbers for each kind of attack. You can match any unusual attack with one of these five categories. You treat them all the same way.

The defender rolls 1d20 to see if he can avoid or decrease the effects of the special attack. If the result is equal to or greater than the Saving Throw number for the type of attack, the Saving Throw succeeds. If the result is lower, the Saving Throw fails.

Character Saving Throws

Character Class / LevelDeath Ray, PoisonMagic WandsParalysis, Turn to StoneDragon BreathRods, Staves, Spells
Cleric 1-41112141615
Cleric 5910121413
Fighter 1-31213141516
Fighter 4-51011121314
Magic-User 1-51314131615
Thief 1-41314131615
Thief 51112111413
Dwarf 1-389101312
Dwarf 4-5678109
Elf 1-31213131515
Elf 4-5810101111
Halfling 1-389101312
Halfling 4-556798
Normal Man1415161717

Saving Throw Results: If the defender makes a successful Saving Throw against an attack that causes damage, he takes only one-half the amount of damage that the attack would normally inflict (round down). (In story terms, he managed to duck, shield himself, dodge, etc.)

If the defender makes a successful Saving Throw against an attack that has nondamaging effects, he avoids the effects entirely.

Occasionally, a monster makes both a normal attack and a special attack simultaneously. When this is the case, the monster must first make a hit roll for the normal attack. If it hits, the monster inflicts normal damage on the character. Then the character must roll his Saving Throw to see if anything else happens. (If the monster misses his normal attack, the character does not need to make a Saving Throw.)

Monster Saving Throws: Monsters get Saving Throws, just as characters do. Usually, they use the Saving Throws of the character class to which they are the most similar. Exactly which one is noted for you in the statistics section of the monster's description. There is an entry "Save As:" followed by a character class and (usually) a number. Use the Saving Throws of that character class for the monster. The number following the character class name refers to the character's level.

Completing Your Character

Characters begin the game at 1st level with no experience points. Once you have filled in the Character Record Sheet, your character is ready for play in the DUNGEONS & DRAGONS game.

Magic

Magic is a type of energy characters can use to create powerful effects in the DUNGEONS & DRAGONS game world. With magic, characters can put ruthless enemies to sleep, make themselves invisible, strike their opponents with lightning bolts, and much more.

This magical energy comes from outside the characters. It is an energy some can use and control, the way a blacksmith uses fire. Clerics, magic-users, and elves can all call on spells to aid themselves and their friends. Even monsters can sometimes use magic!

There are three basic kinds of magic: clerical spells, magic-user spells, and magical items.

Spells

Most adventures last only a few hours in "game time," and so the characters have only one opportunity to learn spells—as you and the players are preparing to start the adventure.

Occasionally, however, an adventure takes more than a full day of game time. When this happens, characters may meditate or study their spell books for one uninterrupted hour of game time. This allows them to relearn spells they used the previous day, or to replace spells they didn't use with new ones.

Using Clerical Spells: Clerical spells come from the strength of the cleric's beliefs. He learns his spells by meditating, which imprints the proper gestures and words upon the cleric's mind. A spell stays imprinted until it is used (no matter how long an interval passes). Casting the spell wipes it from the mind until the cleric renews it through meditation.

Most often, a cleric uses his spells to heal, protect, and seek information. A cleric can use any clerical spell of his own level or below. A cleric cannot use magic-user spells.

Using Magic-User Spells: A magic-user, sometimes called a wizard, learns his spells through study. After discovering a new spell, he writes it down in a spell book. When he expects to need a spell, he studies his spell book, imprinting the proper gestures and words upon his mind. These stay in the magic-user's mind until he casts the spell, when they are wiped away. The wizard relearns his spell by studying his spell book again.

Magic-user spells are more useful in combat than clerical spells, although they can be used for a wide variety of other purposes. A magic-user cannot use clerical spells. He is limited to the specific spells he has written in his spell book or found while adventuring. An elf uses magic-user spells, not clerical spells.

When any character casts a spell, he is using his gestures and words to control magical energy. Therefore, a character who cannot talk or use his hands cannot cast a spell (there are no exceptions). Also, a character cannot do anything else while casting a spell—even walk. Any disruption during casting, like jostling or damage taken from an attack, spoils the casting. The caster's mind is wiped clean, but the spell does not take effect.

When a character casts a spell, look up the description of the spell in the chapter on spells. The description tells you what happens.

Both clerical and magic-user spells list range, duration, and effect statistics at the beginning of their descriptions. Range is the maximum distance, in feet, at which a spell can be cast. If the range is zero, the character must touch the target to cast his spell. Duration tells how long the spell lasts. It is listed either as a number of rounds (10 seconds each) or as a number of turns (turns are ten-minute periods; see the Game Turn chapter). Effect tells how large an area the spell alters.

The Spell Lists

You'll find the complete list of 1st-, 2nd-, and 3rd-level magic-user and 1st- and 2nd-level clerical spells available to players of the DUNGEONS & DRAGONS game in the Spells chapter. Fifth-level clerics can use up to 2nd-level clerical spells, and 5th-level magic-users can use up to 3rd-level magic-user spells. Just how many spells and of what level a character can use is given on the character class experience point tables.

Higher Level Spells: There are some spells listed of higher level; so high, in fact, that newly-created PCs are not able to use them. We have included these for the Dungeon Master to supply his high-level, magic-using NPCs.

Magical Items

A magical item is any object that a powerful wizard or supernatural being has given special properties. A magical item often gives the user a bonus (or penalty) to his hit and damage rolls. Other items can have weird special effects. Most often, magical items are weapons, armor, jewelry, or scrolls.

Weapons

Often, weapons are enchanted to make them more powerful. These enchantments take the form of a bonus, noted by a + sign following the weapon's name (sword +1). Add this bonus to both the hit roll and the damage roll of the character using the weapon.

Some weapons are enchanted for use against particular creatures (sword +1, +3 against dragons). When a character uses the weapon to attack the creature listed, use the second bonus instead of the first.

Occasionally, weapons are cursed. A cursed weapon is noted by a - sign following the weapon's name (sword -1). This means that instead of giving a bonus, the enchantment inflicts a penalty. Subtract this penalty from both the user's hit roll and damage roll. Cursed weapons cannot be dropped or given away voluntarily.

Armor

Armor and shields can be enchanted to give the wearer a bonus (or penalty) to his Armor Class. These magical bonuses are noted by + (or -) signs, just as with weapons. But remember that a low AC is better than a high one, so bonuses are subtracted from the character's AC. Penalties are added.

Miscellaneous

Often, PCs find weapons with special powers, or objects that allow special actions. When this happens, look up the description of the item in the rule book. The description tells you what happens when the item's magical powers are used.

Learning about Magical Items

When the PCs first find a magical item, they may not realize its true nature. Magical items are usually well made, but there is no way of telling them from a normal item until a magic-user or elf casts a detect magic.

Even after casting this spell, the spellcaster simply knows whether the item is magical. The only way to identify exactly what it does is by testing it. Swing the weapon at something. Allow someone to hit a PC while he's wearing the armor. Slip the ring onto a finger. Sip the potion. Such (sometimes dangerous) testing can usually tell what a magical item does.

Sometimes, PCs ask nonplayer characters to test an item for them. Most low-level NPCs readily agree, assuming that they get to keep the magical item. High level magic-user NPCs might also identify items. But they expect payment in advance (100 gold coins or more), and the process may take several weeks of game time.

Using Magical Items

To make a magical item work, the user must hold or wear it properly. If the item has a power that is not in constant effect, the user must concentrate on that effect.

(For example, if a fighter has sword +1, light spell 1/day, he must concentrate on the light spell to start it up.) Unless the item description says otherwise, items can be used only once per round. A character who is concentrating on using an item's special powers cannot do anything else that round.

There is no limit to how many times most magical items can be used. The description of some items, however, states that they have a certain number of charges (this is especially true for magical wands). Each time a character uses such a magical item, he uses one of its charges. When the last charge is used, the item is no longer magical. It cannot perform any more special actions or provide any more magical bonuses.

PCs can never find out how many charges a magical item has, so you should keep careful track of how many times they use such items. Items with charges can never be recharged.

Adventures

Running a Campaign

A campaign is a series of DUNGEONS & DRAGONS game adventures involving the same group of characters, taking place in the same fantasy setting. In other words, a campaign is made of your PCs' adventures. What follows is addressed to the Dungeon Master—players should not read further.

The Dungeon Master's Prerogative

All of the rules that follow are guidelines—some are quite detailed, but they are guidelines nonetheless. If at any time you, the Dungeon Master, feel that you should depart from the exact wording of the following rules for the sake of more fun or better play, by all means do it. The Dungeon Master has the final say in all things. Don't let the direct tone and precise definitions in these rules keep you from having fun. It's your game. Add to it! Customize it!

Non-Player Characters

During the course of a DUNGEONS & DRAGONS game, the PCs meet many people. As the DM, you play the roles of all of them.

All of the characters in your world that aren't run by players are Non-Player Characters (NPCs). They serve as foes, friends, informants, and whatever other purposes you need them to serve.

NPCs aren't as important as PCs, so they don't have to be as well-detailed. Often, they don't even have statistics.

When the PCs meet somebody new, your first words about him are already giving them an idea of what he is like. For example, if you say that they see a blacksmith, they are probably already picturing a strong, sweaty fellow who spends all day hammering steel. To complete your NPC, just add a detail or two to this description. Your smith might be friendly and speak in a booming voice, for example. There's no need to add more; NPCs come alive as you play them.

NPC Reactions: Deciding how NPCs react to the Player Characters is simple. Just ask yourself how you would feel about the PCs if you were the NPC.

Usually, this means the NPC's feelings are a result of how the PCs behave. For example, if the PCs want to fight, the NPC would be angry or afraid. Also, ask yourself what the NPC wants from the Player Characters. If the PCs are buying a sword from the blacksmith, for example, he would want a gold piece or two in exchange. He's in the business of making and selling weapons. The blacksmith would drive a hard bargain.

Monsters

So far, we've been discussing human NPCs. But monsters, such as goblins and ghouls, are NPCs, too. It's awkward to always say "human NPCs" and "monster NPCs," so let's agree on some terms. NPCs are beings that have a character class (like elves or clerics), whether or not they are friendly to the player characters. Monsters are beings that don't have a character class. They may be either hostile or friendly to the PCs. Most of them are hostile. Monsters are described in the Monsters chapter.

Monsters usually behave differently from people. They often do things humans can't. Sometimes, they're not even intelligent. Because of these factors, you must know more about monsters than about NPCs. This is why the rule book contains descriptions and statistics for many different monsters. When you play a monster, you should read its description so you know what it's like.

Monster Reactions: Just as you decide how NPCs feel about the Player Characters, you can also decide how monsters feel about them. It depends on what they do. But when the PCs wait to see what the monster will do before they react, you can end up with a lot of waiting! In such cases, have the monster react first. When you aren't sure how the monster feels, make a monster reaction roll. Roll 2d6 and consult the Monster Reaction Table:

Monster Reaction Table

RollReaction
2-3Monster attacks
4-6Monster growls, roll again in one round, subtract 4 from the result
7-9Monster cautious, roll again in one round
10-11Monster friendly, roll again in one round, add 4 to the result
12+Monster is friendly

Note that you may need to make more than one roll on the Monster Reaction Chart. When the result says to roll again in one round, allow the PCs to react to the monster. If they do something to get a specific reaction, go with it. Don't bother rolling on the table anymore.

If they mumble and mutter without a clear plan, roll again (making any subtractions or additions called for by the chart). Don't roll more than three times, however. If the PCs don't do something to get a reaction (talk to it, or attack it, or put it to sleep—something) by the third roll, the monster attacks if the roll was 9 or less (remember to take into account the monster's alignment). It just leaves if the result was between 10 and 12.

Before Getting to the Dungeon

The first thing you need is a group of players. They choose characters to play. It is wise to have a balanced party, a group capable of dealing with the many different dangers of the dungeon. A party should have at least one each of these classes: fighter, cleric, magic-user, and thief.

If you don't have even four players, allow the players you do have to take retainers (see the section on retainers). If you have too many fighters or spellcasters, get some players to switch character classes. Tempt someone to switch to thief with glowing tales of treasure. Offer the player who switches to cleric a cure light wounds scroll. Remember, you're in charge.

Next you need a place for the party to be. Basic DUNGEONS & DRAGONS game adventures always take place in dungeons. Obviously, however, PCs do not spend their entire lives underground.

When they're not on an adventure, assume that the Player Characters are in a nearby village or town. Everything that happens in the village takes place outside game time, however. Here, they can rest and recover from their previous adventures. They can find safe places to store their treasure. They can even get outfitted for their next adventure by purchasing equipment and hiring retainers.

Before an adventure begins, each player should write down a list of the supplies his character has. As the adventure progresses, he can cross off the supplies (rations, arrows, torches, etc.) his character uses.

Hiring Retainers

Retainers are NPCs hired by the PCs to help explore a very tough dungeon (compared to their own numbers and abilities). Retainers are always 1st-level characters. Run them just like any other NPC, but you should roll up a complete set of character statistics for each one.

Any party with less than four PCs can hire enough retainers to make a party of four. A party of four PCs can hire two retainers, and a party of five PCs can hire one retainer. Parties with six or more PCs don't need retainers. Also, each retainer expects to get a full share of the treasure. And each gets a full share of all experience points awarded. Retainers who are not treated well will leave.

As NPCs, retainers are subject to morale checks, just like monsters. The morale of the retainers depends on the Charisma score of the PC who hired them:

Charisma ScoreRetainer Morale
34
4-55
6-86
9-127
13-158
16-179
1810

Once a retainer fails a morale check and runs away, he won't return until the battle is over.

Got a party? Got equipment? Got retainers if you need them? When everybody's ready, tell the players that their characters leave the village and travel three or four hours (or three or four days) to the dungeon entrance. In this game, there is no need to worry about what the characters see outside of the dungeon.

Purchasing Equipment

The basic unit of money in the DUNGEONS & DRAGONS game is the gold piece (gp). A gold piece is one gold coin. The value of all other coins is related to the gp. The Money Conversion Table below lists the value of all coins:

Money Conversion Table

  • 1 gold piece = 100 copper pieces (cp)
  • 1 gold piece = 10 silver pieces (sp)
  • 1 gold piece = 2 electrum pieces (ep)
  • 5 gold pieces = 1 platinum piece (pp)

Electrum is a combination (or alloy) of silver and gold. The value of all gems and jewelry can be measured in gps as well.

When in a town, a PC can use money or an equivalent amount of treasure to buy any item listed on the Item table (on the DM's screen) for the listed value. He cannot buy anything that is not listed on the table. (Therefore, he cannot buy any magical items—but he can sell them, as explained below). Let the player select what he wants from the list, and then subtract the amount from his total gold.

A PC can sell any personal item for half the listed value. Magical weapons sell for the full value of the nonmagical item x d%. Magical scrolls and other unlisted items fetch 1d20 x d% in gold. But when it comes to magic, NPCs are much too cautious to ever buy a cursed item.

After Leaving the Dungeon

Sooner or later, you and your players will get tired and have to stop playing for the evening. If the characters have left the dungeon, they should return to their base in town until you play again. If they are still in the dungeon, they should find a safe place to rest until the players can resume the adventure.

After leaving the dungeon, the player characters may have to purchase new supplies. They'll definitely want to divide up their treasure, collect their experience points, and heal their wounds.

Dividing Treasure

As the PCs explore the dungeon, they will find treasure. After the session ends, take a moment for the PCs to review what treasure they found. The players can decide who gets what themselves, but try to encourage the players to divide the treasure evenly.

One way to divide magical treasures is to have each player roll 1d20. The player with the highest roll picks the first magical item, the player with the next highest roll picks the second item, and so on.

Using Supplies

At the end of the adventure, you should review each player's supply list. Can you remember anything he used and forgot to mark off? Did he forget to add something his PC picked up?

Don't worry if you and the players forget a few things, or if two people remember things a bit differently. In all the fun and excitement, that happens. It isn't as important to make a detailed note of everything the PCs used as it is to agree on what they have at the end of the playing session. If you feel strongly that the character shouldn't have something that the player says he does, however, remember that you're the DM. If you say a PC doesn't have an item, then he doesn't have it.

Food is consumed for each day of adventuring. Keep track of food rations, but don't bother role-playing meals.

Experience Points

During the adventure, you should keep a list of the monsters the PCs defeat. If you didn't, take a few minutes to remember what the monsters were. You may need the players to help you.

Each monster description includes an "XP value." This is the number of experience points (XP) the party earns for defeating that monster. Experience points represent the improvements in skills and abilities PCs gain through defeating monsters. When they have earned enough XPs, they can increase in level and become more powerful.

Add up the XPs for all the creatures that the PCs defeated during the adventure. If the PCs defeated a group of monsters, or convinced them to surrender, they get the listed XP value for each monster in the group. But any monsters that ran away were not defeated—they escaped. The party does not earn any XPs for monsters that escaped. (See also Experience Points, in the Other Character Statistics chapter.)

If you created your own monsters, or changed a monster in the Monster Lists, use this table to calculate the XP awards. (We used it to calculate the XP awards in the monster descriptions.) The special ability bonus is multiplied by the number of asterisks given with the monster's Hit Dice, and then added to the base XP value. The Monster Lists are in the Monsters chapter.

If the PCs defeated a human or demihuman NPC, his level is equivalent to a monster's Hit Dice. A 2nd-level NPC is worth as many XP as a 2 Hit Dice monster, and so on. Each spell level the NPC is capable of casting counts as an asterisk.

Experience Points for Monsters

Monster's Hit DiceBase XP ValueSpecial Ability Bonus
Up to 151
1103
1+154
2205
2+2510
33515
3+5025
47550
4+12575
5175125
5+225175
6275225
6+350300
7450400
7+550475
8650550

Divide the total experience points by the number of characters in the party, including PCs, NPCs, and retainers. This is how many XPs each character receives for defeating monsters (drop any remainders).

In addition, each character receives one XP for each gold piece worth of treasure he found.

As you award experience points to the PCs, those with unusually high or low Prime Requisite scores receive a bonus or penalty. Consult the Experience Adjustment Table.

Going up a Level: If a character has enough XPs to go up a level after a dungeon adventure, he immediately gains another Hit Die worth of hit points. Depending on his character class, he may get other benefits. See each character class description for details.

A character cannot gain more than one level of experience in one adventure. Should he have enough XPs to advance two levels (or more!), the excess doesn't count. The character's XP total stops just short of the amount needed for the second level of experience he would have gained.

Example: A beginning 1st-level fighter (0 XP) finds a gem worth 10,000 gp during an adventure. At the end of the adventure, the fighter gets 3,999 XP, and no more—just short of the amount he needs for 3rd level. He only earns one level of experience. The excess XPs are lost.

Inside the Dungeon

We've talked a lot about what goes on outside of game time. Once inside the dungeon, the real fun begins. Dungeon adventures are played in a series of game turns. A game turn may encompass movement and exploration, or it may include an encounter with monsters. During battles, play proceeds in shorter units of time called combat rounds, action-filled bursts during which the players attack with their weapons or cast their spells. The game turn, the encounter, and the combat round are each explained in their own chapters.

The Game Turn

DUNGEONS & DRAGONS game adventures are played in game turns. A single game turn lasts about 10 minutes in the dungeon. A turn is much more than just a measure of how much time has passed. It also includes all of the things that a character would normally be doing in that time. A turn includes making maps, peering down corridors, checking for traps, and everything else that people exploring real caves and dungeons do.

Movement

A character can normally move up to 120 feet in a turn. Obviously, in 10 minutes, an average man can walk much farther than 120 feet. But in a dungeon, there are all those other things a character is doing at the same time he's walking—straightening equipment, trying to move quietly, checking his map and his torch, etc. He's not moving at top speed.

Encumbrance: Characters carrying a lot of weight or bulky equipment move even slower. Encumbrance is a term that includes both the actual weight of an item and also how cumbersome or awkward that item is to carry. The table below lists how fast an encumbered character can move in a turn. Sometimes characters bring a mule to carry their treasure. They, too, are subject to encumbrance. A mule cannot carry more than 6,000 cn.

Speed and Encumbrance Table

EncumbranceMove in 1 Turn
Up to 400 cn120 feet
401-800 cn90 feet
801-1,200 cn60 feet
1,201-1,600 cn30 feet
1,601-2,400 cn15 feet
2,400+ cn0 feet

Mule

EncumbranceMove in 1 Turn
Up to 3,000 cn120 feet
3,001-6,000 cn60 feet
6,000+ cn0 feet

But how do you know how encumbered a character is? The Equipment Tables include values for encumbrance. Other items are given below. List all of the items the character is carrying or wearing (including treasure, weapons, and armor), then add their encumbrance values together. The result is the character's total encumbrance.

Several of the items listed on the Equipment table are designed to help the PCs carry their loads. The small sack holds 200 cn worth of goods, the backpack holds 400 cn, and the large sack holds 600 cn.

Item Encumbrance Table

ItemEncumbrance
Potion10 cn
Scroll1 cn
Rod20 cn
Staff40 cn
Wand10 cn
Coin (any)1 cn
Gem (any)1 cn
Jewelry (1 piece)10 cn

If a character is carrying something not listed on the Item Encumbrance table, you can estimate its encumbrance by comparing it to a similar item that is on the table. Remember, magical armor has encumbrance equal to half of what is listed on the table.

Encumbrance also applies to movement in rounds, explained in the "Movement" section of the Combat chapter.

Mapping

Unfold the map that came with your DUNGEONS & DRAGONS game and look at the side labeled "Zanzer's Dungeon." Notice that all of the rooms and corridors are divided into one-inch squares. On the map, each of those squares equals 5 feet. To see how far a character (or monster) can move on the map, simply divide his movement rate by five. The result is how many map squares the character can move. (A character with a movement of 30 feet per round could move six squares in a round, since 30 divided by 5 = 6.)

Characters can move diagonally from square to square, but they may not move through a square occupied by an unfriendly character (unless they defeat that character in combat first).

Player Maps: While playing, only the DM can see his prepared map. The players have to make their own map as they go. They can choose one player to be mapper, or they can rotate the job around the group so that everyone gets a chance. The mapper will find it easiest to draw his map on graph paper, but any sort of notebook or scrap paper can be used.

As the PCs move through the dungeon, you should describe what their characters can see: how far the corridor extends, how wide it is, if it turns, where any doors are located, etc.

It is most important for the mapper to correctly draw directions, shapes, and approximate sizes of the rooms, so that the party has a rough idea of the dungeon's shape. The mapper should not waste time determining exact measurements or filling in tiny details, however. This slows down the game and doesn't help the PCs very much. Check the player's map every-so-often to make sure they have the major outlines right—but don't correct everything!

When characters are either fleeing or chasing, no mapping is possible. The DM should keep track of where the characters and monsters are each round. Unmapped areas may be described very generally, without accurate measurements. It is quite possible for the characters to become lost, or to encounter other creatures during a pursuit.

Special Considerations

Adventuring in a dungeon is dangerous work. How well the player characters can see, how they deal with doors, and the encounters they face are all important aspects of play.

Seeing in the Dungeon

Dungeons are dark places, so the PCs must bring light sources with them. A torch or lantern casts light 30 feet in all directions. Torches last six turns (one hour), and a lantern filled with a flask of oil lasts 24 turns (four hours). It is important to remember who is carrying the light sources, because a person can carry only two items in his hands. A fighter could not carry a drawn sword, a shield, and a torch, for example.

Humans cannot see in the dark, but remember that elves and dwarves can. With their infravision, they can see up to 60 feet away—as long as there is no light source within that 60 feet to give them trouble. Most monsters have infravision, too, or some other sense acute enough to locate PCs in the darkness.

Hearing in the Dungeon

Any character can listen for noises. Most often, the urge to do this comes when the party is facing a door or other barrier that might have something nasty on the other side. Any constant noise, such as running water or a moving party, must be quieted before a character can successfully listen for faint noises.

When a character is listening, whether in general or at a door, roll 1d6. If the result is a 1 (or a 1-2 for dwarves, elves, or halflings), any noises that can be heard in the area (or on the other side of the door) are picked up. For listening thieves, roll against their Hear Noise ability, instead. Monsters hear on a roll of 1-2. No character may try to listen at the same door more than once per turn.

Doors in the Dungeon

Dungeons are full of doors. Doors are usually made of wood, and are often reinforced with metal strips. They usually have metal hinges, though leather is also common. Most have a knob or ring for pulling them open or closed.

Doors are usually closed, and are often stuck or locked.

Any character can open a closed door just by turning the knob, pulling on the ring, pushing it open, etc. After a door is opened, it usually swings slowly shut unless the PCs spike it or hold it open in some other way (spikes are the dungeon equivalent of door stops). Spiking a door takes a full round to complete.

If the door is stuck, a PC can try to open it by rolling 1d6. A result of 5 or 6 means the character got it open (modify this roll by the character's Strength score adjustment). One character per round can attempt to force open the door. If the PCs fail to open the door the first time, any monster that happens to be lurking on the other side does not have to make a surprise roll when the party opens it. Wooden doors can be burned or destroyed in 1d4 turns.

Locked doors cannot be forced. A thief must pick the lock, or a magic-user must use a knock spell to open it. Sometimes, doors are made to open from only one side. These doors cannot be opened from the other side, and cannot be forced open. A magic-user's knock spell will open such a door from the wrong side, however.

Monsters can always open unlocked or stuck doors, but they cannot open locked doors (unless they have the key and know how to use it).

Whether a door is unlocked, stuck, or locked, what lies on the other side of it is always a mystery. There might be an ancient treasure or a damsel in distress. There might also be a hungry dragon, a pit of poisonous gas, and it is even possible that the door itself might be trapped.

Only a thief can check doors for traps. When he does, you should roll d% whether or not the door is trapped (just to keep the players guessing). If the door is trapped and you roll a number less than or equal to the thief's Find Traps score, he sees the trap and has a general idea of what kind of trap it is. Otherwise, tell him he has found no traps on the door (whether there are traps or not). Remember, if the thief finds a trap on the door, he must successfully remove traps on it before the door can be safely opened. He can also simply activate the trap after taking steps to protect himself.

Secret Doors: Most of the time, a dungeon's doors are readily visible and the PCs can see them without making any special effort. Many dungeons have secret doors, however. Secret doors are hidden or disguised somehow.

When PCs want to search for secret doors, they must tell you what area they are searching. (Each character can search one 10' x 10' area per turn.) Roll 1d6 for each PC searching (even if there are no secret doors in the area). On a result of 1 (1-2 for elves), the character finds the secret door. The DM should roll dice even if there is no secret door to be found, just to keep the players guessing.

Once somebody in the party finds a secret door and tells the others about it, everybody in the party can find the secret door—even if they leave the area and come back later.

Encounters in the Dungeon

There are two basic kinds of encounter: planned and wandering monsters. Planned encounters usually occur when the PCs reach a particular location, such as a room. They can also be triggered by certain events, such as lighting a torch in a dark, bat-filled cavern.

Planned encounters are thought out in advance. As the DM, you have decided that when the PCs enter a certain room or do a certain thing, they will meet an NPC or monster, or they stand a chance of triggering a trap. Usually, you have decided how the monster reacts to the PCs, or what triggers the trap and how it will affect them.

If you are using one of TSR's published DUNGEONS & DRAGONS game adventures, such as Eye of Traldar or The Dymrak Dread, this information is provided for you. Otherwise, you must make it up yourself before the game begins.

Of course, not all of the monsters in a dungeon stay in one place. They often wander around the dungeon, and the PCs can meet them at any time and in any place. These are called wandering monsters.

To decide when the PCs meet a wandering monster, roll 1d6 at the end of every other turn. A result of 1 means the PCs meet a wandering monster at the beginning of the next turn. Of course, as the DM, you can have wandering monsters appear any time you wish, and you may alter their strength and numbers to fit the situation.

To decide what kind of monster the PCs meet, you can roll a die on a wandering monster table. TSR's published adventures often include wandering monster tables designed specifically to be used with that adventure, but you can also use the more general wandering monster tables included in the rule book. If you have designed your own dungeon (as explained in the Making a Dungeon chapter), you can even make up your own wandering monster table!

Once you have determined what kind of wandering monster the PCs meet, you should read its description. Find how many of the monsters there are by rolling the die listed under "Number Appearing" in the monster's statistics. The monsters should appear 2d6 x 10 feet away from the PCs in any direction you choose.

When the encounter begins, you must use all your skills as a Dungeon Master to decide how the monster reacts to the PCs. If you are having trouble, remember that you can make a reaction roll to help you get started.

Game Turn Checklist

  1. Wandering Monsters: If the wandering monsters check at the end of the previous turn was positive, the monsters arrive now. They appear 2d6 x 10 feet away in a direction of DM's choice.
  2. Actions: The PCs describe what their characters are doing (listening at doors, moving, searching for secret doors, etc.).
  3. Results: The DM describes what happens: a. If PC actions result in discovering something unusual (secret door, trap, etc.) the DM tells them what they found. b. If the PCs entered an unmapped section of dungeon, the DM describes the area. c. If the PCs have an encounter, continue play with the encounter checklist.
  4. Wandering Monsters Check: Every other turn, the DM rolls 1d6. On a result of one, the PCs encounter wandering monsters at the beginning of the next turn. Consult "Wandering Monsters" in the rule book (inside back cover) to see what kind of monsters they meet.

The Encounter

As the PCs make their way through the dungeon, they will meet a wide variety of creatures and run into many kinds of traps. These meetings are called encounters.

Often, an encounter begins when the PCs open a door and find a monster lurking in the room on the other side. Sometimes, the encounter begins when they meet a lost NPC wandering the halls of the dungeon, when they step onto a trap door, or when a monster begins hunting them down.

Before a Fight Breaks Out

As soon as an encounter begins, play changes from turns to ten-second rounds.

Range: Monsters usually appear 2d6 x 10 feet away from the PCs in any direction you choose.

Reaction: Often, PCs wait to see what the monster's reaction is before they take action.

Surprise: When a fight breaks out, there is always the possibility that one side or the other is not prepared for it. They are surprised.

The surprise roll is not a step on the Combat Sequence. This is because you only make surprise rolls at the beginning of the first round of combat; never on any of the later rounds. If you feel that a side has no chance of being surprised, you may skip their surprise roll.

Each side rolls 1d6. If either side rolls a 1 or a 2, that side is surprised. A surprised side cannot do anything to defend themselves or to stop the other side from taking its actions on the first round of combat. The other side can do anything it could normally do: move, attack, use spells, talk, even run away.

If both sides are surprised, then both sides spend the first round of combat doing nothing. Neither side can act, so you jump immediately to the second round of combat. Light sources visible to someone else from some distance, or excessive noise negate any chance of surprising someone else.

Initiative

When a fight breaks out, you must decide which side acts first. The process of deciding who acts first is called determining initiative.

At the beginning of each round, ask one of the players to roll 1d6 for the PCs' side. You roll 1d6 for the NPCs or monsters fighting the PCs. The side that rolls the highest number wins the initiative and acts first.

If both sides roll the same number, nobody wins initiative. Their actions are simultaneous. This means that both sides go through each step in section "B" at the same time. For example, all of the PCs and monsters move at the same time. Even when the two sides in a combat have simultaneous initiative, the steps in the Combat Sequence still occur in order.

Decisions Within a Round

A wizard armed with a dagger has many options when a combat starts: he can move, throw his dagger like a missile weapon, cast a spell, or attack somebody standing close by in hand-to-hand combat. His player does not need to decide which action he is going to take at the beginning of the round. He can wait to see which side wins initiative, who else moves, and so on. But the longer he waits, the fewer options he has. Once the movement step of the Combat Sequence is past, for instance, he can't go back to it.

Morale (Optional)

Morale is an optional rule, which means that you only use it if you want to. Morale is a measure of a creature's courage, loyalty, and high spirits. By using morale, you can make the monsters seem a little more realistic. But you can still have lots of fun if you don't use it.

In a battle, the players decide whether their characters will fight, flee, or surrender. This is their decision alone; no PC can be forced to surrender or to flee if the player doesn't want him to. The players' characters are as brave (or cowardly) as the players want them to be.

To determine how brave a monster is, you use his morale score. A high morale score means that the creature is brave. A low morale score means that the creature is cowardly. A creature's morale score is listed in the statistics in the description in the rule book.

The Morale Check: To see if a monster will continue fighting, make a morale check. Roll 2d6 and compare it to the morale score listed in the creature's description. If the result is less than or equal to the creature's morale score, it passes the check and continues to fight.

If the result is greater than the creature's morale score, it fails the check. In this case, the creature runs away, if possible. If there is no place to run, it surrenders. Should the surrendering creature be intelligent enough to talk, it might bargain for its life by directing the PCs to any nearby treasure it knows of.

A monster or NPC who rolls 12 for his morale check has become a fanatic. A fanatic need not check morale again during this particular encounter.

When to Make Morale Checks: Should you decide to use morale, make a morale check when the creature is hit for the first time. Make another when it loses three-quarters of its hit points. If the PCs are fighting a group of monsters, make the morale check when the first death on either side occurs. Make another when half of the monsters are killed or subdued.

Morale checks are step B1 in the Combat Sequence. Notice that morale checks come before missile fire, magic, and hand-to-hand combat in the Combat Sequence. This means that when a creature is hit or loses three-quarters of its hit points, you wait until step B1 of the next round to make its morale check. For instance, if a PC hits a monster in the first round of combat, you do not make a morale check for the monster until step B1 of the next round.

A retainer checks morale when his employer orders the retainer to endanger himself while the party is in less danger, or when the retainer is wounded and down to one-fourth or fewer of his original hit points.

Running Away

If the monsters fail a morale check, they run away (if possible). They turn and flee at their top speed. Should the PCs decide to pursue them, use the Movement in Combat rule. Determine initiative normally each round.

The monsters keep running until the PCs catch up, or until they are trapped by a dead end, a locked door, etc. When this happens, the monsters surrender. Sometimes, they may rapidly turn corners, close doors behind them, rush into secret passages, etc. If the PCs cannot see the monsters do this, the players have only one round to guess where the monsters have gone. If they're right, they can continue their pursuit. Otherwise, the monsters escape.

Of course, the PCs may be the ones who decide to break off combat and run away. They have the choice of either retreating or withdrawing (see Movement in Combat). Once it is clear that the PCs are leaving combat, make a morale check for the monsters. If they fail the check, they will not follow the PCs. If they pass the check, they pursue until the PCs are trapped or turn to fight again.

Should the PCs manage to get out of the monsters' sight and turn down a side corridor, duck into a room, reach a corner connecting to more than one passage, etc., roll d%. On a roll of 25% or less, the monsters continue following the PCs. Otherwise, they lose the trail and the PCs escape.

Running Before the Fight: At the beginning of a battle, the monsters will not run away from the PCs. The PCs, on the other hand, may decide to run away before the fight even begins.

If the PCs flee before the fight begins, make a morale check for the monsters. If the monsters fail the check, they do not chase the PCs. If the monsters pass the check, they chase the PCs.

In this case, you begin pursuit and evasion. The PCs get a one-round head start on the monsters, traveling at their maximum movement rate. If different characters have different movement rates, the players can have each character flee at his maximum movement rate, or have everybody move at the rate of the slowest character.

Make initiative rolls normally for each of the following rounds. The monsters move at their maximum rate until the PCs escape or are trapped at a locked door, a dead end, etc.

Sometimes, characters drop bait such as food or treasure, hoping that the monsters will stop to pick it up. If the PCs drop an item their particular monsters might be interested in, roll 1d6. On a result of 1, 2, or 3, the monsters may stop and give up pursuit, depending on how intelligent they are (DM's option). Otherwise, they continue the chase. PCs may attempt one baiting per encounter.

During the morale check step of every fifth round of pursuit, make a morale check for the monsters. If they fail this check, they give up chasing the PCs.

Encounter Checklist

  1. Game time: Game time switches from ten-minute turns to ten-second rounds.
  2. Surprise: Both sides make surprise rolls, if appropriate.
  3. Initiative: Both sides make initiative rolls to see who moves, talks, or attacks first. If combat or magic begins, play proceeds from this point with the Combat Sequence.
  4. Reactions: If he does not know how the monsters will react to the PCs, DM makes reaction rolls to determine their initial attitudes.
  5. Results: a. If the PCs trigger a trap, the DM applies the consequences. b. If both sides talk, role-play the conversation until agreement is reached, one side flees, or a fight begins. c. If the PCs run away, make a morale check for the monster or NPC to see if it chases them. If so, use the pursuit and evasion rules to determine if they get away. d. If one or both sides attack after the initial meeting, play proceeds with the Combat Sequence (start with step 1 and roll for initiative again).
  6. Encounter ends: after the encounter ends, begin play with a new turn. Always assume that encounters take a full turn to resolve all combat, resting, sorting loot, etc.

The Round

When a game turn leads to an encounter, and that encounter may turn into a battle, the fight is played out in combat rounds. A round is ten seconds of game time.

During a round, a character may do one thing: move, attack, cast a spell, talk, drink a healing potion, or any other single action that a person could do in ten seconds. A character cannot do two things in a single round, such as run 20 feet and then attack. He would have to run the 20 feet on his first round, then attack on the next round.

Of course, not everyone in a fight just plants his feet and slugs it out toe-to-toe. When a character attacks during a round, we assume that he is maneuvering for position. To reflect this maneuvering, a character can move up to five feet while he's fighting. He can scuffle and turn and dance around up to five feet while he's fighting. Maneuvering like this does not count as an action during the round.

Melee refers to hand-to-hand combat exclusively. Battle implies the use of hand-to-hand combat, missile combat, and magical combat used together.

The Combat Sequence

The Combat Sequence is a checklist for the DM—it outlines every type of action that can happen during one round. Again, remember that these are guidelines—the DM should use common sense always, ignoring this sequence if he feels it is necessary. Many of the terms here are explained later in this chapter.

A. Each side rolls 1d6 to determine initiative.

B. The side that wins initiative acts first.

  1. Monsters and NPCs roll Morale Checks.
  2. Anybody who is moving does so.
  3. Characters using missile fire attack. a. They choose targets. b. They make their hit rolls. c. They roll damage for successful hits.
  4. Characters using magic cast their spells. a. They choose targets. b. Targets roll Saving Throws. c. The DM applies the results.
  5. Characters fighting hand-to-hand attack. a. They choose targets. b. They make their hit rolls. c. They roll damage for successful hits.

C. The side that lost initiative completes all steps under "B."

D. The DM declares the results.

The DM should explain everything that's happened in the round so that all the players understand, then you are ready to begin the next round.

Morale (Step B1)

Morale checks are fully described in the previous chapter on encounters.

Movement in Combat (Step B2)

Normal movement is covered in the chapter, "The Game Turn." A character may move one-third as far in a round as in a turn. For example, PCs can normally move 40 feet per combat round. Encumbrance rules still apply (see Encumbrance). Once a character is involved in a fight, his movements may be further restricted by close quarters or the press of his companions around him. Use your common sense.

There are two different ways to leave a fight: by withdrawal or retreat. When a character withdraws, he leaves carefully, with an eye on the combat. Withdrawing is a special kind of maneuvering—the withdrawing character backs up five feet per round. When he stops, he can engage in combat again (if his attacker followed him).

When a character retreats, he turns and runs away at his top speed. The attacker receives a combat bonus, if he can catch or strike the defender (described later). The retreating character cannot strike back at the attacker.

Missile Combat (Step B3)

Sometimes the combatants are many feet apart when the fight begins. They shoot bows, crossbows, and slings, or even throw things at each other. This kind of combat is missile combat. Weapons used in missile combat are either fired weapons or thrown weapons. The difference is that fired weapons use some sort of device to propel the projectile, and thrown weapons are merely chucked by hand.

The Missile Fire table lists all missile and thrown weapons.

In step 3a, the attackers choose targets. If the attacker is a PC, ask the player what target his character is trying to hit. If the attacker is an NPC or monster, tell the players what target he is trying to hit.

In step 3b, the attackers make their hit rolls. The attacker rolls 1d20. Compare the result to the Character Hit Roll Table.

Compare the result of the roll to the number under the column on the Character Hit Roll table that equals the target's AC. If the result of the attacker's d20 roll is lower than this number, the attacker misses his target. If the result is equal to or higher than this number, the attacker hits his target. A natural (unmodified) 20 always hits.

Attackers who did not make successful hit rolls skip step 3c. But attackers who did hit their targets roll damage in step 3c. Consult the Missile Fire table to see what kind of die the attacker rolls to determine damage. Have the attacker make the die roll, then have the defender subtract the result from his hit points.

Character Hit Roll Table

D20 Roll by Class & LevelAC 9AC 8AC 7AC 6AC 5AC 4AC 3AC 2AC 1AC 0AC -1AC -2
Normal Man111213141516171819202020
Fighter 1-3, Elf 1-3, Dwarf 1-3; Cleric 1-4, Thief 1-4, Halfling 1-4; Magic-User 1-5101112131415161718192020
Fighter 4-5, Elf 4-5, Dwarf 4-5; Cleric 5, Thief 5, Halfling 58910111213141516171819

When the arrows start flying, four things can cause an adjustment to the attacker's hit roll: Dexterity, range, cover, and magic.

Dexterity: Look at the Bonuses and Penalties for Ability Scores table (on the DM's screen or in the rule book). When a character makes a missile attack, compare his Dexterity score to the table. If the table indicates that he should receive a bonus or penalty because of an unusually high or low score, add the bonus to (or subtract the penalty from) his hit roll.

Range: Characters can fire or throw missile weapons only a limited distance. This distance is called range. Range is divided into three categories: short, medium, and long.

Because each weapon is effective at different ranges, the short, medium, and long ranges for each missile weapon are listed on the Missile Fire table:

Missile Fire Table

WeaponShort (+1)Medium (0)Long (-1)
Fired Weapons
Long Bow6-7071-140141-210
Crossbow6-6061-120121-180
Short Bow6-5051-100101-150
Sling6-4041-8081-160
Thrown Weapons
Spear6-2021-4041-60
Oil, Holy Water6-1011-3031-50
Hand Axe6-1011-2021-30
Dagger6-1011-2021-30
Misc. Object6-1011-2021-30

Note that missile weapons are divided into two kinds. Fired weapons cannot be used if the target is within five feet. Thrown weapons can be used if the target is within five feet, but they become melee weapons at such distances. Both kinds of weapons cause the damage listed on the Missile Fire table.

If the attacker is firing at a target within a weapon's short range, he adds a +1 bonus to his hit roll. If the target is at medium range, the attacker does not adjust his hit roll. If the target is at long range, the attacker subtracts a -1 penalty from his hit roll.

Cover: Defenders taking cover by hiding behind something are harder to hit. How much harder? That depends on how good the cover is and how much of the character's body is concealed.

An attacker suffers a -1 penalty to hit for each quarter of the target's body that is protected by cover (round up). As DM, you must use your own judgment to decide how much of the defender's body is covered.

If the attacker's missile weapon cannot penetrate the cover, subtract an additional -1 penalty. For example, an arrow probably won't pierce through an oak stump and hit the PC behind it. A shield does not count as cover (it is considered armor instead).

If the target's cover adjustment totals -5 points, the target is completely hidden behind something that the attacker's missile weapon cannot penetrate. No attack is possible.

But taking cover can work both for and against a character. A defender completely hidden behind cover (whether the attacker's weapon can penetrate the cover or not) cannot make a hit roll against his attacker in the same round. He can only attack somebody else. If a character who is completely hidden chooses to use a missile attack, he must expose at least a quarter of his body to attack.

Multiple Adjustments to a Missile Combat Hit Roll: It is not unusual for more than one adjustment to apply in missile combat. When this happens, add and subtract all bonuses and penalties that affect the hit roll.

For example, an attacker with Dexterity 17 fires a magical arrow +1 at a target half-hidden behind a stone wall at long range. The attacker's hit roll adjustments would be: Dexterity, +2; range, -1; cover, -3 (the arrow cannot penetrate the stone wall so the attacker suffers an extra -1 penalty); magical arrow, +1. The attacker's final adjustment would be -1 (2 - 1 - 3 + 1 = -1).

Oil and Holy Water as Missile Weapons: These two thrown weapons need explanation. Holy Water can be used against undead monsters. (If a monster is undead, its description will say so.) Holy water is kept in special glass vials that break upon impact. When a vial of holy water hits, the undead monster suffers 1d8 points of damage.

Oil is carried in glass flasks. It is often thrown at monsters (on one round), then lit (on the following round) to cause 1d8 points of damage. Before the oil is effective, however, a successful hit roll must be made against the target to break the flask on the monster. Then a character wielding a torch (or some other flame) must make a separate hit roll to light the oil. This hit roll is made against AC 9 (plus or minus cover modifiers) instead of the creature's normal AC, however, since all the attacker is trying to do is touch the torch to the oil.

Once lit, the creature burns for two rounds, suffering 1d8 points of damage per round. It takes any character two rounds to put out flames on his body, either by slapping at them, or by rolling on the ground and smothering them.

The flask breaks even if the first hit roll misses, but the oil spills out of harm's way.

Sometimes, flasks of oil are broken on the floor on purpose, creating pools three feet in diameter. If lit, such a pool burns for ten rounds. Any creature stepping into this burning pool suffers 1d8 points of damage per round. Again, it takes two rounds to step back and beat out the flames.

Inflicting Damage: In step 3c, the attackers who made successful hits in step 3b roll damage. They roll the damage die listed for their weapon. Damage dice are all given on the Equipment tables. The result is the points of damage they caused; this is subtracted from the defender's hit points.

If a PC loses hit points, the person playing that character should write down the number of hit points that he lost on his Character Record Sheet. If an NPC or monster takes damage, then you should write down the number of hit points it lost in your DM notes.

If a character (or monster) loses all of his hit points in combat, at the end of that step, he collapses to the ground and dies. He can only complete whatever he was doing in the step in which he died. If he was in the middle of doing something several steps long, he does not live to complete the task.

Magical Combat (Step B4)

By its very nature, magic is a special action. Still, when it is used in a fight, it works much the same as melee and missile combat.

In step 4a, the spellcaster chooses his target or targets. If the spellcaster is a PC, he tells you what spell he is casting and who he intends the spell to affect. If the spellcaster is an NPC, simply tell the PCs that he is casting a spell. Do not tell them what spell he is casting (your game will be more suspenseful if they don't know).

In step 4b, you read the description of the spell in the rule book. (After a while, you won't need to do this very often. You'll soon discover that you remember the spells you use the most.)

When the spell calls for a Saving Throw, you tell the players which category the defender is saving against. If the target is a PC, the player rolls 1d20 and compares it to the appropriate Saving Throw number on his character record sheet. If the target is a monster, you roll 1d20 and compare it to the appropriate Saving Throw number for the monster. Use the character class Saving Throws for NPCs.

In step 4c, you apply the results. If the spell causes any damage, targets that made their Saving Throws suffer one-half the normal damage. Those who failed their Saving Throws suffer full damage.

If the spell causes some result other than damage, targets that made their Saving Throws escape the effects of the spell (assuming they want to). Targets that failed their Saving Throws suffer the results outlined in the spell description.

Hand-to-Hand Combat (Step B5)

Hand-to-hand fighting, or melee combat, occurs when two or more characters stand toe-to-toe and fight it out with their fists, clubs, swords, or any other weapon they can hold in one or both hands and use to hit their opponent. To run melee combat, follow the steps in the Combat Sequence, step B5.

In Step 5a, the attackers choose targets. If the attacker is a PC, ask the player what target his character is trying to hit. If the attacker is an NPC or monster, tell the players what target he is trying to hit.

In Step 5b, the attackers make their hit rolls, using the Character Hit Roll table (just as for missile fire).

The attacker's die roll may be modified by special circumstances:

Attack Roll Modifiers Table

CircumstanceModifier
Attacking from behind+2 bonus to hit roll
Attacker can't see target-4 penalty to hit roll
Larger than man-sized monster attacking halfling-1 penalty to hit roll
Target exhausted+2 bonus to hit roll
Attacker exhausted-2 penalty to hit roll
Target behind cover-1 to -4 to hit roll (missile fire only)

THAC0 (Optional): Using THAC0 is often an easier way to remember combat rolls. THAC0 stands for "To Hit Armor Class 0." The Character Hit Roll table shows what a character needs to hit Armor Class 0; for instance, a 1st-level fighter needs to roll 19 or better to hit a target with Armor Class 0. Instead of looking on the Hit Roll table for every attack, he only needs to remember his THAC0 is 19.

Whenever that fighter attacks, he rolls a d20 as usual. Then he adds any combat modifiers he gets, like bonuses for magical weapons or ability score adjustments. Finally, he adds the defender's Armor Class.

If the total is above his THAC0 of 19, he has scored a hit. Note that negative Armor Classes will be subtracted from the roll, making them harder to hit.

Step C

After the side that won initiative makes its attacks, the side that lost initiative gets a chance to make its attacks. The side that lost initiative now goes through all of step B in the Combat Sequence.

Step D

Once an encounter has been concluded, make a note of the battle's outcome. List all the monsters the PCs fought, and what happened to them. Did the PCs slay the monster? Did they run away from it? Did (shudder) the monster slay any of the PCs? These notes don't need to be long or complicated, as long as they help you remember what happened.

Also, have the PCs make a note of any supplies they used (for instance, if they threw a flask of holy water on a zombie), any arrows they lost, any wounds they suffered, etc. Often, if the PCs defeat the monster, they will find some of the treasure it has stolen from other unlucky characters over the years. They should make a note of any treasure they recover.

Healing Wounds

Most of the time, PCs are healed through magical means, perhaps by drinking a potion or having a spell cast on them. Magical healing occurs instantly, without any need to rest. It can be performed while still in a dungeon.

Sometimes, there is no magical means of healing available. The PCs must heal themselves by resting. For each full day a character spends resting, which means doing nothing but lying in bed, he recovers 1d4 hit points.

When a character is in town resting, don't use turns for game time. Just say, "Another day passes. Roll 1d4 for healing."

Different methods of healing can be used together to recover hit points. For instance, a PC could rest, drink a healing potion, and have a cleric cast a cure light wounds spell on him in the same day.

Some monsters do more than bite. Some inflict diseases. The PCs might also have picked up a cursed magical item in their treasure. Resting will not heal either of these conditions. A high-level cleric (probably in town) can cast cure disease or remove curse spells—for a fee.

Spells

Spells are divided into two groups: clerical spells and magical spells. Only clerics can use clerical spells; clerics cannot use magical spells. Magic-users, elves, and some monsters can use magical spells. Some spells have both clerical and magical versions.

Each spell has a Range, Duration, and Effect. The target of a spell is the person, object, or area the caster wishes to affect. Some spells can only affect the caster, and cannot be cast on others. If the range is listed as "Touch," the caster must physically touch his target.

Those spells marked with an asterisk (*) can be "reversed." The effects of a reversed spell are listed within the standard spell's description. A caster must have reached the 4th level of experience in his character class before he learns to reverse spells. Also, he must intentionally study or meditate on the reverse spell. A reverse spell does not take up extra room in a magic-user's spell book.

Clerical Spells

1st-Level

  • Cure Light Wounds *
  • Detect Evil
  • Detect Magic
  • Light *
  • Protection from Evil
  • Purify Food and Water
  • Remove Fear *
  • Resist Cold

2nd-Level

  • Bless *
  • Find Traps
  • Hold Person *
  • Know Alignment *
  • Resist Fire
  • Silence 15' Radius
  • Snake Charm
  • Speak With Animals

Spell names that are italicized as well as bold indicate reversible spells.

1st-Level Clerical Spells

Cure Light Wounds

Range: Touch Duration: Permanent Effect: Anyone living creature

This spell either heals damage or removes paralysis. If used to heal, it can cure 1d6+1 points of damage. It does not heal any damage if used to cure paralysis. The cleric may cast it on himself (or herself) if desired.

This spell can never increase a creature's total hit points above the original amount.

Example: Your fighter started with 8 hit points. You lost 4 hit points in a battle with a snake. Aleena casts a cure light wounds spell and touches you. She rolls a 6, which could cure up to 7 points of damage. Your hit points return to 8, the amount you started with. The "extra" 3 points are not counted.

When reversed, this spell, cause light wounds, causes 1d6+1 points of damage to any creature or character touched (no Saving Throw). The cleric must make a normal Hit roll.

Detect Evil

Range: 120 feet Duration: 6 turns Effect: Everything within 120 feet

This spell enables a cleric to see a glow from evilly enchanted objects within 120 feet. Creatures within that range that want to harm the cleric also glow. The cleric cannot hear the actual thoughts of the creatures. Remember that "chaotic" does not automatically mean evil, although many chaotic monsters have evil intentions. Traps and poison are neither good nor evil, merely dangerous. They are not affected. No Saving Throw is allowed.

Detect Magic

Range: 0 Duration: 2 turns Effect: Everything within 60 feet

This spell enables a cleric to see a glow from all magical objects, creatures, and places within range. It does not last very long, and is best saved until the cleric needs to know if something found during an adventure is magical. For example, a door may be held shut magically, or a found treasure might be enchanted, or perhaps an NPC is a magical illusion. No Saving Throw is allowed.

Light

Range: 120 feet Duration: 12 turns Effect: 30-foot-diameter sphere

This spell creates a large ball of light, as if a bright torch were lit. If the spell is cast on an object (such as the cleric's weapon), the light moves with the object. If cast at a creature's eyes, the creature must roll a Saving Throw vs. Spell. If the Saving Throw fails, the victim is blinded by the light for the duration of the spell.

When reversed, this spell, darkness, creates a circle of darkness 30 feet in diameter. It blocks all sight except infravision. Darkness can cancel a light spell if cast upon it, but may itself be canceled by another light spell. If cast at an opponent's eyes, darkness causes blindness for the duration of the spell, or until canceled. The target can make a Saving Throw vs. Spell. If he succeeds, the spell misses.

Protection from Evil

Range: 0 Duration: 12 turns Effect: The cleric only

This spell creates an invisible magical barrier all around the cleric's body (less than an inch away). All attacks against the cleric are penalized by -1 to their hit rolls, and the cleric gains a +1 bonus to all Saving Throws, for the duration of the spell.

In addition, enchanted creatures (see "enchanted" in the glossary) cannot even touch the cleric! They may use only missile or magical attacks. This spell does not affect a magic missile (magical) spell.

If the cleric attacks an enchanted creature during the spell's duration, the effect changes slightly. Enchanted creatures are then able to touch the cleric, but the hit roll and Saving Throw adjustments still apply for the spell's duration. No Saving Throw is allowed against this spell.

Purify Food and Water

Range: 10 feet Duration: Permanent Effect: See below

This spell makes spoiled or poisoned food and water safe and usable. It purifies one ration of food (either Iron or Standard rations), or six water skins of water, or enough normal food to feed a dozen people. If cast at mud, the spell causes the dirt to settle, leaving a pool of pure, clear water. The spell does not affect any living creature. No Saving Throw is allowed.

Remove Fear

Range: Touch Duration: 2 turns Effect: Any one living creature

This spell calms and removes any fear from any one living creature the cleric touches. If the creature is running away due to magically created fear, the creature may make another Saving Throw vs. Spell. It adds a bonus equal to the cleric's level of experience. The maximum bonus is +6. If this Saving Throw is successful, the creature stops running. A roll of 1 always fails. This second Saving Throw, with bonus, may be made even if the fear was so powerful as to allow no initial Saving Throw!

Example: A 3rd-level cleric casting this spell gives a bonus of +3 to the Saving Throw of the creature touched.

When reversed, this spell, cause fear, makes any one creature flee for two turns. The victim can make a Saving Throw vs. Spell to avoid the effect. This reversed spell has a range of 120 feet.

Resist Cold

Range: 0 Duration: 6 turns Effect: All creatures within 30 feet

This spell enables all creatures within 30 feet of the cleric to withstand freezing temperatures without harm for the duration of the spell. In addition, those affected gain a bonus of +2 to all Saving Throws against cold attacks.

Any damage from cold is reduced by -1 per die of damage (but with a minimum of 1 point of damage per die). The effect moves with the cleric. No Saving Throw is allowed.

Example: The party sees a white dragon approaching (whose breath is a blast ray of cold), so the cleric warns the others to stay near and casts this spell. All characters who remain within 30 feet of the cleric gain a +2 bonus to their Saving Throws vs. Dragon Breath.

2nd-Level Clerical Spells

Bless

Range: 60 feet Duration: 6 turns Effect: All within a 20-foot square area

This spell improves the morale of friendly creatures by +1 and gives those affected a +1 bonus on all hit and damage rolls. It affects creatures in a 20' x 20' area, and only those who are not yet in melee combat, at the moment the spell is cast.

When reversed, this spell, blight, causes a -1 penalty to enemies' morale, hit rolls, and damage rolls. Each victim can make a Saving Throw vs. Spell to avoid the penalties.

Find Traps

Range: 0 (Cleric only) Duration: 2 turns Effect: Traps within 30 feet glow

This spell causes all traps to glow with a dull blue light when the cleric comes within 30 feet of them. It does not reveal the types of traps, nor any method of removing them. No Saving Throw is allowed.

Hold Person

Range: 180 feet Duration: 9 turns Effect: Paralyzes 1d4 creatures

This spell paralyzes 1d4 creatures for nine turns. It affects any human, demihuman, or humanlike creature (bugbear, gnoll, hobgoblin, kobold, lizard man, ogre, orc, or sprite). It does not affect the undead or creatures of 5 HD or more. The spell can be cast at a single person or at a group. If cast at a single person, a -2 penalty applies to the Saving Throw. If cast at a group, it affects up to four persons (of the cleric's choice), but with no penalty to their rolls. Each victim can make a Saving Throw vs. Spell to avoid the effect.

The paralysis can be removed before the end of its duration by the reverse spell, or by a dispel magic spell.

The reverse of the spell, free person, removes the paralysis of 1d4 victims of the hold person spell (either the magical or clerical version). It has no other effect.

Know Alignment

Range: 0 (Cleric only) Duration: 1 round Effect: One creature within 10 feet

This spell enables the caster to discover the alignment (Lawful, Neutral, or Chaotic) of any one creature within 10 feet. The spell can also reveal the alignment of an enchanted item or area (if any; for example, of a magical sword or temple). The subject can make a Saving Throw vs. Spell to avoid the effects.

The reverse of the spell, confuse alignment, lasts for one turn per level of the caster, and can be cast on any one creature, by touch. No Saving Throw is allowed. For the spell's duration, any cleric using a know alignment spell on the target gets a false answer. That same false answer is the result of any further attempts.

Resist Fire

Range: 30 feet Duration: 2 turns Effect: One living creature

For the duration of this spell, the target cannot be harmed by normal fire and heat. The target also gains a +2 bonus to all Saving Throws against magical fire (dragon's breath, fire ball, etc.) Furthermore, damage from such fire is reduced by 1 point per die of damage (to a minimum of 1 point of damage per die, regardless of adjustments). No Saving Throw is allowed.

Silence 15' Radius

Range: 180 feet Duration: 12 turns Effect: Sphere of silence 30 feet across

This spell makes the area of effect totally silent. Conversation and spells in this area are impossible for the duration of the spell. This spell does not prevent a person within the area from hearing noises outside the area. If cast on a creature, the victim must roll a successful Saving Throw vs. Spell or the spell effects move with the creature. If the Saving Throw succeeds, the spell remains where it was cast, and the victim may move out of that area. Since words must be spoken to cast spells, this spell prevents spellcasting from within its area of effect.

Snake Charm

Range: 60 feet Duration: 1d4+1 rounds or 1d4+1 turns Effect: Charms 1 HD of snakes per level of the caster

This spell enables a cleric to charm 1 Hit Die of snakes for each level of his experience. For example, a 5th-level cleric could charm one 5-HD snake, five 1-HD snakes, or any combination totalling 5 Hit Dice or less. The snakes affected rise up and sway, but cannot attack unless attacked themselves.

If used on attacking snakes, the spell's duration is 1d4+1 rounds; otherwise, it lasts 1d4+1 turns. When the spell wears off, the snakes return to normal (but with normal reactions; they are not automatically hostile). No Saving Throw is allowed.

Speak with Animals

Range: 0 (Cleric only) Duration: 6 turns Effect: Allows conversation within 30 feet

This spell enables a cleric to speak with any animals of one type that are within 30 feet for the duration of the spell. The effect moves with the caster. The cleric must name one type of animal (such as "normal bats," "wolves," etc.). Intelligent animals and fantastic creatures are not affected. When there exist both normal and giant forms, only one type (either normal or giant) may be named. The creatures' reactions are usually favorable (+2 bonus to reaction roll), and the cleric may talk them into doing a favor if the reaction is high enough. The animal must understand the favor requested, and the task must be possible for the creature to perform. No Saving Throw is allowed.

If the caster speaks a language that the charmed target understands, the caster can give orders to the target. These orders should sound like suggestions, as if "just between friends." The target usually obeys, but orders that are contrary to the target's nature (alignment and habits) can be resisted. A target refuses to obey an order to kill itself.

A charmed target remains charmed for at least 24 hours. The target can make another Saving Throw at intervals depending on its Intelligence. A creature of high Intelligence (13-18) can check again every day. One of average Intelligence (9-12; gnome, goblin, hobgoblin, kobold) can check every week. One with low Intelligence (3-8; bugbear, gnoll, lizard man, ogre) can check only once a month. If you are charmed, your DM will tell you when to make the new Saving Throw.

The charm is automatically broken if the caster attacks the target, whether by spell or by weapon. The target remains charmed and fights normally if attacked by the caster's allies.

Detect Magic

Range: 0 Duration: 2 turns Effect: Everything within 60 feet

This spell enables the caster to see a glow from all magical objects, creatures, and places within range. The effect does not last very long, and is best saved until the caster needs to see if something found during an adventure is magical.

Example: Shortly after casting this spell, a magic-user walks into a room containing a door locked by magic, a magical potion lying on a table, and a treasure chest with a magic wand inside. All the magical items glow, but only the door and potion can be seen. The light of the glowing wand is hidden by the treasure chest.

No Saving Throw is allowed.

Magic-User Spells

1st-Level

  • Charm Person
  • Detect Magic
  • Floating Disc
  • Hold Portal
  • Light *
  • Magic Missile
  • Protection from Evil
  • Read Languages
  • Read Magic
  • Shield
  • Sleep
  • Ventriloquism

2nd-Level

  • Continual Light *
  • Detect Evil
  • Detect Invisible
  • ESP *
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Mirror Image
  • Phantasmal Force
  • Web
  • Wizard Lock

3rd-Level

  • Clairvoyance
  • Dispel Magic
  • Fire Ball
  • Fly
  • Haste *
  • Hold Person *
  • Infravision
  • Invisibility 10' Rad.
  • Lightning Bolt
  • Protection from Evil 10' Rad.
  • Protection from Normal Missiles
  • Water Breathing

1st-Level Magic-User Spells

Charm Person

Range: 120 feet Duration: See below Effect: One living person (see below)

This spell makes the target feel the caster is his best friend. He tries to defend the caster against any real or imagined threat. Charm person affects only humans, demihumans, and certain other creatures. It does not affect animals, undead, creatures with six or more Hit Dice, or fantastic creatures (such as gargoyles or medusae).

The target can roll a Saving Throw vs. Spell. If he succeeds, the spell has no effect.

Floating Disc

Range: 0 Duration: 6 turns Effect: Disc remains within 6 feet

This spell creates an invisible, horizontal platform about the size and shape of a small round shield. It can carry up to 5,000 cn (500 pounds). It cannot be created in a place occupied by a creature or object. The floating disc forms at the height of the caster's waist, and always floats at that height. It automatically follows the caster, staying within six feet at all times. It can never be used as a weapon, because it has no solid existence and moves slowly. When the duration ends, the floating disc disappears, suddenly dropping anything upon it. No Saving Throw is allowed.

Hold Portal

Range: 10 feet Duration: 2d6 turns Effect: One door, gate, or similar portal

This spell magically holds shut any portal—for example, a door or gate. A knock spell can open the held portal. Any creature or character 3 or more Hit Dice greater than the caster can break open a held portal in one round's time, but the portal relocks if allowed to close within the duration of the spell. No Saving Throw is allowed.

Example: Any 5th-level character can break through a hold portal spell cast by a 2nd-level magic-user.

Light

Range: 120 feet Duration: 6 turns + 1 turn per level of the caster Effect: Volume of 30-foot-diameter sphere

This spell creates a large ball of light, as if a bright torch were lit. If the spell is cast on an object (such as a coin), the light moves with the object. If cast at a creature's eyes, the creature must roll a Saving Throw vs. Spell. If the Saving Throw fails, the target is blinded by the light for the duration of the spell. If the Saving Throw succeeds, the light appears in the air behind the intended target.

When reversed, this spell, darkness, creates a circle of darkness 30 feet in diameter. It blocks all sight except infravision. Darkness cancels a light spell if cast upon it (but may itself be canceled by another light spell). If cast at an opponent's eyes, it causes blindness for the spell's duration or until canceled. The target may roll a Saving Throw vs. Spell to avoid the effects of a darkness spell.

Magic Missile

Range: 150 feet Duration: 1 round Effect: Creates 1 or more arrows

This spell creates and shoots one or more glowing arrows. Each inflicts 1d6+1 points of damage to any creature it strikes. Each arrow appears next to the caster and hovers there until the caster "fires" it. It automatically hits any visible target. It moves with the caster until fired or for the spell's duration. A magic missile actually has no solid form, and cannot be touched.

For every 5 levels of experience, a caster can create an additional two magic missiles. For example, a 6th-level magic-user can create three missiles. The missiles can be shot at different targets. No Saving Throw is allowed.

Protection from Evil

Range: 0 Duration: 6 turns Effect: The caster only

This spell creates an invisible magical barrier all around the caster's body (less than an inch away). All attacks against the caster are penalized by -1 to their hit rolls, and the caster gains a +1 bonus to all Saving Throws, for the duration of the spell.

In addition, enchanted creatures (see the glossary for a definition) cannot even touch the caster! They may only use missile or magical attacks. This spell does not affect a magic missile spell.

If the caster attacks an enchanted creature during the spell's duration, the effect changes slightly. Enchanted creatures are then able to touch the caster, but the hit roll and Saving Throw adjustments still apply for the spell's duration. No Saving Throw is allowed.

Read Languages

Range: 0 Duration: 2 turns Effect: The caster only

This spell enables the caster to read, but not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth, for the duration of the spell. No Saving Throw is allowed.

Read Magic

Range: 0 Duration: 1 turn Effect: The caster only

This spell enables the caster to read, but not speak, any magical words or runes, such as those found on magic scrolls and other items. Unfamiliar magic writings cannot be understood without using this spell. However, once a caster reads a scroll or runes with this spell, that magic can be read or spoken later without using a spell. All spell books are written in magical words, and only their owners can read them without using this spell. No Saving Throw is allowed.

Shield

Range: 0 Duration: 2 turns Effect: The caster only

This spell creates a magical barrier all around the caster (less than an inch away). It moves with the caster. For the spell's duration, the caster becomes Armor Class 2 against missiles, and AC 4 against all other attacks.

Shield also allows the caster to make a Saving Throw vs. Spell if he is attacked with a magic missile (one Saving Throw per missile). If the Saving Throw succeeds, the magic missile has no effect. No Saving Throw is allowed against the shield spell.

Sleep

Range: 240 feet Duration: 4d4 turns Effect: 2d8 Hit Dice of living creatures within a 40-foot-square area

This spell puts creatures to sleep for 4d4 turns. It affects only creatures with 4+1 Hit Dice or less—generally small or man-sized creatures. All the creatures to be affected must be within a 40' x 40' area. The spell does not work against undead or very large creatures, such as dragons. Any sleeping creature can be awakened by force (such as a slap or kick). Any sleeping creature may be killed with a single blow of any edged weapon, regardless of its hit points or AC.

The Dungeon Master rolls 2d8 to find the total Hit Dice of creatures affected. No Saving Throw is allowed.

Ventriloquism

Range: 60 feet Duration: 2 turns Effect: One item or location

This spell enables the caster to make the sound of his or her voice come from somewhere else, such as a statue, animal, dark corner, and so forth. No Saving Throw is allowed.

2nd-Level Magic-User Spells

Continual Light

Range: 120 feet Duration: Permanent Effect: Volume of 60-foot-diameter sphere

This spell creates a globe of light 60 feet across. It is much brighter than a torch, but not as bright as full daylight. It continues to glow forever, or until magically removed. It may be cast on an object, just as the 1st-level light spell. If cast at a creature's eyes, the target must roll a Saving Throw vs. Spell. If the Saving Throw fails, the target is blinded. If the Saving Throw succeeds, the globe still appears, but it remains where it was cast, and the intended target suffers no ill effects.

The reverse of this spell, continual darkness, creates a completely dark volume 30 feet in radius. Torches, lanterns, and even a light spell cannot affect it. Infravision cannot penetrate it. If cast on a creature's eyes, the creature must make a Saving Throw vs. Spell or be blinded until the spell is removed. A continual light spell cancels these effects.

Detect Evil

Range: 60 feet Duration: 2 turns Effect: Everything within 60 feet

This spell enables the caster to see a glow from all evilly enchanted objects within 60 feet. It also causes creatures within this range that want to harm the caster to glow. The actual thoughts of the creatures cannot be heard. Remember that "chaotic" does not automatically mean evil, although many chaotic monsters have evil intentions. Traps and poison are neither good nor evil, merely dangerous. They are not affected. No Saving Throw is allowed.

Detect Invisible

Range: 10 feet per level of the caster Duration: 6 turns Effect: The caster only

This spell enables the caster to see all invisible creatures and objects within range. The range is 10 feet for each experience level of the caster. For example, a conjurer can use this spell to see invisible things within 30 feet. No Saving Throw is allowed.

ESP

Range: 60 feet Duration: 12 turns Effect: All thoughts in one direction

This spell enables the caster to "hear" thoughts. The caster must concentrate in one direction for six rounds (one minute) to ESP the thoughts of a creature within range (if any). Any single living creature's thoughts may be understood, regardless of the language. The thoughts (if any) of undead creatures cannot be "heard."

If more than one creature is within range and in the direction concentrated on, the caster "hears" a confused jumble of thoughts. The caster may only sort out the jumble by concentrating for an extra six rounds to find a single creature. ESP is not hampered by any amount of wood or liquid. It can penetrate as much as 2 feet of rock, but a thin coating of lead blocks the spell. Targets may make a Saving Throw vs. Spell to avoid the effects of this spell.

The reverse spell, mindmask, may be cast, by touch, on any one creature. The target is completely immune to ESP and all other forms of mind reading for the duration of the spell.

Invisibility

Range: 240 feet Duration: Permanent until broken Effect: One creature or object

This spell makes any one creature or object invisible. When a creature becomes invisible, all items carried and worn also become invisible. Any invisible item becomes visible again when it leaves the creature's possession (dropped, set down, etc.). If the caster makes an object invisible that is not being carried or worn, it becomes visible again when touched by any living creature. An invisible creature remains invisible until he or she attacks or casts any spell. A light source (such as a torch) may be made invisible, but the light given off always remains visible. No Saving Throw is allowed.

Knock

Range: 60 feet Duration: See below Effect: One lock or bar

This spell opens any type of lock. Any normal or magically locked door (by a hold portal or wizard lock spell), and any secret door, may be opened when found (but a secret door must be found before it can be opened). Any locking magic remains effective, however, and resumes when the door is closed. This spell can also cause a gate to open, even if stuck, and can open any treasure chest easily. It can also open a barred door, magically forcing the bar to fall to the floor. If a door is locked and barred, only one barrier is removed. No Saving Throw is allowed.

Levitate

Range: 0 Duration: 6 turns + 1 turn per level of the caster Effect: The caster only

This allows the caster to move up or down in the air without any support. This spell does not, however, allow the caster to move from side to side. For example, an elf could levitate to a ceiling, and then could move sideways by pushing and pulling. Motion up or down is at the rate of 20 feet per round. The spell cannot be cast on another person or object.

The caster can carry a normal amount of weight while levitating, possibly another man-sized creature (if it is not wearing metal armor). Any creature smaller than man-size can be carried, unless similarly heavily laden. No Saving Throw is allowed.

Locate Object

Range: 60 feet + 10 feet per level of the caster Duration: 2 turns Effect: One object within range

This spell enables the caster to find a specific object, or a common type of object (such as a flight of stairs). The caster must know exactly what the specific object looks like. The spell points to the nearest desired object within range, giving the direction but not the distance. The range increases as the caster gains levels of experience. For example, a seer can locate objects up to 80 feet away; a conjurer up to 90 feet. No Saving Throw is allowed.

Mirror Image

Range: 0 Duration: 6 turns Effect: The caster only

This spell enables the caster to create 1d4 additional images that look and act exactly the same as the caster. The images appear and remain next to the caster, moving if the caster moves, talking if the caster talks, and so forth. The caster need not concentrate; the images remain for the duration of the spell, or until hit. The images are not real, and they cannot actually perform any concrete tasks. Any successful attack on the caster strikes an image instead. That image disappears (regardless of the actual damage). (No Saving Throw).

Phantasmal Force

Range: 240 feet Duration: Concentration (see below) Effect: A volume 20' x 20' x 20'

This spell creates or changes appearances within the area affected. The caster usually creates the illusion of some creature or object he or she has actually seen. If he uses his imagination instead, the DM gives a bonus to Saving Throws against the spell's effects.

If the caster does not use this spell to attack, the illusion disappears when touched. If the spell is used to "create" a monster, it has AC 9 and disappears when hit. The phantasmal force remains as long as the caster concentrates. If the caster moves, takes any damage, or fails any Saving Throw, his concentration is broken and the phantasm disappears.

If the spell is used as an attack (a phantasmal magic missile, collapsing wall, etc.), the target can roll a Saving Throw vs. Spell; if he succeeds, the target is not affected and he realizes the attack is an illusion.

This spell never inflicts any real damage! Those "killed" by it merely fall unconscious, those "turned to stone" are paralyzed, and so forth. These effects wear off in 1d4 turns.

Web

Range: 10 feet Duration: 48 turns Effect: A volume 10' x 10' x 10'

This spell creates a mass of sticky strands that are difficult to destroy except with flame. It usually blocks the area affected. Giants and other creatures with great Strength can break through a web in two rounds. A human of average Strength (a score of 9-12) takes 2d4 turns to break through the web. Flames (from a torch, for example) destroy the web in two rounds, but all creatures entangled within the web are burned for 1d6 points of damage. Anyone wearing gauntlets of ogre power (a magical treasure) can break free of a web in four rounds. Targets can make only one Saving Throw vs. Spell to escape a web. Once stuck, they must fight their way out.

Wizard Lock

Range: 10 feet Duration: Permanent Effect: One portal or lock

This spell is a more powerful version of a hold portal spell. It works on any lock, not merely doors, and lasts 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 its original caster, and also by any magic-using character or creature of 3 or more levels (or Hit Dice) greater than the caster. Any such opening does not remove the magic, and the spell resumes when the object closes (just as with the hold portal spell). No Saving Throw is allowed.

3rd-Level Magic-User Spells

Clairvoyance

Range: 60 feet Duration: 12 turns Effect: See through another's eyes

With this spell, the caster may see an area through the eyes of any single creature in it. The creature must be in range, and in the general direction chosen by the caster. The effects of this spell may be blocked by more than two feet of rock or a thin coating of lead.

Seeing through a creature's eyes takes one full turn, after which the caster can change to another creature, possibly in another area entirely. No Saving Throw is allowed.

Dispel Magic

Range: 120 feet Duration: Permanent Effect: Destroys spells in a 20-foot cube

This spell destroys other spell effects in a cubic area 20' x 20' x 20'. It does not affect magical items. Spell effects created by a caster (whether cleric, magic-user, or elf) of a level equal to or lower than the caster of the dispel magic are automatically and immediately destroyed. Spell effects created by a higher level caster might not be affected. The chance of failure is 5% per level of difference between the casters.

Example: A 5th-level elf trying to dispel a web spell cast by a 7th-level magic-user would have a 10% chance of failure. No other Saving Throw is allowed.

Fire Ball

Range: 240 feet Duration: Instantaneous Effect: Explosion in a 40-foot-diameter sphere

This spell creates a missile of fire that bursts into a ball of fire of 20-foot radius where it strikes a target. The fire ball causes 1d6 points of fire damage per level of the caster to every creature in the area. Each victim can roll a Saving Throw vs. Spell; if he succeeds, the spell only causes half damage.

Example: A fire ball cast by a 6th-level magic-user bursts for 6d6 points of damage, those making the Saving Throw take one half the total damage.

Fly

Range: Touch Duration: 1d6 turns + 1 turn per level of the caster Effect: One creature may fly

This spell enables the target (possibly the caster) to fly. The spell permits movement in any direction and at any speed up to 360 feet per turn (120 feet per round) by mere concentration. The target may also stop and hover at any point (as a levitate spell). Hovering does not require concentration. The exact duration is not known to anyone but the DM, who rolls those dice secretly. No Saving Throw is allowed.

Haste

Range: 240 feet Duration: 3 turns Effect: 4d6 creatures move double speed

This spell enables up to 4d6 creatures in a 60-foot-diameter circle to perform actions at double speed for a half hour. Those affected may move at up to twice normal speed and make double the normal number of missile or hand-to-hand attacks. This spell does not affect the rate at which magic works, so the casting of spells and the use of devices (such as wands) cannot be speeded up.

The reverse of this spell, slow, removes the effects of a haste spell, or causes the targets to move and attack at half normal speed for the duration of the spell. As with haste, spellcasting is not affected. The targets roll a Saving Throw vs. Spells to avoid the effect.

Hold Person

Range: 120 feet Duration: 1 turn/level Effect: Paralyzes 1d4 creatures

This spell enables the caster to paralyze 1d4 creatures. It affects human, demihuman, and humanlike creatures (bugbear, dryad, gnoll, gnome, hobgoblin, kobold, lizard man, ogre, orc, nixie, pixie, or sprite). It cannot affect the undead or creatures larger than ogres.

The spell may be cast at a single target or at a group. If cast at a single target, a -2 penalty applies to the Saving Throw. If cast at a group, it affects 1d4 persons (of the caster's choice), but with no penalty to their rolls. Each target must roll a Saving Throw vs. Spell or be paralyzed.

The reverse of the spell, free person, removes the paralysis of 1d4 targets of a hold person spell (whether magical or clerical).

Infravision

Range: Touch Duration: 24 hours Effect: One living creature

This spell enables the target to see in the dark, to a 60-foot range. (See the "Monsters" chapter for notes on infravision.) No Saving Throw is allowed.

Invisibility 10' Radius

Range: 120 feet Duration: Permanent until broken Effect: All creatures within 10 feet

This spell makes the target and all others within 10 feet (at the time of casting) invisible. This is an area effect, and those who move farther than 10 feet from the target become visible. They may not regain invisibility by returning to the area. Otherwise, the invisibility is the same as that bestowed by the 2nd-level magic-user's spell invisibility. All items carried (whether by the target or others within 10 feet) also become invisible. No Saving Throw is allowed.

Lightning Bolt

Range: 180 feet Duration: Instantaneous Effect: Bolt 60 feet long, 5 feet wide

This spell creates a bolt of lightning, starting up to 180 feet away from the caster and extending 60 feet farther away. All creatures within the area of effect suffer 1d6 points of damage per level of the caster. Each victim can roll a Saving Throw vs. Spell; if he succeeds, he suffers only half damage. If the lightning bolt strikes a solid surface (such as a wall), it bounces back toward the caster until the total length of the bolt is 60 feet.

Protection from Evil 10' Radius

Range: 0 Duration: 12 turns Effect: Barrier 20 feet in diameter

This spell creates an invisible magical barrier all around the caster, extending 10 feet in all directions. The spell serves as protection from evil attacks (attacks by monsters of an alignment other than the caster's). Each creature within the barrier gains a +1 to all Saving Throws, and all attacks against those within are penalized by -1 to the attacker's Hit roll while the spell lasts.

In addition, enchanted creatures (see "enchanted" in the glossary) cannot attack those within the barrier in hand-to-hand combat. Enchanted creatures can attack with missile or magical attacks, however.

If anyone within the barrier attacks an enchanted creature, the barrier no longer prevents that creature from attacking hand-to-hand, but the bonus to Saving Throws and penalty to hit rolls still apply. No Saving Throws may be made to negate the effects of this spell.

Protection from Normal Missiles

Range: 30 feet Duration: 12 turns Effect: One creature

This spell causes all small, nonmagical missiles to miss the target of the spell. A catapult stone or a magical arrow would not be affected. No Saving Throw is allowed.

Water Breathing

Range: 30 feet Duration: 1 day Effect: One air-breathing creature

This spell enables the target to breathe while under water (at any depth). It does not affect movement in any way, nor does it alter the ability to breathe in air. No Saving Throw is allowed.

Monsters

Monsters may be friendly or unfriendly, wild or tame. They range from normal animals to fantastic creatures of myth and imagination. Many types of monsters are listed on the following pages. To make them easier to find, we have arranged them in alphabetical order. The DM uses these monsters as the friends and opponents of the player characters.

Infravision

Many nonhuman monsters have infravision, in addition to normal sight. Infravision is the ability to see up to 60 feet in the dark by seeing heat (and the lack of it). Both normal and magical light make infravision useless. Fire and other heat sources can interfere with infravision, the same way a bright flash can make your vision go black for a short time.

To a creature with infravision, warm things seem red and cold things seem blue. For example, a party of characters hiding in darkness might look like a group of reddish shapes. Some bodies would seem a faint pink (armor), while others—an unarmored magic-user, for example—would be a brighter red. A cold pool of water would seem a deep blue color. Even an item or creature that is the same temperature as the surrounding air (such as a table or a skeleton) can be dimly seen with infravision.

Note that a character (such as a thief or halfling) in complete darkness cannot hide from a monster with infravision. But if a light source was nearby, even if it was dim, it would interfere with the monster's infravision and cast shadows. The character could hide in the shadows.

Hit Dice

We've already explained that Hit Dice measure a monster's size and toughness. The more Hit Dice a monster has, the more experience points it is worth. The DM rolls a monster's Hit Dice to see how many hit points it has. Sometimes the Hit Dice have a bonus or penalty included, as a minus or plus number. This makes some monsters a little more or less powerful than their Hit Dice would show. The number is added to or subtracted from the total hit points rolled on all the Hit Dice. For example, 2+1 Hit Dice means "the total of two eight-sided dice, plus one point," or 3-17 hit points. In monster descriptions, the Hit Dice may be listed as 1-1 ("one minus one"), 1+2, 3+1, and so forth. Every creature has at least 1 hit point, regardless of any subtractions.

Monster Levels

A monster's level is its Hit Dice plus any special bonus stars. A monster with 1 Hit Die is called a 1st-level monster. A monster with 2 Hit Dice is a 2nd-level monster, and so forth. A monster with 2 Hit Dice and a special bonus star is a 3rd-level monster. Ignore any pluses or minuses; for example, a monster with 2+1 Hit Dice is still a 2nd-level monster.

Monsters are encountered most often on the dungeon level equal to their level. For example: A goblin has 1-1 Hit Dice; it is a 1st-level monster. Therefore, most of the goblins encountered by a party will be found on the first level of a dungeon; that is, the first level below the surface. Goblins are found less frequently on other levels of a dungeon.

If encountered elsewhere than on their own level, the difference between the monster's level and the dungeon level should usually be no more than 2.

Number of Monsters

The number of monsters normally found together is given in each monster description as "Number Appearing." You should adjust this number if the monsters' level is different from the dungeon level on which they are encountered.

If a monster is encountered on an upper (easier) level of the dungeon, the number encountered should be less than normal. For example, gnolls have 2 Hit Dice; they are 2nd-level monsters. On dungeon level 2, characters should find 1d6—the number given in the description. However, on dungeon level 1, there should be fewer gnolls; the party might only find 1d4.

If a monster is encountered on a lower dungeon level than its Hit Dice, the number appearing should be larger than normal. For example, on dungeon level 3, the characters might find 2d4 gnolls sticking together for protection. On level 4, they might find 2d6—or more.

Why make these adjustments? To make your game fairer and more enjoyable for your players. If low-level characters encounter too many tough monsters on the first and second levels of a dungeon, they might be overpowered. Using these guidelines, they can still encounter dangerous monsters. But they'll only find them in very small numbers. For example, bugbears are 3rd-level monsters (3+1 Hit Dice). The number appearing is normally 2d4. Eight bugbears, the maximum number, can destroy a low-level party. Using these guidelines, you'd adjust it so the party would actually only meet, say, 1d3 bugbears on dungeon level 1.

Reactions

Monsters can have nearly any reaction to finding a party of characters. Sometimes the monster description tells you to use a particular mood. If you're uncertain how a monster reacts, use the Monster Reaction Chart in the Adventures chapter.

Combat

Hit rolls and damage rolls are made the same way for both monsters and characters. The Monsters' Hit table, however, is different. In general, bigger or tougher monsters find it easier to hit their targets.

To find the hit roll needed by an attacking monster, find the monster's Hit Dice (always given in the description) on the chart. The Hit Chart for that monster is the line of numbers next to the Hit Dice. Part of the chart is given here; the entire chart is given on the DM's Screen, for easy reference.

Saving Throws

Monster Saving Throws are discussed in the Other Character Statistics chapter.

Special Attacks

Many monsters make special attacks. These are mentioned in the descriptions. A character can usually avoid the effects of a special attack by making a Saving Throw (though energy drain has no Saving Throw). Refer to this section whenever a monster uses its special attacks.

Blindness: Blindness can result from certain spells or actions, or when fighting in the dark without infravision. Some forms of "blindness" do not involve sight! The bat and giant shrew, for example, "see" using sound, and may be "blinded" by the cleric spell silence 15' radius.

A blinded creature can attack, but with a -4 penalty to all hit rolls. Anyone attacking a blinded creature gains a +4 bonus to all hit rolls, since the victim cannot properly defend itself. A blinded creature can move at 1/2 normal speed, or up to 3/4 normal speed if guided or led.

As a DM's option, a character also cannot normally attack an invisible opponent. However, if a magic-user or elf uses a detect invisible spell, the caster may guide others by words or actions. This makes attacks possible. The characters attacking the invisible creature are treated as if they are blinded, using the guidelines given above.

Charm: Some monsters can enchant a character so that the character believes the monster is a friend. If a character is the target of a charm attack (from a harpy, for example) and fails a Saving Throw vs. Spell, the character is immediately charmed.

Monsters' Hit Table

Monster's Hit DiceAC 9AC 8AC 7AC 6AC 5AC 4AC 3AC 2AC 1AC 0AC -1AC -2AC -3AC -4AC -5
Up to 1101112131415161718192020202020
1+ to 291011121314151617181920202020
2+ to 38910111213141516171819202020
3+ to 4789101112131415161718192020

A charmed character is too confused to use any spells or magical items that require concentration. He cannot make decisions. The charmed character cannot attack or harm the charming monster in any way. He obeys simple commands from the creature if they both know the same language. Even if the charmed character does not understand the monster's speech, he still tries to protect the monster from harm.

If the charming monster is killed, the charm effect disappears. (A higher level spell, dispel magic, can break the charm without killing the monster.)

Energy Drain: This is a dangerous attack form, with no Saving Throw allowed. If a character is hit by an energy drain attack (by a wight, for example), the character loses one level of experience! (A monster loses 1 Hit Die from this effect.) The energy drain removes all the benefits of that level—hit points, spells, and so forth—as soon as it occurs. The victim's Experience Point total drops to the midpoint of the new level.

A 1st-level character hit by an energy drain attack is killed. There is normally no way to cure an energy drain. The character can only regain the level by earning the Experience Points all over again.

Example: An adept with 2,800 XP sees a wight, and steps forward in an attempt to turn it. The attempt fails and the wight strikes the character. The adept immediately becomes an acolyte, with 750 XP. In the following round of combat, the wight strikes the character again, and the acolyte is killed by the energy drain.

Paralysis: This effect "freezes" a character. If a character is hit by a paralyzing attack and fails the Saving Throw vs. Paralysis, the character is unable to do anything. The character is not dead—a character cannot die from mere paralysis.

A paralyzed character remains awake, aware of what is happening, but cannot do anything that requires movement (including speaking, spellcasting, and so forth) until the paralysis ends. All attacks on a paralyzed creature automatically hit; only a roll for damage is made. Paralysis itself has no permanent effects. It lasts for 2d4 turns (unless a different number is given in the monster description). The clerical spell cure light wounds can be used to remove the paralysis, but it will not cure any damage when used for this purpose.

Poison: Poison is a danger to all characters. If a character is hit by a poisonous attack (by a snake, for example) and misses the Saving Throw vs. Poison, the character usually dies. Since "instant death" by poison isn't a lot of fun, the DM can use this optional damage rule. If the character fails his Saving Throw vs. Poison, he takes a set amount of damage. We think 1d6 point per Hit Die of the monster is fair.

Petrification: This is a dangerous ability of certain fantastic monsters. It might be the effect of a monster's gaze, breath, or normal hit in combat, as given in the monster description. The target makes a Saving Throw vs. Turn to Stone. If he fails, the target turns into a stone statue. All equipment carried, whether normal or magical, turns to stone with the target. It becomes part of the statue.

Descriptions

Each entry on the following pages has a description of a monster, often including notes on its behavior. A list of details, called the statistics for that monster, is given above each description. Statistics are always listed in the same order.

Name: If the name of a monster is followed by an asterisk (*), then a special or magical weapon is needed to hit that monster. You should use these monsters with caution; they are very dangerous to low-level characters.

Armor Class: This value includes the toughness of the creature's skin, its speed or agility, and the armor it wears (if any). The DM may adjust a monster's AC in special situations. For example, a hobgoblin is normally AC 6 (probably wearing leather armor), but it could find some plate mail. If it puts on the plate mail, the DM can change it to AC 2.

Hit Dice: This is the number of eight-sided dice (d8s) you use to find the monster's hit points.

If one or more asterisks (*) appears next to the Hit Dice number, the monster has one (or more) special abilities. These are explained in the description. Special abilities affect the number of XP earned for defeating the monster (see Experience Points).

With the Hit Dice is a size code: S means smaller than man-sized, M means man-sized, and L means larger than man-sized.

Move: This gives the movement rate for the monster. The number of feet the monster moves in one ten-minute turn is given first. The number in parenthesis is the movement rate per round (for encounters).

Some monsters have a second movement rate. The first is the rate for walking, and the second is a special form of movement, such as swimming, flying, or climbing.

Attacks: This gives the number and type of attacks the monster can use in one round.

Damage: If a monster hits a target, damage is inflicted; the amount is given here as a range. You roll dice to find the exact number. When a monster has more than one attack in a round, the attacks and damages are given in the same order. "By weapon" means that the monster always attacks with a weapon. The damage depends on the weapon.

No. Appearing: The first dice roll shows the number of monsters normally found in a dungeon room. The second dice roll shows how many are normally found in a lair. If "0" is given, the creatures are never found in a lair.

If a monster is found on a dungeon level different from its level (Hit Dice), the number appearing range should be changed. See the "Number Appearing" comments on the previous page for details.

Save As: The Saving Throw numbers for monsters are the same as those for character classes. The Saving Throws for all classes, including higher level characters and "Normal Men," are listed on the DM's Screen.

Morale: This number is the suggested morale of the monsters. Morale is an optional rule which is used in combat to determine whether the monsters run away, surrender, or fight to the death.

Treasure Type: To find whatever treasure a monster is guarding, compare the letter given here to the letters on the Treasure Types Chart. Complete instructions for using the chart are given on that page. "Nil" means there is no treasure.

If a treasure type is given in parentheses, it is the treasure carried by the monster. If two treasure types are given, the first (in parentheses) is the treasure carried, and the second is the treasure in the monster's lair. If no parentheses are used, the monster carries no treasure.

Alignment: Monsters may be Lawful, Neutral, or Chaotic. Animals are usually Neutral. A good Dungeon Master always considers alignment when playing the role of a monster. Only intelligent monsters can speak an alignment language.

XP Value: This is the Experience Points earned for defeating one monster of the type described. However, the DM may give more XP for monsters in tough encounters, such as an attack on a well-defended lair.

Description: A general description of the monster's habits is given below the statistics. It includes details of any special abilities or behavior. The following terms may be used:

A carnivore is a creature that prefers to eat meat, and does not usually eat plants.

An herbivore is a creature that prefers to eat plants rather than meat.

An insectivore is a creature that prefers to eat insects, rather than plants or red meat.

An omnivore is a creature that will eat nearly anything edible.

A nocturnal creature is normally active at night, sleeping during the day. However, dungeons are often dark as night, and a nocturnal creature may be awake during "daylight hours" if found within a dark dungeon.

A monster's home is called its lair. Most monster lairs are in dungeon rooms or outside, hidden in the wilderness. Most monsters defend their lairs fiercely.

Monster Lists

Basilisk

StatisticValue
Armor Class4
Hit Dice6+1* (L)
Move60' (20')
Attacks1 bite / 1 gaze
Damage1d10 + petrification
No. Appearing1d6 (1d6)
Save AsFighter: 6
Morale9
Treasure TypeF
AlignmentNeutral
XP Value950

A basilisk is a ten-foot-long, non-intelligent, magical lizard. It lives in underground caverns or wild and tangled thickets. Any creature hit by a basilisk must roll a Saving Throw vs. Turn to Stone or be petrified (including equipment carried).

The basilisk's gaze has the same effect; anyone meeting its gaze must make the same Saving Throw or be petrified. A surprised character automatically meets its gaze. A character in hand-to-hand combat with the creature must either avoid the gaze or make his Saving Throw each round. If he tries to avoid the gaze, the character gets a -4 penalty to all hit rolls against the monster. The basilisk gains a +2 bonus to its attacks.

An attacking character can hold a mirror in front of himself for more protection. If using a mirror, his hit roll penalty is -2 (instead of -4); however, the attacker cannot use a shield. The area must be lit for the mirror to be effective. If the basilisk sees itself in the mirror (a roll of 1 on 1d6, checked each round), it must roll a Saving Throw or be turned to stone!

Bat

StatisticNormalGiant
Armor Class66
Hit Dice1/4 (1 hit point)2
Move9' (3')30' (10')
Flying120' (40')180' (60')
AttacksConfusion1 bite
DamageNil1d4
No. Appearing1d100 (1d100)1d10 (1d10)
Save AsNormal ManFighter: 1
Morale68
Treasure TypeNilNil
AlignmentNeutralNeutral
XP Value520

Bats are nocturnal, flying insectivores. They often live in caves or abandoned buildings. They find their way about by echo-location (a type of radar using hearing and echoes to locate objects). Since they have very weak eyes, spells that affect sight (such as light) do not work on bats. However, a silence 15' radius spell effectively "blinds" a bat.

Normal Bats: Normal bats do not attack men, but may confuse them by flying around their heads. There must be at least ten bats to confuse one target. A confused target gets a -2 penalty on Hit rolls and Saving Throws and cannot cast spells. Normal bats must check morale each round unless they are controlled or summoned.

Giant Bats: Giant bats are carnivores. They may attack a party if they are extremely hungry. Five percent of all giant bat encounters are groups of giant vampire bats, far more dangerous creatures (XP value 25). The bite of a giant vampire bat causes no extra damage but its target must roll a Saving Throw vs. Paralysis or fall unconscious for 1d10 rounds. This allows the vampire bat to feed without being disturbed. It drains 1d4 hit points (of blood) per round. Any target who dies from having his blood drained by a giant vampire bat must roll a Saving Throw vs. Spell or become an undead creature 24 hours after death.

Bear

StatisticBlackGrizzlyPolarCave
Armor Class6665
Hit Dice4567
Move120' (40')120' (40')120' (40')120' (40')
Attacks2 claws / 1 bite2 claws / 1 bite2 claws / 1 bite2 claws / 1 bite
Damage1d3 x 2/1d61d4 x 2/1d81d6 x 2/1d102d4 x 2/2d6
No. Appearing1d4 (1d4)1 (1d4)1 (1d2)1d2 (1d2)
Save AsFighter: 2Fighter: 3Fighter: 3Fighter: 4
Morale71089
Treasure TypeUUUU
AlignmentNeutralNeutralNeutralNeutral
XP Value125300500850

Bears are well-known to all adventurers. If any bear hits one target with both paws in one round, the bear hugs its target. It inflicts 2d8 points of additional damage in that same round.

Black Bear: Black bears have black fur and stand about six feet tall. They are omnivores but prefer roots and berries. A black bear does not usually attack unless it is cornered and cannot escape. Adult black bears fight to the death to protect their young. They have been known to raid camps, seeking food. They are especially fond of such treats as fresh fish and sweets.

Grizzly Bear: Grizzly bears have silver-tipped brown or reddish brown fur and stand about nine feet tall. They are fond of meat and are much more likely to attack than black bears. Grizzlies are found in most climates, but are most common in mountains and forests.

Polar Bear: Polar bears have white fur and stand about 11 feet tall. They live in cold regions. They usually eat fish, but often attack adventurers. These huge bears are good swimmers, and their wide feet enable them to run across snow without sinking.

Cave Bear: Cave bears are a type of giant grizzly bear that live in caves and "lost world" areas. They stand about 15 feet tall and are the most ferocious of all bears. Though they are omnivores, cave bears prefer fresh meat. They have poor eyesight but a good sense of smell. If hungry, they will follow a track of blood until they have eaten.

Beetle, Giant

StatisticFireOilTiger
Armor Class443
Hit Dice1+2 (S)2* (M)3+1 (L)
Move120' (40')120' (40')150' (50')
Attacks1 bite1 bite + special1 bite
Damage2d41d6 + special2d6
No. Appearing1d8 (2d6)1d8 (2d6)1d6 (2d4)
Save AsFighter: 1Fighter: 1Fighter: 2
Morale789
Treasure TypeNilNilV
AlignmentNeutralNeutralNeutral
XP Value152550

Fire Beetle: Fire beetles are 2½-foot-long creatures often found below ground. They are nocturnal, but may be active underground at any time. A fire beetle has two glowing glands above its eyes and one near the back of its abdomen. These glands give off light in a ten-foot radius. They continue to glow for 1d6 days after they are removed.

Oil Beetle: Oil beetles are three-foot-long giant beetles that sometimes burrow underground. When attacked, an oil beetle squirts an oily fluid at one of its attackers (make a hit roll; the range is five feet). If the oil hits, it raises painful blisters, causing a -2 penalty to the target's hit rolls until cured by a cure light wounds spell or until 24 hours have passed. (If the spell is used to cure blisters, it cannot also cure damage.) Oil beetles can also attack with their mandibles (horned jaws).

Tiger Beetle: Tiger beetles are four-foot-long giant beetles. They have a striped carapace (a shell-like covering) that resembles a tiger's skin. They are carnivores, and usually prey on robber flies. They have been known to attack and eat adventurers, crushing them with their powerful mandibles.

Black Pudding

StatisticValue
Armor Class6
Hit Dice10* (L)
Move60' (20')
Attacks1
Damage3d8
No. Appearing1 (0)
Save AsFighter: 5
Morale12
Treasure TypeSee below
AlignmentNeutral
XP Value1,600

A black pudding is a nonintelligent blob 5d6 feet in diameter. Puddings are always hungry; they dissolve wood and corrode metal in one turn, but cannot affect stone. They can travel on ceilings and walls, and can pass through small openings. A pudding can only be killed by fire. Other attacks (weapons or spells) merely break it up into smaller puddings. Each of these has 2 HD and inflicts 1d8 points of damage per blow. Puddings normally have no treasure, but gems (the only remnants of previous victims) might be found nearby.

Bugbear

StatisticValue
Armor Class5
Hit Dice3+1 (L)
Move90' (30')
Attacks1 weapon
DamageBy weapon +1
No. Appearing2d4 (5d4)
Save AsFighter: 3
Morale9
Treasure Type(P + Q) B
AlignmentChaotic
XP Value75

Bugbears are giant, hairy goblins. Despite their size and awkward walk, they move very quietly. They attack without warning whenever they can. They surprise on a roll of 1-3 (on 1d6) due to their stealth. When using weapons, they add +1 to all hit and damage rolls because of their strength.

Carrion Crawler

StatisticValue
Armor Class7
Hit Dice3+1* (L)
Move120' (40')
Attacks8 tentacles
DamageParalysis
No. Appearing1d4 (1d4)
Save AsFighter: 2
Morale9
Treasure TypeB
AlignmentNeutral
XP Value75

This scavenger is a nine-foot-long, three-foot-high many-legged worm. It can move equally well on a floor, wall, or ceiling. Its small mouth is surrounded by eight tentacles, each two feet long. The tentacles paralyze unless the target rolls a successful Saving Throw vs. Paralysis. A tentacle hit does no actual damage.

Once paralyzed, a target is eaten in three turns (unless the carrion crawler is being attacked). Unless magically cured, the paralysis wears off in 2d4 turns. Carrion crawlers are not normally found outside of dungeons.

Cat, Great

The Great Cats are normally cautious. They avoid fights unless forced by extreme hunger or when trapped with no escape route. Though they may be found in a relaxed or even playful mood, they are subject to rapid and violent changes of temper. They often develop a fondness for one type of food, and go out of their way to hunt that type of prey. The Great Cats rarely go deeply into caves, and usually remember a quick escape route to the outdoors. Despite their shyness, they are very inquisitive, and may follow a party out of curiosity. They always chase a fleeing prey.

StatisticMountain LionPantherLionTigerSabre-tooth Tiger
Armor Class64666
Hit Dice3+2 (L)4 (L)5 (L)6 (L)8 (L)
Move150' (50')210' (70')150' (50')150' (50')150' (50')
Attacks2 claws/1 bite2 claws/1 bite2 claws/1 bite2 claws/1 bite2 claws/1 bite
Damage1d3/1d3/1d61d4/1d4/1d81d4+1/1d4+1/1d101d6/1d6/2d61d8/1d8/2d8
No. Appearing1d4 (1d4)1d2 (1d6)1d4 (1d8)1 (1d4)1d4 (1d4)
Save AsFighter: 2Fighter: 2Fighter: 3Fighter: 3Fighter: 4
Morale889910
Treasure TypeUUUUV
AlignmentNeutralNeutralNeutralNeutralNeutral
XP Value5075175275650

Mountain Lion: This tawny-furred species lives mostly in mountainous regions but also inhabits forests and deserts. They wander farther into dungeons than any other species of Great Cat.

Panther: Panthers are found on plains, forests, and open shrub lands, or sometimes as guardians of important persons or treasures. They are extremely quick and can outrun most prey over short distances.

Lion: Lions generally live in warm climates and thrive in savannah and brush lands near deserts. They usually hunt in groups, known as prides.

Tiger: Tigers are the largest of the common Great Cats. They prefer cooler climates and wooded lands where their striped bodies offer some degree of camouflage. They often surprise their prey (on a roll of 1-4 on 1d6) when in woodlands.

Sabre-Tooth Tiger: Sabre-tooth tigers are the largest and most ferocious of the Great Cats. They have oversized fangs, from which they get their name. Fortunately, sabre-tooth tigers are mostly extinct, except in "lost world" areas.

Centipede, Giant

StatisticValue
Armor Class9
Hit Dice1/2 (1-4 hp) (S)
Move60' (20')
Attacks1 bite
DamagePoison
No. Appearing2d4 (1d8)
Save AsNormal Man
Morale7
Treasure TypeNil
AlignmentNeutral
XP Value6

A giant centipede is a foot-long insect with many legs. Centipedes prefer dark, damp places. The bite inflicts no damage, but the target must roll a successful Saving Throw vs. Poison or become ill for ten days. Characters who do not make their Saving Throws move at 1/2 speed. They are so weak they cannot do any physical action besides walking.

Chimera

StatisticValue
Armor Class4
Hit Dice9** (L)
Move120' (40')
Flying180' (60')
Attacks2 claws/3 heads + breath
Damage1d3/1d3/2d4/1d10/3d4 + 3d6
No. Appearing1d2 (1d4)
Save AsFighter: 9
Morale9
Treasure TypeF
AlignmentChaotic
XP Value2,300

A chimera is a horrid combination of three different creatures. It has three heads (goat, lion, and dragon), the body of a lion, the hindquarters of a goat, and the wings and tail of a dragon. The goat's head butts, the lion's head bites, and the dragon's head can bite or breathe fire (a cone 50 feet long, ten feet wide at the end, for 3d6 points of damage). The breath can be used only three times per day. If determined randomly, the chance of breathing fire is 50% per round, as with dragons. Chimerae usually live in wild hills, but they may occasionally be found in dungeons.

Cockatrice

StatisticValue
Armor Class6
Hit Dice5** (S)
Move90' (30')
Flying180' (60')
Attacks1 beak
Damage1d6 + petrification
No. Appearing1d4 (2d4)
Save AsFighter: 5
Morale7
Treasure TypeD
AlignmentNeutral
XP Value425

A cockatrice is a small magical monster with the head, wings, and legs of a rooster and the tail of a snake. Its beak attack causes 1d6 points of damage. Any creature bitten or touched by a cockatrice must roll a successful Saving Throw vs. Turn to Stone or be turned to stone! Cockatrices may be found anywhere.

Crocodile

StatisticNormalLargeGiant
Armor Class531
Hit Dice2 (M)6 (L)15 (L)
Move90' (30')90' (30')90' (30')
Swimming90' (30')90' (30')90' (30')
Attacks1 bite1 bite1 bite
Damage1d82d83d8
No. Appearing0 (1d8)0 (1d4)0 (1d3)
Save AsFighter: 1Fighter: 3Fighter: 8
Morale779
Treasure TypeNilNilNil
AlignmentNeutralNeutralNeutral
XP Value352751,350

Crocodiles are commonly found in tropical and semi-tropical swamps and rivers. Sometimes they are seen in underground rivers and seas. Awkward on land, they do not stray far from water. They spend hours floating just under the surface. If they are hungry, crocodiles attack creatures in the water. They are particularly attracted to the smell of blood or to violent thrashing.

Large crocodiles are at least 20 feet long, and can overturn canoes and small rafts. Giant crocodiles are normally found only in "lost worlds" where prehistoric creatures thrive. They are over 50 feet long and have been known to attack small ships.

Cyclops

StatisticValue
Armor Class5
Hit Dice13* (L)
Move90' (30')
Attacks1 club
Damage3d10
No. Appearing1 (1d4)
Save AsFighter: 13
Morale9
Treasure TypeE + 5,000 gp
AlignmentChaotic
XP Value2,300

A cyclops is a rare type of giant, noted for its great size and the single eye in the center of its forehead. A cyclops is about 20 feet tall. It has poor depth perception because of its single eye. This causes it a penalty of -2 on all hit rolls. A cyclops usually fights with a wooden club. It can throw rocks to a 200-foot range, each hit causing 3d6 points of damage. Cyclops ranges: 60/130/200 as per Frost Giant.

Some cyclops (5%) are able to cast a curse once a week. (The DM should decide the exact nature of the curse.)

A cyclops usually lives alone, though a small group may sometimes share a large cave. They spend their time raising sheep and grapes.

Cyclops are known for their stupidity; a clever party can often escape from them by trickery.

Displacer Beast

StatisticValue
Armor Class4
Hit Dice6* (L)
Move150' (50')
Attacks2 tentacles
Damage2d4/2d4
No. Appearing1d4 (1d4)
Save AsFighter: 6
Morale8
Treasure TypeD
AlignmentNeutral
XP Value500

A displacer beast looks like a large black panther with six legs. It has a pair of tentacles growing from its shoulders. It attacks with these tentacles, which have sharp, horn-like edges. A displacer beast's skin bends light rays, so the creature always appears to be three feet from its actual position. All attackers have a -2 penalty on all hit rolls, and the creature gains a +2 bonus to all Saving Throws. If the creature is severely damaged (at 6 hit points or less), it may use a ferocious bite attack (+2 bonus to hit roll, damage 1d6). Displacer beasts are semi-intelligent.

Doppleganger

StatisticValue
Armor Class5
Hit Dice4* (M)
Move90' (30')
Attacks1
Damage1d12
No. Appearing1d6 (1d6)
Save AsFighter: 8
Morale8
Treasure TypeE (Q+R+S)
AlignmentChaotic
XP Value125

These man-sized shapechanging creatures are intelligent and evil. A doppleganger is able to shape itself into the exact form of any human-like creature it sees (up to seven feet tall). Once in the form of the person it is imitating, it attacks that person. Its favorite trick is to kill the original person in some way without alerting the party. Then, in the role of that individual, it attacks the others by surprise, often when they are already engaged in combat.

Sleep and charm spells do not affect dopplegangers. They roll all Saving Throws as an 8th-level fighter because of their highly magical nature.

When killed, a doppleganger turns back into its original form.

Dragon

Dragons are a very old race of huge, winged lizards. They like to live in isolated, out-of-the-way places where few men are found.

Though the colors of their scaly hides makes dragons look different, they all have quite a few things in common. They are all hatched from eggs, they are carnivores, and they have breath weapons. Dragons have a great love of treasure, but they value their own lives more. Dragons in battles do everything possible to save their own lives, including surrender. Breath weapons, treasure, and surrender (subduing a dragon) are all explained in the following descriptions.

Many dragons live hundreds or thousands of years. Because of their long history, they tend to think less of the younger races (such as Man). Chaotic dragons might capture men, but usually kill and eat them immediately. Neutral dragons might either attack or ignore a party completely. Lawful dragons, however, may actually help a party if the characters are truly worthy of this great honor. When playing a dragon, a DM should keep in mind that, because of its pride, even the hungriest dragon pauses and listens to flattery (if no one is attacking it, and if it understands the language of the speaker).

Dragons are extremely powerful monsters. They can easily overwhelm low-level player characters (such as those found in these D&D game Basic rules). We recommend that you use only the youngest and smallest dragons—or perhaps a dragon that has been wounded by a more powerful creature, and is not up to full strength.

Breath Weapon Damage: All dragons have a special attack with their breath weapon, in addition to their claw and bite attacks. Any dragon can use its breath weapon up to three times each day. A dragon's first attack is almost always with its breath weapon. The number of points of damage any breath weapon inflicts is equal to the dragon's hit points. Any damage done to a dragon reduces the damage it can do with its breath weapon. Dragons are immune to the effects of their own breath weapons.

After the first breath attack, a dragon might choose to attack with claws and bite. To determine this randomly, roll 1d6: on a roll of 1-3, the dragon uses its claws and bite; on a roll of 4-6, the dragon breathes again.

Shape of Breath: The breath weapons of dragons come in three different shapes: cone-shaped, a straight line, or a cloud of gas.

A cone-shaped breath weapon begins at the dragon's mouth (where it is two feet wide) and spreads out until it is 30 feet wide at its furthest end. For example, a white dragon's breath is a cone 80 feet long and 30 feet wide at its far end.

A line-shaped breath weapon starts at the dragon's mouth and stretches out toward its victim in a straight line (even downward). A line-shaped breath is five feet wide for its entire length.

A cloud-shaped breath weapon billows forth from the dragon's mouth to form a 50' x 40' cloud, 20 feet tall, directly in front of the dragon.

StatisticWhiteBlackGreenBlueRedGold
Armor Class3210-1-2
Hit Dice6** (L)7** (L)8** (L)9** (L)10** (L)11** (L)
Move90' (30')90' (30')90' (30')90' (30')90' (30')90' (30')
Flying240' (80')240' (80')240' (80')240' (80')240' (80')240' (80')
Attacks2 claws/1 bite2 claws/1 bite2 claws/1 bite2 claws/1 bite2 claws/1 bite2 claws/1 bite
Damage1d4/1d4/2d81d4+1/1d4+1/2d101d6/1d6/3d81d6+1/1d6+1/3d101d8/1d8/4d82d4/2d4/6d6
No. Appearing1d4 (1d4)1d4 (1d4)1d4 (1d4)1d4 (1d4)1d4 (1d4)1d4 (1d4)
Save AsFighter: 6Fighter: 7Fighter: 8Fighter: 9Fighter: 10Fighter: 11
Morale88991010
Treasure TypeHHHHHH
AlignmentNeutralChaoticChaoticNeutralChaoticLawful
XP Value7251,2501,7502,3002,3002,700
Dragon TypeWhere FoundBreath WeaponBreath ShapeBreath Range (Length x Width)Chance of TalkingChance of Being AsleepSpells: 1st2nd3rd
WhiteCold regionsColdCone80' x 30'10%50%3——
BlackSwamp, marshAcidLine60' x 5'20%40%4——
GreenJungle, forestChlorine GasCloud50' x 40'30%30%33—
BlueDesert, plainLightningLine100' x 5'40%20%44—
RedMountain, hillFireCone90' x 30'50%10%333
GoldAnywhereFire/GasCone/Cloud90' x 30'/50' x 40'100%5%444

Saving Throws: Each target within a dragon's breath must roll a Saving Throw. This is always the Saving Throw vs. Dragon Breath, even if the breath is similar to another type of attack. If he succeeds, the target suffers only one-half damage from the breath.

Dragons are never affected by normal or smaller versions of their breath weapon's type. They automatically make their Saving Throws against any attack form that is the same as their breath weapon. For example, a red dragon suffers no damage from (and usually ignores) burning oil, because it is a normal fire effect. It always suffers only one-half damage from a fire-type magical spell, such as fire ball.

Talking: Dragons are intelligent, and some dragons can speak the dragon and Common tongues. The percentage listed under "Chance of Talking" is the chance that a dragon can talk. Only talking dragons can use magic-user spells. The number of spells and their levels are given in the chart. For example, "3 3 —" means that the dragon can cast three 1st-level spells and three 2nd-level spells, but no 3rd-level spells. Dragon spells are usually selected randomly.

Sleeping Dragons: The percentage chance given under "Chance of Being Asleep" applies whenever a party encounters a dragon on the ground (flying dragons are never asleep). Any result greater than the percentage means that the dragon is not asleep (though it may be pretending to be!). If a dragon is asleep, characters can attack for one round (with a bonus of +2 on all hit rolls), during which time it wakes up. Combat is normal for the second and subsequent rounds.

Subduing Dragons: Whenever characters encounter a dragon, they can try to subdue it rather than kill it. To subdue a dragon, all attacks must be with "the flat of the sword." Thus, missile weapons and spells cannot be used to subdue.

Attacks and damage are determined normally, but this subduing damage is not real damage. The dragon fights normally until it reaches 0 or fewer hit points, at which time it surrenders. Any subduing damage does not reduce the damage done by the dragon's breath weapon.

A dragon may be subdued because it realizes that its attackers could have killed it if they had been striking to kill. It therefore surrenders, admitting that the opponents have won the battle.

A subdued dragon attempts to escape or turn on its captors if a party's actions give it a reasonable chance to do so. For example, a dragon left unguarded at night, or who is ordered to guard a position alone, would consider these reasonable chances. A subdued dragon must be sold. The price is up to the DM, but should never exceed 1,000 gp per hit point.

The dragon may be forced to serve the characters who subdued it. If a subdued dragon is ever ordered to perform a task which is apparently suicidal, the dragon attempts to escape. It may try to kill its captors in the process.

Age: The statistics given earlier are for an average-sized dragon of each type. Younger dragons are smaller and have acquired less treasure; older dragons are larger and have acquired more. Dragons generally range in size from 3 Hit Dice smaller to 3 Hit Dice larger than average. For example, red dragons could be found having 7 to 13 Hit Dice, depending on their age.

Treasure: Younger dragons may have collected as little as one-fourth to one-half the normal listed treasure; older dragons may have as much as double the listed amount. Dragon treasure is only found in a dragon's lair. These lairs are rarely left unguarded, and are well-hidden to prevent easy discovery.

Gold Dragons: Gold dragons always talk and use spells. They can also change their shape. They often appear in the form of a (normal-sized) human or animal. Gold dragons may breathe either fire (like a red dragon) or chlorine gas (like a green dragon), though they still have a total of three breath weapon attacks per day (not six). The type of breath used should be chosen by the DM to fit the situation.

Elemental

StatisticValue
TypesAir, Earth, Fire, Water
Armor Class2, 0, or -2 (see below)
Hit Dice8, 12, or 16 (see below) (L)
MoveAir (flying)—360' (120'); Earth: 60' (20'); Fire: 120' (40'); Water: 60' (20')
Swimming180' (60')
Attacks1 or Special
Damage1d8, 2d8, or 3d8 (see below)
No. Appearing1 (0)
Save AsFighter: 8-16 (varies)
Morale10
Treasure TypeNil
AlignmentNeutral

Summoning

ItemACHDXP ValueDamageSave As
Staff286501d8Fighter: 8
Device0121,1002d8Fighter: 12
Spell-2161,3503d8Fighter: 16

An elemental is a magical, enchanted creature that lives on another plane of existence. It can be harmed only by magic or magical weapons.

Staff elementals (the weakest) are summoned by a magic-user with a special staff.

Device elementals are summoned with the use of a special miscellaneous magical item.

Conjured elementals are summoned by the casting of a 5th-level magic-user spell.

To summon an elemental, a character must have a large amount of the element nearby (open air, bare earth, a pool of water, or a large fire). When the elemental arrives, it is hostile and must be controlled by concentration at all times. The summoner's concentration may be broken by suffering damage or failing any Saving Throw, and the summoner may only move up to half normal speed while concentrating.

If the summoner's concentration is broken, the elemental attacks. Once he loses control, the summoner cannot regain it. The elemental may attack any creature between it and its summoner.

If summoned in an area too small for it (see size notes below), an elemental fills the available area—sideways, for example—possibly damaging the summoner in the process (and thus breaking the summoner's concentration). However, an elemental cannot pass a protection from evil spell effect.

An elemental vanishes if it or its summoner is slain, or when the summoner sends it back to its plane (which requires control), or if a dispel magic spell is cast upon it.

Air Elemental: This appears as a great whirlwind, two feet tall and six inches in diameter for each Hit Die (a staff elemental would be 16 feet tall and four feet across). In combat, all victims of 2 HD or less hit by the whirlwind must roll a successful Saving Throw vs. Death Ray or be swept away. The elemental inflicts an extra 1d8 points of damage against any flying opponent.

Earth Elemental: This appears as a huge, manlike figure, one foot tall for each Hit Die (a spell-conjured elemental would be 16 feet tall). It cannot cross a water barrier wider than its height. It inflicts an extra 1d8 points of damage against any opponent standing on the ground.

Fire Elemental: This appears as a swirling pillar of roaring flame, one foot tall and one foot in diameter for each Hit Die (a device elemental would be 12 feet tall and 12 feet across). It cannot cross a water barrier wider than its own diameter. It inflicts an extra 1d8 points of damage against any creature with cold-based abilities.

Water Elemental: This appears as a great wave of water, six inches tall and two feet in diameter for each Hit Die (a staff elemental is four feet tall and 16 feet across). It is not able to move more than 60 feet from water. It inflicts an extra 1d8 points of damage against any opponent in water.

Gargoyle

StatisticValue
Armor Class5
Hit Dice4** (L)
Move90' (30')
Flying150' (50')
Attacks2 claws/1 bite/1 horn
Damage1d3/1d3/1d6/1d4
No. Appearing1d6 (2d4)
Save AsFighter: 8
Morale11
Treasure TypeC
AlignmentChaotic
XP Value175

Gargoyles are magical monsters; they can be damaged only by magic or magical weapons. They closely resemble the stone carvings on medieval buildings. They are horned, clawed, fanged, winged, hideous-looking beasts. Their skin looks exactly like stone and they are often mistaken for statues.

Gargoyles are very cunning and at least semi-intelligent. They attack nearly anything that approaches them. Gargoyles are not affected by sleep or charm spells. You should not introduce gargoyles into your game unless the party has at least one magical weapon.

Gelatinous Cube

StatisticValue
Armor Class8
Hit Dice4* (L)
Move60' (20')
Attacks1
Damage2d4 + special
No. Appearing1 (0)
Save AsFighter: 2
Morale12
Treasure Type(V)
AlignmentNeutral
XP Value125

This monster is made of a clear jelly, usually in the form of a 10' x 10' x 10' cube (though other shapes are possible). It is hard to see, and it often surprises parties (1-4 on 1d6). A gelatinous cube moves through the rooms and corridors of a dungeon, sweeping the halls clean of all living and dead material. In the process, it may pick up items it cannot dissolve (such as weapons, coins, and gems). It attacks any living creature it encounters. Any successful hit paralyzes the target unless he rolls a successful Saving Throw vs. Paralysis. An attack on a paralyzed target automatically hits (only a damage roll is needed). This paralysis is the normal type (lasting 2d4 turns unless magically cured). A gelatinous cube may be harmed by fire and weapons, but not by cold or lightning.

Ghoul

StatisticValue
Armor Class6
Hit Dice2* (M)
Move90' (30')
Attacks2 claws/1 bite
Damage1d3/1d3/1d3 + special
No. Appearing1d6 (2d8)
Save AsFighter: 2
Morale9
Treasure TypeB
AlignmentChaotic
XP Value25

Ghouls are undead creatures, immune to sleep and charm spells. They are hideous, beast-like beings that attack any living thing. Any hit from a ghoul paralyzes any creature of ogre-size or smaller (except elves) unless the target rolls a successful Saving Throw vs. Paralysis. Once an opponent is paralyzed, the ghoul turns and attacks another opponent, continuing until either the ghoul or all the opponents are paralyzed or dead. This paralysis is the normal type (lasting 2d4 turns unless magically cured).

Giant

Giants are huge, human-like monsters. Most are usually willing to negotiate when encountered, as they have heard of the dangers of attacking men. All giants can throw boulders as missile weapons, though the range varies. Any hit from a thrown boulder inflicts 3d6 points of damage. If the party encounters a giant in a dungeon, the range is "feet."

Hill Giants: These hairy brutes are 12 feet tall and very stupid. They wear animal skins and carry huge clubs and spears. They sometimes (25%) throw rocks, but have a limited range (ranges 30/60/100). They live in hills or at the base of mountains, and raid human communities from time to time for food and plunder.

Stone Giants: These giants are 14 feet tall and have gray, rock-like skin. They use large stalactites as clubs. They often hurl rocks (ranges 100/200/300). They live in caves or crude stone huts, and may have 1d4 cave bears as guards (50% chance).

Frost Giants: These awesome giants have pale skin and light yellow or light blue hair. They stand 18 feet tall, have long full beards, and wear fur skins and iron armor. Frost giants may hurl rocks (ranges 60/130/200). They often build castles above the timberline of snow-capped mountains. Frost giants always have either 3d6 polar bears (20% chance) or 6d6 wolves (80%) as guards. They are not affected by cold-based attacks.

Fire Giants: These giants have red skin and black hair and beards. They are 16 feet tall and wear copper, brass, or bronze armor. They often throw rocks (ranges 60/130/200). Fire giants usually make their homes near volcanoes or other equally hot places. Their castles are often made of black, baked mud reinforced with crude iron. They always have either 1d3 hydrae (20% chance) or 3d6 hellhounds (80%) as guards. These giants are not affected by fire-based attacks.

Cloud Giants: These fierce giants have white or gray skin and hair. They wear pale robes and stand 20 feet tall. Cloud giants have keen eyes and a sharp sense of smell, so they are rarely surprised (roll of 1 on 1d6). They may throw boulders (ranges 60/130/200). They live in castles in the sides of mountains or atop masses of clouds. They keep either 3d6 giant hawks (in clouds or mountains) or 6d6 dire wolves (only in mountains) as guards. Cloud giants hate to be disturbed and may block mountain passes to discourage trespassers.

Storm Giants: These are the tallest giants, often over 22 feet tall. They have bronze-colored skin and bright red or yellow hair. They rarely (10%) throw boulders (ranges 150/300/450). They love thunderstorms, and may create one in one turn. If a storm is present, a storm giant may throw one lightning bolt every five rounds. This bolt causes damage equal to the remaining hit points of the giant (a Saving Throw vs. Spell reduces this to half damage).

Storm giants live on mountain tops, in cloud castles, or deep under water. Their castles are always guarded by either 2d4 griffons (in mountains and clouds) or 3d6 giant crabs (under water). Lightning does not affect these giants, and they are often found in the middle of fierce storms, enjoying the weather.

StatisticHillStoneFrostFireCloudStorm
Armor Class444442
Hit Dice8 (L)9 (L)10+1* (L)11+2* (L)13* (L)15** (L)
Move120' (40')120' (40')120' (40')120' (40')120' (40')150' (50')
Attacks1 weapon1 weapon1 weapon1 weapon1 weapon1 + special
Damage2d83d64d65d66d68d6 + special
No. Appearing1d4 (2d4)1d2 (1d6)1d2 (1d4)1d2 (1d3)1d2 (1d3)1 (1d3)
Save AsFighter: 8Fighter: 9Fighter: 10Fighter: 11Fighter: 12Fighter: 15
Morale89991010
Treasure TypeE+5,000 gpE+5,000 gpE+5,000 gpE+5,000 gpE+5,000 gpE+5,000 gp
AlignmentChaoticNeutralChaoticChaoticNeutralLawful
XP Value6509001,6001,9002,3003,250

Gnoll

StatisticValue
Armor Class5
Hit Dice2 (L)
Move90' (30')
Attacks1 weapon
DamageBy weapon + 1
No. Appearing1d6 (3d6)
Save AsFighter: 2
Morale8
Treasure Type(P) D
AlignmentChaotic
XP Value20

Gnolls are beings of low intelligence. They resemble a cross between a human and a hyena. They can use all weapons. They are strong, but dislike work and prefer to bully and steal.

For every 20 gnolls encountered, one is a leader with 16 hit points who attacks as a 3-Hit Die monster. Gnolls are rumored to be the result of a magical combination of a gnome and a troll by an evil magic-user.

Gnome

StatisticValue
Armor Class5
Hit Dice1 (S)
Move60' (20')
Attacks1 weapon
DamageBy weapon
No. Appearing1d8 (5d8)
Save AsDwarf: 1
Morale8 or 10 (see below)
Treasure Type(P) C
AlignmentLawful or Neutral
XP Value10

Gnomes are a human-like race related to (but smaller than) dwarves. They have long noses and full beards. Gnomes have well-developed infravision, with a 90-foot range. They usually live in burrows in the lowlands or in underground communities. Gnomes are excellent metalsmiths and miners. They love gold and gems and have been known to take foolish risks to obtain them. They love machinery of all kinds and prefer crossbows and war hammers as weapons.

Gnomes like most dwarves, but they war against goblins and kobolds, who steal their precious gold. They usually attack kobolds on sight.

For every 20 gnomes, one is a leader with 11 hit points who fights as a 2-Hit Die monster. A clan chieftain and his 1d6 bodyguards live in the gnome lair. The clan chieftain has 18 hit points, attacks as a 4-Hit Die monster, and gains a bonus of +1 on damage rolls. The bodyguards have 10-13 hit points and attack as 3-Hit Die monsters. As long as the clan chieftain or leader is alive, all gnomes within sight of him have a morale of 10 rather than 8.

Goblin

StatisticValue
Armor Class6
Hit Dice1-1 (S)
Move90' (30')
Attacks1 weapon
DamageBy weapon
No. Appearing2d4 (6d10)
Save AsNormal Man
Morale7 or 9 (see below)
Treasure Type(R) C
AlignmentChaotic
XP Value5

Goblins are a human-like race, small and very ugly. Their skin is a pale earthy color, such as chalky tan or gray. Their eyes glow with a red gleam when there is little light. Goblins live underground and have well-developed infravision, with a 90-foot range. In full daylight they fight with a penalty of -1 to their hit rolls. Goblins hate dwarves and attack them on sight.

A goblin king lives in the goblin lair. He has 15 hit points and fights as a 3-Hit Die monster. He gets a +1 bonus to damage rolls. The goblin king has a bodyguard of 2d6 goblins who fight as 2-Hit Die monsters and have 2d6 hit points each. The king and his bodyguard can fight in full daylight without a penalty. The goblins' morale is 9 rather than 7 as long as their king is with them and still alive.

Golem

StatisticWoodBoneAmberBronze
Armor Class7260
Hit Dice2+2* (S)6* (L)10* (L)20** (L)
Move120' (40')120' (40')180' (60')240' (80')
Attacks1 fist4 weapons2 claws/1 bite1 fist + special
Damage1d8By weapon2d6/2d6/2d103d10 + special
No. Appearing1 (1)1 (1)1 (1)1 (1)
Save AsFighter: 1Fighter: 4Fighter: 5Fighter: 10
Morale12121212
Treasure TypeNilNilNilNil
AlignmentNeutralNeutralNeutralNeutral
XP Value355001,6004,300

A golem is a powerful, enchanted monster created and animated by a high-level magic-user or cleric. Golems can be made of almost any material, but the ones listed are typical. The DM should feel free to create new ones, with any special powers desired.

Golems can be damaged only by magic or magical weapons. They are also immune to sleep, charm, and hold spells as well as all gases (since they do not breathe). The creation of a golem is costly, time consuming, and beyond the power of player characters.

Wood Golem: These monsters are crude man-like figures about 3 feet tall. They move stiffly, with a -1 penalty to initiative rolls. They burn easily (-2 penalty to all Saving Throws vs. Fire) if ignited magically. All such attacks gain +1 per die of damage. However, they are immune to all missile fire, including magic missile spells.

Bone Golem: These are six-foot-tall creatures made from human bones bound together into a man-like form. Their four arms may be attached nearly anywhere on their bodies, and each arm can wield a weapon. A bone golem can use four one-handed weapons (or two two-handed ones). It can attack two enemies each round. Bone golems are immune to fire, cold, and electrical attacks.

Amber Golem: These resemble giant cats, usually lions or tigers. They are faultless trackers and can detect invisible creatures within 60 feet.

Bronze Golem: These creations look somewhat like fire giants. Their skin is bronze and their blood is liquid fire. Any creature hit by a bronze golem suffers 1d10 extra points of damage from the great heat inside it (unless the target is resistant to fire). Anyone scoring damage on a bronze golem with a hand-held weapon must make a Saving Throw vs. Death Ray or take 2d6 points of damage from the fiery blood spurting out of the wound. Bronze golems are not affected by fire-based attacks.

Gorgon

StatisticValue
Armor Class2
Hit Dice8* (L)
Move120' (40')
Attacks1 horn or 1 breath
Damage2d6 or petrification
No. Appearing1d2 (1d4)
Save AsFighter: 8
Morale8
Treasure TypeE
AlignmentChaotic
XP Value1,200

A gorgon is a magical, bull-like monster covered with large iron scales. It is usually found in hills or grasslands. It can either attack with its great horns (possibly charging, for double damage) or use its breath weapon. Its breath is a cloud of vapor, 60 feet long and 10 feet wide. Targets must roll a successful Saving Throw vs. Turn to Stone or be petrified. Gorgons are immune to their own breath weapons and all other petrifying attacks.

Gray Ooze

StatisticValue
Armor Class8
Hit Dice3* (L)
Move10' (3')
Attacks1
Damage2d8
No. Appearing1d4 (1d4)
Save AsFighter: 2
Morale12
Treasure TypeNil
AlignmentNeutral
XP Value50

This seeping horror looks like wet stone and is difficult to see. It secretes an acid that causes 2d8 points of damage if it touches bare skin. This acid dissolves and destroys normal armor or weapons in only one round, and magical items in one turn. After the first hit, the ooze sticks to its victim, automatically destroying any normal armor and continuing to inflict 2d8 points of damage each round. Gray ooze cannot be harmed by cold or fire, but it can be harmed by weapons and lightning. A lair may contain 1d4 oozes, possibly with a special treasure made of stone (DM's choice).

Green Slime

StatisticValue
Armor ClassCan always be hit
Hit Dice2** (L)
Move3' (1')
Attacks1
DamageSee below
No. Appearing1 (0)
Save AsFighter: 1
Morale12
Treasure Type(P+S) B
AlignmentNeutral
XP Value30

Green slime cannot be harmed by any attacks except fire or cold. It dissolves cloth or leather instantly, and wood and metal in six rounds. It cannot dissolve stone. Green slime often clings to walls and ceilings and drops down in a surprise attack.

Once in contact with flesh, green slime sticks and turns the flesh into green slime. It cannot be scraped off, but it may be burnt off. When green slime drops on a target (or is stepped on), the target can usually burn it while it is dissolving armor and clothing. If it is not burned off, the target turns completely into green slime 1d4 rounds after the first six-round (one minute) period. Half of the burn damage goes to the green slime; the other half goes to the slime's victim.

Harpy

StatisticValue
Armor Class7
Hit Dice3* (M)
Move60' (20')
Flying150' (50')
Attacks2 claws/1 weapon + special
Damage1d4/1d4/1d6
No. Appearing1d6 (2d4)
Save AsFighter: 6
Morale7
Treasure TypeC
AlignmentChaotic
XP Value50

A harpy has the lower body of a giant eagle and the upper body and head of a hideous-looking woman. Harpies lure creatures by their singing, then kill and devour the targets. Any creature hearing the harpies' songs must roll a successful Saving Throw vs. Spell or be charmed. If a target makes a Saving Throw against the songs of a group of harpies, he is not affected by any of their songs during that encounter.

Hellhound

StatisticValue
Armor Class4
Hit Dice3-7** (M)
Move120' (40')
Attacks1 bite or 1 breath
Damage1d6 or special
No. Appearing2d4 (2d4)
Save AsFighter: 3-7
Morale9
Treasure TypeC
AlignmentChaotic
XP Value65, 175, 425, 725, or 1,250

These reddish-brown, dog-like monsters are as big as small ponies. Hellhounds are cunning and highly intelligent. They can often detect invisible (as the magic-user spell; 75% chance per round, range 60 feet). They are immune to normal fire and roll all Saving Throws as fighters of equal Hit Dice. They are often found near volcanoes, deep in dungeons, or with other fire-loving creatures (such as fire giants).

A hellhound attacks one target, either breathing fire (33% chance) or biting (67%) each round. The breath causes 1d6 points of damage for each Hit Die of the hound. The target must roll a successful Saving Throw vs. Dragon Breath to take half damage.

Hobgoblin

StatisticValue
Armor Class6
Hit Dice1+1 (M)
Move90' (30')
Attacks1 weapon
DamageBy weapon
No. Appearing1d6 (4d6)
Save AsFighter: 1
Morale8 or 10 (see below)
Treasure Type(Q) D
AlignmentChaotic
XP Value15

Hobgoblins are relatives of goblins, but they are bigger and meaner. They live underground but often hunt outdoors (having no penalties in daylight). A hobgoblin king and 1d4 bodyguards live in the hobgoblin lair. The king has 22 hit points and fights as a 5-Hit Die monster. He gets a bonus of +2 on damage rolls. The bodyguards all fight as 4-Hit Die monsters and have 3d6 hit points each. As long as their king is alive and with them, hobgoblin morale is 10 rather than 8.

Hydra

StatisticValue
Armor Class5
Hit Dice5-12 (L)
Move120' (40')
Attacks5-12
Damage1d10 each
No. Appearing1 (1)
Save AsFighter: 5-12
Morale11
Treasure TypeB
AlignmentNeutral
XP Value175, 275, 450, 650, 900, or 1,100

A hydra is a large creature with a dragonlike body and 5 to 12 snake-like heads. It has one Hit Die for each head, and each head has 8 hit points. Its Saving Throws are made as a Fighter of a level equal to the number of heads. The hydra attacks with all of its heads every round. For every 8 points of damage a hydra takes, one head is destroyed. For example, if a seven-headed hydra suffered 18 points of damage, it would attack with only five heads in the next round.

You may wish to create special hydrae. These could have poisonous bites or breathe fire (as a hellhound, for 8 points of damage per head). Such creatures should be placed to guard special treasures.

Invisible Stalker

StatisticValue
Armor Class3
Hit Dice8* (M)
Move120' (40')
Attacks1
Damage4d4
No. Appearing1 (1)
Save AsFighter: 8
Morale12
Treasure TypeNil
AlignmentNeutral
XP Value1,200

An invisible stalker is a magical, human-like monster from another plane of existence. It is summoned by the magic-user spell invisible stalker. If the stalker is given a simple task that is clear and can be swiftly completed, it obeys promptly. If the task is complex or lengthy, the creature tries to distort the intent while obeying the literal command. For example, if ordered to guard a treasure longer than a week, the stalker may take it away to its own plane of existence and guard it there forever.

An invisible stalker is most often used to track and slay enemies. It is highly intelligent and a faultless tracker. If its victim cannot detect invisible things, the stalker surprises on a roll of 1-5 (on 1d6). It returns to its own plane once it is slain, dispelled, or has completed its task.

Kobold

StatisticValue
Armor Class7
Hit Dice1/2 (1-4 hp) (S)
Move90' (30')
Attacks1 weapon
DamageBy weapon -1
No. Appearing4d4 (6d10)
Save AsNormal Man
Morale6 or 8
Treasure Type(P) J
AlignmentChaotic
XP Value5

These small, evil, dog-like men usually live underground. They have scaly, rust-brown skin and no hair. They have well developed infravision with a 90-foot range. They prefer to attack by ambush.

A kobold chieftain and 1d6 bodyguards live in the kobold lair. The chieftain has 9 hit points and fights as a 2-Hit Die monster. The bodyguards each have 6 hit points and fight as 1+1 Hit Die monsters. As long as the chieftain is alive, all kobolds with him have a morale of 8 rather than 6. Kobolds hate gnomes and attack them on sight.

Leech, Giant

StatisticValue
Armor Class7
Hit Dice6 (S)
Move90' (30')
Attacks1 bite
Damage1d6
No. Appearing0 (1d4)
Save AsFighter: 3
Morale10
Treasure TypeNil
AlignmentNeutral
XP Value275

A giant leech is about 3 to 4 feet long. If it hits, it holds on and sucks blood for 1d6 points of damage per round. A giant leech must be killed to be removed.

Lizard Man

StatisticValue
Armor Class5
Hit Dice2+1 (M)
Move60' (20')
Swimming120' (40')
Attacks1 weapon
DamageBy weapon +1
No. Appearing2d4 (6d6)
Save AsFighter: 2
Morale12
Treasure TypeD
AlignmentNeutral
XP Value25

These water-dwelling creatures resemble men with lizard heads and tails. They live in tribes. They try to capture humans and demihumans and take the targets back to the tribal lair as the main course of a feast. Lizard men are semi-intelligent and use spears and large clubs (treat the clubs as maces). They get a bonus of +1 to damage rolls due to their great strength. Lizard men are often found in swamps, rivers, and along seacoasts as well as in dungeons.

Lycanthrope

Lycanthropes are humans who can change into beasts (or in the case of wererats, beasts that can change into humans). They do not wear armor since it would interfere with their shapechanging. Any lycanthrope can summon 1d2 animals of its weretype; werebears may summon bears, werewolves may summon wolves, and so forth. Summoned animals arrive in 1d4 rounds.

If any lycanthrope is hit by wolfsbane, it must roll a successful Saving Throw vs. Poison or run away in fear. The sprig of wolfsbane must be swung or thrown as a weapon, using normal combat procedures. A lycanthrope returns to its "normal" form when killed. Some animals (such as horses) do not like the smell of lycanthropes and react with fear to their presence.

Animal Form: In animal form, a lycanthrope may be harmed only by magical weapons, silvered weapons, and magical spells. The lycanthrope cannot speak normal languages, though it can speak with normal animals of its weretype.

Human Form: In human form, a lycanthrope often looks somewhat like its wereform. Wererats have longer noses than most humans, werebears are hairy, and so forth. In this form, they may be attacked normally, and they may speak any known languages.

Lycanthropy: Lycanthropy is a contagious disease. Any human character who loses more than half of his hit points in battle with a lycanthrope becomes a lycanthrope of the same type in 2d12 days. The

StatisticWereratWerewolfWereboarWeretigerWerebear
Armor Class7, (9)†5, (9)†4, (9)†3, (9)†2, (8)†
Hit Dice3* (M)4* (M)4+1* (M)5* (L)6* (L)
Move120' (40')180' (60')150' (50')150' (50')120' (40')
Attacks1 bite or weapon1 bite1 tusk slash2 claws/1 bite2 claws/1 bite
Damage1d4 or by weapon2d42d61d6/1d6/2d62d4/2d4/2d8
No. Appearing1d8 (2d8)1d6 (2d6)1d4 (2d4)1d4 (1d4)1d4 (1d4)
Save AsFighter: 3Fighter: 4Fighter: 4Fighter: 5Fighter: 6
Morale889910
Treasure TypeCCCCC
AlignmentChaoticChaoticNeutralNeutralNeutral
XP Value50125200300500

† Parenthetical AC is while in human form.

target begins to show signs of the disease after half that time. The disease kills demihumans instead. It may be cured only by a high-level cleric, who does so for a suitable price or service. Any character who becomes a full werecreature becomes an NPC, to be run by the DM only.

Wererats: Wererats are different from most lycanthropes. They are intelligent, can speak Common in either form, and may use any weapon. Wererats usually prefer to use man-sized rat forms. They can become full-sized humans. Wererats are sneaky and often set ambushes, surprising on a roll of 1-4 (on 1d6). They summon giant rats to help them in battle. Only a wererat's bite causes lycanthropy.

Werewolves: These creatures are semi-intelligent and usually hunt in packs. Any group of five or more has a leader with 30 hit points. He attacks as a 5-Hit Die monster, adding +2 to damage rolls. Werewolves summon normal wolves to form large packs with them.

Wereboars: Wereboars are semi-intelligent and bad-tempered. In human form they often seem to be berserkers and may act the same way in battle (gaining +2 on hit rolls, never checking morale, and fighting to the death). Wereboars summon normal boars to help them in battle.

Weretigers: These relatives of the Great Cats often act like them, being very curious but becoming dangerous when threatened. They are good swimmers and quiet trackers, surprising their targets often (1-4 on 1d6). They may summon any type of Great Cat that is in the area (preferring tigers).

Werebears: Werebears are very intelligent, even in animal form. A werebear usually prefers to live alone or with bears. It might be friendly, however, if peacefully approached. In combat, werebears may hug for 2d8 points of damage (in addition to normal damage) if both paws hit the same target in one round. Werebears may summon any type of bear in the area.

Manticore

StatisticValue
Armor Class4
Hit Dice6+1* (L)
Move120' (40')
Flying180' (60')
Attacks2 claws/1 bite or 6 spikes
Damage1d4/1d4/2d4 or 1d6 each
No. Appearing1d2 (1d4)
Save AsFighter: 6
Morale9
Treasure TypeD
AlignmentChaotic
XP Value650

A manticore is a horrid monster with the body of a lion and leathery, bat-like wings. It has a human face with large, sharp fangs. It has 24 tail spikes and can shoot six each round even when flying (ranges 50/100/180). The creature regrows two spikes per day. Its favorite food is man.

Manticores usually live in wild mountain ranges, from which they sometimes delve into cavernous settings. They frequently track humans, ambushing with spike attacks when the party stops to rest.

Medusa

StatisticValue
Armor Class8
Hit Dice4** (M)
Move90' (30')
Attacks1 snakebite + special
Damage1d6 + poison
No. Appearing1d3 (1d4)
Save AsFighter: 4 (see below)
Morale8
Treasure Type(V) F
AlignmentChaotic
XP Value175

A medusa looks like a human female with live snakes growing from her head instead of hair. The sight of a medusa turns a creature to stone unless the target rolls a successful Saving Throw. However, this affects only one character per round.

The medusa gets one hit roll for the bites of her snakes. If they hit, the target must roll a successful Saving Throw vs. Poison (in addition to receiving 1d6 points of damage) or die in one turn. A medusa often wears a robe with a hood for a disguise. This way she can trick her targets into looking at her.

A target can watch the reflection of a medusa in a mirror without danger. However, if a medusa sees her own reflection, she must roll a successful Saving Throw vs. Turn to Stone or she petrifies herself!

Anyone who tries to attack a medusa without looking at her gets a -4 penalty to his hit roll. The snakes attack this target with a +2 bonus to their hit roll. A medusa also gains +2 on all Saving Throws vs. Spell because of her magical nature. Medusae occasionally use weapons.

Minotaur

StatisticValue
Armor Class6
Hit Dice6 (L)
Move120' (40')
Attacks1 gore/1 bite or 1 weapon
Damage1d6/1d6 or by weapon + 2
No. Appearing1d6 (1d8)
Save AsFighter: 6
Morale12
Treasure TypeC
AlignmentChaotic
XP Value275

A minotaur is a large man with the head of a bull. It is larger than human size; it eats humans. A minotaur always attacks anything its size or smaller and pursues as long as its prey is in sight.

Minotaurs are semi-intelligent. Some use weapons, preferring a spear, club, or axe. When using weapons, minotaurs gain +2 to damage rolls due to their strength. If a minotaur uses a weapon, it cannot gore or bite. Minotaurs usually live in tunnels or mazes.

Mule

StatisticValue
Armor Class7
Hit Dice2 (L)
Move120' (40')
Attacks1 kick or 1 bite
Damage1d4 or 1d3
No. Appearing1d2 (2d6)
Save AsNormal Man
Morale8
Treasure TypeNil
AlignmentNeutral
XP Value20

Mules are a crossbreed between a horse and a donkey. Mules are stubborn, and if bothered or excited they may either bite or kick. Mules can be taken into dungeons, if the DM wishes. A mule can carry a normal load of 3,000 coins (or 6,000 coins at most, with its move reduced to 60 feet/turn). Mules cannot be trained to attack, but they fight in their own defense. If encountered alone in a dungeon, mules may belong to an NPC party nearby.

Mummy

StatisticValue
Armor Class3
Hit Dice5+1** (M)
Move60' (20')
Attacks1 touch
Damage1d12 + disease
No. Appearing1d4 (1d12)
Save AsFighter: 5
Morale12
Treasure TypeD
AlignmentChaotic
XP Value575

Mummies are undead that lurk near deserted ruins and tombs. Every character seeing a mummy must roll a successful Saving Throw vs. Paralysis or stop, paralyzed with fear, until the mummy is out of sight. The touch of a mummy causes disease in addition to damage (no Saving Throw). This hideous rotting affliction prevents all magical healing and slows normal healing to 10% of the normal rate. The disease lasts until magically cured.

Mummies can be damaged only by spells, fire, or magical weapons, all of which cause only half damage. They are immune to sleep, charm, and hold spells.

NPC Party

StatisticValue
Armor ClassBy NPC class
Hit DiceVariable
MoveVariable
AttacksWeapons and spells
Damage1d4 or by weapon and spell effects
No. Appearing1 (1)
Save AsNPC class and level
Morale8
Treasure Type(U+V)
AlignmentAny
XP ValueVariable

An NPC party is any group of non-player characters. Each NPC may be of any class, level, and alignment. All rules for player characters apply to NPCs. An NPC party can be created in great detail before a game or drummed up "on the fly."

Most parties (whether NPCs or PCs) do not want to fight other parties, preferring monsters to challenge. The DM also may wish to avoid the large, complicated battle that could occur between two parties. If this is so, the DM can use the following chart to determine the actions of the NPC party.

For ease of play, the DM should give the NPC party the same number of members as in the PC party, plus 1d4 fighters (to discourage PC ideas of attack). You can assume similar classes and equipment, if the NPCs are nearly the same level of experience as the player characters.

NPC Reaction Chart

2d6 RollResult
2-5Depart in anger
6-8Negotiate
9-12Offer to buy or sell information

The NPCs may offer to buy information about the dungeon, for 10 to 500 gp, or to sell similar information (for the same price range). Typical information could be monsters seen, traps found, stairs up or down, and other features. The DM should decide on the price offered by the NPCs, considering the value of the information sold. Of course, the information might not be accurate.

Ochre Jelly

StatisticValue
Armor Class8
Hit Dice5* (L)
Move30' (10')
Attacks1
Damage2d6
No. Appearing1 (0)
Save AsFighter: 3
Morale12
Treasure TypeNil
AlignmentNeutral
XP Value300

An ochre jelly is an ochre-colored, giant amoeba that can be harmed only by fire or cold. It can seep through small cracks. It destroys wood, leather, and cloth in one round, but it cannot eat through metal or stone. Attacks with weapons or lightning merely make 1d4+1 smaller (2 Hit Dice) ochre jellies. A normal ochre jelly causes 2d6 points of damage per round to exposed flesh. The smaller ochre jellies inflict only half damage.

Ogre

StatisticValue
Armor Class5
Hit Dice4+1 (L)
Move90' (30')
Attacks1 club
DamageBy weapon + 2
No. Appearing1d6 (2d6)
Save AsFighter: 4
Morale10
Treasure Type(S x 10) S x 100 + C
AlignmentChaotic
XP Value125

Ogres are huge, fearsome, human-like creatures, usually 8 to 10 feet tall. They wear animal skins for clothes and often live in caves. When encountered outside their lair, a group carries d6 x 100 gp in large sacks.

Orc

StatisticValue
Armor Class6
Hit Dice1 (M)
Move120' (40')
Attacks1 weapon
DamageBy weapon
No. Appearing2d4 (10d6)
Save AsFighter: 1
Morale8 or 6 (see below)
Treasure Type(P) D
AlignmentChaotic
XP Value10

Orcs are ugly, human-like creatures. They look like a combination of animal and man. Orcs are nocturnal omnivores that prefer to live underground. When fighting in daylight, they have a penalty of -1 to their hit rolls. Orcs have bad tempers and do not like other living things.

One member of each group of orcs is a leader with 8 hit points. He gains a +1 bonus to damage rolls. If this leader is killed, the morale of the group becomes 6 instead of 8. Orcs are afraid of anything larger or stronger than they are, but they can be forced to fight by their leaders.

Orcs are often used for army grunts by Chaotic leaders (both humans and monsters). They prefer swords, spears, axes, and clubs for weapons. They cannot use mechanical weapons (such as catapults), and only their leaders even understand how to operate such devices.

There are many different tribes of orcs. Each tribe has as many female orcs as males, with two children ("whelps") for every two adults. The leader of an orc tribe is a chieftain with 15 hit points. He attacks as a 4-Hit Die monster and gains +2 to his damage rolls. For every 20 orcs in a tribe, there may be an ogre with them (1 in 6 chance).

Owl Bear

StatisticValue
Armor Class5
Hit Dice5 (L)
Move120' (40')
Attacks2 claws/1 bite
Damage1d8/1d8/1d8
No. Appearing1d4 (1d4)
Save AsFighter: 3
Morale9
Treasure TypeC
AlignmentNeutral
XP Value175

An owl bear is a huge, bear-like creature with the head of a giant owl. It stands eight feet tall and weighs 15,000 cn. If both its paws hit one opponent in one round, the owl bear hugs for an additional 2d8 points of damage. Owl bears have nasty tempers and are usually hungry, preferring meat. They are commonly found underground and in dense forests.

Rat

StatisticNormalGiant
Armor Class97
Hit Dice1 hit point (S)1/2 (1-4 hit points) (S)
Move60' (20')120' (40')
Swimming30' (10')60' (20')
Attacks1 bite/pack1 bite each
Damage1d6 + disease1d3 + disease
No. Appearing5d10 (2d10)3d6 (3d10)
Save AsNormal ManNormal Man
Morale58
Treasure TypeLC
AlignmentNeutralNeutral
XP Value25

Rats usually avoid humans and do not attack unless summoned (by a wererat, for example) or when defending their lair. Rats are good swimmers and may attack while in water. They are afraid of fire and run from it unless forced to fight by a summoning creature.

Rats eat almost anything, and some rats carry diseases. Anyone bitten by a rat has a 5% chance of being infected. (Check each time a rat successfully hits. If the rat was diseased, the XP award is 6.) The target can still avoid the disease by rolling a Saving Throw vs. Poison. If he fails, he either dies in 1d6 days (25% chance) or lies sick in bed (75% chance) for one month, unable to adventure.

Normal Rats: Normal rats have gray or brown fur and are from 6 inches to 2 feet long. They attack in packs of five to ten individuals. If there are more than ten rats, they attack several targets as packs of ten or less. A pack only attacks one creature at a time and makes one attack per round. Rats climb all over the creature they are attacking, often knocking the victim down.

Giant Rats: These creatures are 3 feet long or more and have gray or black fur. They are often found in the dark corners of dungeon rooms and in areas with undead monsters.

Rhagodessa

StatisticValue
Armor Class5
Hit Dice4+2 (L)
Move150' (50')
Attacks1 leg/1 bite
Damage0 + suckers/2d8
No. Appearing1d4 (1d6)
Save AsFighter: 2
Morale9
Treasure TypeU
AlignmentNeutral
XP Value125

A rhagodessa is a giant spider-like carnivore, about the size of a small horse. It has an oversized head and jaws (mandibles) that are yellow and a dark brown thorax. It has five pairs of legs; the front pair end in suckers that help the creature grasp its prey. A hit with a leg causes no damage but means that the target is caught. In the next round of combat, the target is pulled to the mandibles and bitten (automatic hit).

Rhagodessae are nocturnal—they hunt only in the dark. They are normally found in caves and can climb walls.

Rust Monster

StatisticValue
Armor Class2
Hit Dice5* (L)
Move120' (40')
Attacks1
DamageSee below
No. Appearing1d4 (1d4)
Save AsFighter: 3
Morale7
Treasure TypeNil
AlignmentNeutral
XP Value300

A rust monster has a body like a giant armadillo with a long tail and two long front antennae. If a rust monster hits a target with its antenna, any nonmagical metal armor or weapon hit immediately crumbles to rust.

The rust monster is attracted by the smell of metal. It eats the rust created by its attacks. It can be injured by any type of weapon. A successful hit roll means the rust monster's body is damaged. There is no ill effect to the weapon.

If the rust monster hits magical armor or a magical weapon with its antennae, there is a 10% chance the magic resists the rust effect. If the target fails, the magical item loses one "plus" per hit. If the item loses all of its pluses, it is no longer magical. For example, a shield +1 has a 10% chance of surviving the attack. If the player rolls 11 or greater on d%, the shield is reduced to a normal shield. If hit again, it crumbles into rust.

Scorpion, Giant

StatisticValue
Armor Class2
Hit Dice4* (L)
Move150' (50')
Attacks2 claws/1 sting
Damage1d10/1d10/1d4 + poison
No. Appearing1d6 (1d6)
Save AsFighter: 2
Morale11
Treasure TypeV
AlignmentNeutral
XP Value125

A giant scorpion is the size of a small horse. It lives in deserts, caves, and ruins. It usually attacks on sight. It fights by grasping a victim with its claws and stinging. If either claw hits, the hit roll for the stinger gains a +2 bonus. Anyone struck by the stinger must roll a successful Saving Throw vs. Poison or die.

Shadow

StatisticValue
Armor Class7
Hit Dice2+2* (M)
Move90' (30')
Attacks1
Damage1d4 + special
No. Appearing1d8 (1d12)
Save AsFighter: 2
Morale12
Treasure TypeF
AlignmentChaotic
XP Value35

Shadows are non-corporeal (ghost-like), intelligent creatures. They can be harmed only by magical weapons. They look like real shadows and can alter their shape slightly. Shadows are hard to see and usually gain surprise (1-5 on 1d6). If a shadow scores a hit, it drains 1 point of Strength in addition to inflicting normal damage. This weakness lasts for eight turns.

Any creature whose Strength is reduced to 0 becomes a shadow immediately. Shadows are not affected by sleep or charm spells; they are not undead and cannot be turned by clerics.

The DM should not use shadows unless the party has at least one magical weapon.

Shrieker

StatisticValue
Armor Class7
Hit Dice3 (M)
Move9' (3')
AttacksSee below
DamageNil
No. Appearing1d8 (0)
Save AsFighter: 2
Morale12
Treasure TypeNil
AlignmentNeutral
XP Value35

Shriekers resemble giant mushrooms. They live in underground caverns and move around slowly. They react to light (within 60 feet) and movement (within 30 feet) by emitting a piercing shriek that lasts for 1d3 rounds. For each round of shrieking, the DM rolls 1d6. A result of 4-6 means a wandering monster has heard the noise and arrives in 2d6 rounds.

Skeleton

StatisticValue
Armor Class7
Hit Dice1 (M)
Move60' (20')
Attacks1
DamageBy weapon
No. Appearing3d4 (3d10)
Save AsFighter: 1
Morale12
Treasure TypeNil
AlignmentChaotic
XP Value10

Animated skeletons are undead creatures found near graveyards, dungeons, and other deserted places. They are often used as guards by the high-level magic-user or cleric who animated them. Since they are undead, they can be turned by clerics. They are not affected by sleep or charm spells, nor any form of mind reading. Skeletons always fight until "killed."

Snake

Snakes are found almost everywhere. They avoid only very hot and very cold places. Most snakes do not attack unless surprised or threatened. Some snakes have poisonous bites, and most are carnivores.

Spitting Cobra: A spitting cobra is a three-foot-long, grayish-white snake. It spits a stream of venom at its target's eyes, up to a distance of 6 feet away. If the spit hits, the target must roll a successful Saving Throw vs. Poison or be blinded. As with most small, poisonous snakes, a spitting cobra does not attack human-sized or larger opponents un-

StatisticSpitting CobraGiant RacerPit ViperGiant RattlerRock Python
Armor Class75656
Hit Dice1* (S)2 (M)2* (M)4* (M)5* (L)
Move90' (30')120' (40')90' (30')120' (40')90' (30')
Attacks1 bite or spit1 bite1 bite2 bites1 bite/1 squeeze
Damage1d3 + poison1d61d4 + poison1d4/1d4 + poison1d4/2d4
No. Appearing1d6 (1d6)1d6 (1d8)1d8 (1d8)1d4 (1d4)1d3 (1d3)
Save AsFighter: 1Fighter: 1Fighter: 1Fighter: 2Fighter: 3
Morale77788
Treasure TypeNilNilNilUU
AlignmentNeutralNeutralNeutralNeutralNeutral
XP Value132025125300

less startled or threatened. It can either spit or bite in one round, but not both; it usually spits. The damage given (1d3 points) applies only to the bite. If bitten, the target must roll a successful Saving Throw vs. Poison or die in 1d10 turns.

Giant Racer: This is an average type of giant snake, about 4 feet long. It has no special abilities, but it is faster than most other snakes. It is not poisonous, but its bite can be dangerous in itself. Larger racers average 2 feet long per Hit Die and inflict 1d8, 1d10, or even 2d6 points of damage per bite.

Pit Viper: A pit viper is a five-foot-long, greenish-gray, poisonous snake with small pits in its head. These pits act as heat sensors, with a range of 60 feet. The combination of pits and infravision makes it very hard to fight a pit viper; it is so quick that it always gains the initiative (no roll needed). Any target bitten by a pit viper must roll a successful Saving Throw vs. Poison or die.

Giant Rattlesnake: This ten-foot-long snake has brown and white scales set in a diamond pattern. On its tail is a dried, scaly rattle, which it often shakes to ward off intruders or attackers who are too large to eat. The victim of a giant rattlesnake bite must roll a successful Saving Throw vs. Poison or die in 1d6 turns. This snake is very fast and attacks twice per round, the second attack coming at the end of the round.

Rock Python: This 20-foot-long snake has 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 squeezing causes 2d4 points of damage per round and occurs automatically until the snake dies or releases the victim.

Specter

StatisticValue
Armor Class2
Hit Dice6** (M)
Move150' (50')
Flying300' (100')
Attacks1 touch
Damage1d8 + double energy drain
No. Appearing1d4 (1d8)
Save AsFighter: 6
Morale11
Treasure TypeE
AlignmentChaotic
XP Value725

The ghostly specters are among the mightiest of the undead. They have no solid bodies and can be hit only by magical weapons; silver weapons have no effect. Like all undead, specters are immune to sleep, charm, and hold spells.

A hit by a specter inflicts 1d8 points of damage in addition to a double energy drain (victims lose two levels). A character slain by a specter rises the next night as a specter under the control of the slayer.

Spider, Giant

StatisticCrab SpiderBlack WidowTarantella
Armor Class765
Hit Dice2* (M)3* (M)4* (L)
Move120' (40')60' (20')120' (40')
In WebNo webs120' (40')No webs
Attacks1 bite1 bite1 bite
Damage1d8 + poison2d6 + poison1d8 + poison
No. Appearing1d4 (1d4)1d4 (1d4)1d4 (1d4)
Save AsFighter: 1Fighter: 2Fighter: 2
Morale788
Treasure TypeUUU
AlignmentNeutralNeutralNeutral
XP Value2550125

All spiders can be dangerous, and many are poisonous. All are carnivores, either trapping their prey in webs or jumping at victims by surprise. However, they are rarely intelligent and often flee from fire.

Crab Spider: This five-foot-long spider has a chameleon-like ability to blend into its surroundings. It surprises targets on a roll of 1-4 (on 1d6). It clings to walls or ceilings and drops onto its prey. After the first attack, targets can see it normally. Any target of its bite must roll a successful Saving Throw vs. Poison or die in 1d4 turns. However, the poison is weak, and the target gains a +2 bonus to his Saving Throw roll.

Black Widow Spider: This vicious arachnid is 6 feet long, and has a red "hourglass" mark on its belly. It usually stays close to its webbed lair. Treat as the magic-user's web spell when targets attempt to break free once entrapped. The webs can also be burned away. Any target of the bite of a black widow spider must roll a successful Saving Throw vs. Poison or die in 1 turn.

Tarantella: A tarantella is a huge, hairy, magical spider that resembles a seven-foot-long tarantula. Its bite does not kill; instead, it causes the target (if he fails a Saving Throw vs. Poison) to have painful spasms that resemble a frantic dance.

This dance has a magical effect on onlookers. Anyone watching the dance must roll a successful Saving Throw vs. Spell or start to dance in the same way. The effects of the bite last for 2d6 turns. Affected watchers dance for as long as the original target. However, dancers drop from exhaustion in five turns, and they are then helpless against attacks. While they are dancing, victims suffer a -4 penalty to their hit rolls, and anything attacking them gains a +4 bonus to its hit rolls.

Sprite

StatisticValue
Armor Class5
Hit Dice1/2* (1-4 hp) (S)
Move60' (20')
Flying180' (60')
Attacks1 spell
DamageSee below
No. Appearing3d6 (5d8)
Save AsElf: 1
Morale7
Treasure TypeS
AlignmentNeutral
XP Value6

Sprites are small, winged people (about 1 foot tall) related to pixies and elves. Though shy, they are very curious and have a strange sense of humor. Five sprites acting together can cast one curse spell. This takes the form of a magical practical joke, such as tripping or having the target's nose grow. The exact effect of the curse is left to the DM's imagination. Sprites never cause death on purpose, even if they are attacked.

Stirge

StatisticValue
Armor Class7
Hit Dice1* (S)
Move30' (10')
Flying180' (60')
Attacks1
Damage1d4
No. Appearing1d10 (3d6)
Save AsFighter: 2
Morale9
Treasure TypeL
AlignmentNeutral
XP Value13

A stirge is a bird-like creature with a long beak. It attacks by thrusting its beak into the target's body (it feeds on blood). A successful hit (for 1d3 points of damage) means that it attaches itself to the target. It sucks for 1d3 points of damage per round until the target dies. A flying stirge gains a bonus of +2 on its first hit roll against any opponent because of its diving attack.

Thoul

StatisticValue
Armor Class6
Hit Dice3** (M)
Move120' (40')
Attacks2 claws or 1 weapon
Damage1d3/1d3 or by weapon
No. Appearing1d6 (1d10)
Save AsFighter: 3
Morale10
Treasure TypeC
AlignmentChaotic
XP Value65

A thoul is a magical combination of a ghoul, a hobgoblin, and a troll. Except when a target is very close, a thoul looks exactly like a hobgoblin. It is sometimes found as part of the bodyguard of a hobgoblin king. A thoul's touch paralyzes (the same as a ghoul's touch). If it is damaged, a thoul can regenerate 1 hit point per round as long as it is alive. (After a thoul is hit, the DM adds 1 hit point to its total at the beginning of each round of combat.)

Troglodyte

StatisticValue
Armor Class5
Hit Dice2* (L)
Move120' (40')
Attacks2 claws/1 bite
Damage1d4/1d4/1d4
No. Appearing1d8 (5d8)
Save AsFighter: 2
Morale9
Treasure TypeA
AlignmentChaotic
XP Value30

Troglodytes are intelligent, human-like reptiles. They have short tails, long legs, and spiny "combs" on their head and arms. Troglodytes walk upright and use their hands as well as humans. They hate most other creatures and try to kill anyone they meet. They have the chameleon-like ability to change colors. They use it to hide by rock walls, often surprising targets (1-4 on 1d6). A troglodyte secretes an oil that produces a stench, nauseating humans and demihumans unless they roll a successful Saving Throw vs. Poison. Nauseated characters have a -2 penalty to their hit rolls while in hand-to-hand combat with a troglodyte.

Troll

StatisticValue
Armor Class4
Hit Dice6+3* (L)
Move120' (40')
Attacks2 claws/1 bite
Damage1d6/1d6/1d10
No. Appearing1d8 (1d8)
Save AsFighter: 6
Morale10 (8)
Treasure TypeD
AlignmentChaotic
XP Value650

Trolls are 8-foot-tall, thin, intelligent humanoids, with skin almost like rubber. They prefer human and humanoid beings to all other foods. They live nearly anywhere, often in the ruined dwellings of their victims.

A troll is very strong and rends its opponents with talons and sharp teeth. It has the power of regeneration—the ability to grow back together when damaged. It begins to regenerate three rounds after it is damaged. The troll's wounds heal themselves at a rate of 3 hit points per round. Severed limbs even crawl back to the body and rejoin.

The head and claws of a troll continue to fight as long as the creature has 1 hit point or more. However, the troll cannot regenerate damage from fire or acid. When attacked by these methods, the creature's morale score is 8. Unless totally destroyed by fire or acid, a troll eventually regenerates completely.

Undead

(See Ghoul, Skeleton, Vampire, Wight, Wraith, or Zombie)

The undead are evil creatures created by dark magic. They are not affected by things that affect living creatures (such as poison) or spells that affect the mind (such as sleep and charm). They make no noise when moving or fighting.

Vampire

StatisticValue
Armor Class2
Hit Dice7-9** (M)
Move120' (40')
Flying180' (60')
Attacks1 touch or special
Damage1d10 + double energy drain or special
No. Appearing1d4 (1d6)
Save AsFighter: 7-9
Morale11
Treasure TypeF
AlignmentChaotic
XP Value1,250/1,750/2,300

Vampires are the most feared of the undead. They haunt ruins, tombs, crypts, and other places deserted by man. They are unaffected by sleep, charm, and hold spells. They can only be hit with magical weapons.

A vampire can take the form of a human, a dire wolf, a giant bat, or a gaseous cloud at will. Each change takes 1 round.

Whatever its form, a vampire regenerates 3 hit points per round, starting as soon as it is damaged. If a vampire is reduced to 0 hit points it does not regenerate, but becomes gaseous and flees to its coffin.

In dire wolf or giant bat form, the vampire's move, attacks, and damage are those of the animal. The vampire's AC, Hit Dice, Morale, and Saving Throws remain unchanged. In gaseous form, a vampire cannot attack. It can fly at the speed given above and is immune to all weapon attacks.

In human form, a vampire can attack by gaze or touch, or it can summon other creatures. The touch of a vampire inflicts a double energy drain (removing two levels of experience) in addition to damage. The creature's gaze can charm. Any target who meets the gaze must roll a successful Saving Throw vs. Spell to avoid the charm, but there is a -2 penalty to the roll.

The vampire can summon any one type of the following creatures; they come to its aid if they are within 300 feet (300 yards outdoors):

CreatureNumberCreatureNumber
Rats10-100Giant Rats5-20
Bats10-100Giant Bats3-18
Wolves3-18Dire Wolves2-8

Any character slain by a vampire returns from death in three days as a vampire under the control of the slayer.

Weaknesses of Vampires: A vampire cannot come within 10 feet of a strongly presented holy symbol, although it can move to attack from another direction. The odor of garlic repels a vampire; the creature must roll a successful Saving Throw vs. Poison or it must stay 10 feet from the garlic during that round.

A vampire cannot cross running water, either on foot or flying, except at a bridge or while in its coffin. During the day, a vampire usually rests in its coffin; failure to do so results in the loss of 2d6 hit points per day. These hit points are not regenerated until the vampire has rested in its coffin for a full day. A vampire casts no reflection and avoids mirrors.

A vampire may be destroyed by driving a wooden stake through its heart or by immersion in running water for one turn. If a vampire is exposed to direct sunlight, the creature must roll a successful Saving Throw vs. Death Ray each round or disintegrate. A continual light spell cannot disintegrate a vampire, but it does blind it (see spell description). If all of the vampire's coffins are blessed or destroyed, the vampire weakens, suffering 2d6 hit points of damage per day. It dies when its hit points are reduced to 0. A vampire always has several well-hidden coffins available.

Werecreature

(See Lycanthrope: werebear, wereboar, wererat, weretiger, or werewolf)

Wight

StatisticValue
Armor Class5
Hit Dice3* (M)
Move90' (30')
Attacks1
DamageEnergy drain
No. Appearing1d6 (1d8)
Save AsFighter: 3
Morale12
Treasure TypeB
AlignmentChaotic
XP Value50

A wight is an undead spirit living in the body of a dead human or demihuman. It can be hit only by silvered or magical weapons. Wights are greatly feared because they drain life energy when they strike a target. Each hit drains one level of experience or Hit Die. Any person totally drained of life energy by a wight becomes a wight in 1d4 days, under the control of his slayer.

Wolf

StatisticNormal WolfDire Wolf
Armor Class76
Hit Dice2+2 (M)4+1 (L)
Move180' (60')150' (50')
Attacks1 bite1 bite
Damage1d62d4
No. Appearing2d6 (3d6)1d4 (2d4)
Save AsFighter: 1Fighter: 2
Morale8/6 (see below)8
Treasure TypeNilNil
AlignmentNeutralNeutral
XP Value25125

Wolves: Wolves are carnivores that hunt in packs. Though they prefer the wilderness, they can occasionally be found in caves. Captured wolf cubs may be trained like dogs (if the DM permits), but with difficulty. If three or fewer wolves are encountered, or if a pack is reduced to less than 50% of its original numbers, their morale is 6 rather than 8.

Dire Wolves: Dire wolves are larger and more ferocious than normal wolves, and they are semi-intelligent. They are fierce enemies and usually hunt in packs. They can be found in caves, woods, and mountains. They are sometimes trained by goblins as mounts. Captured dire wolf cubs can be trained like dogs (if the DM permits), but they are even more savage than normal wolves.

Wraith

StatisticValue
Armor Class3
Hit Dice4* (M)
Move120' (40')
Flying240' (80')
Attacks1 touch
Damage1d6 + energy drain
No. Appearing1d4 (1d6)
Save AsFighter: 4
Morale11
Treasure TypeE
AlignmentChaotic
XP Value175

A wraith is an undead monster with no physical body. It appears as a pale, almost transparent, man-like figure of thick mist. It is immune to sleep, charm, and hold spells. A wraith can be hit only by silver or magical weapons. Silver weapons cause only half damage.

The successful touch attack of a wraith results in an energy drain of one level in addition to causing 1d6 points of damage. A victim slain by a wraith becomes a wraith in one day, under the control of the slayer. Wraiths dwell in deserted lands or in the dwellings of creatures they have slain or frightened away.

Wyvern

StatisticValue
Armor Class3
Hit Dice7* (L)
Move90' (30')
Flying240' (80')
Attacks1 bite/1 sting
Damage2d8/1d6 + poison
No. Appearing1d2 (1d6)
Save AsFighter: 4
Morale9
Treasure TypeE
AlignmentChaotic
XP Value850

A wyvern resembles a two-legged dragon with a long tail. In combat, a wyvern bites and arches its tail over its head to hit opponents in front of it. Targets stung by the tail must roll a successful Saving Throw vs. Poison or die. These beasts prefer to live on cliffs or in forests but may be found anywhere.

Yellow Mold

StatisticValue
Armor ClassCan always be hit
Hit Dice2* (L)
Move0
AttacksSpores
Damage1d6 + special
No. Appearing1d8 (0)
Save AsFighter: 2
MoraleNot applicable
Treasure TypeNil
AlignmentNeutral
XP Value25

One of these deadly fungi covers an area of 10 square feet, and many may be found together. Yellow mold can be killed only by fire: A torch causes 1d4 points of damage each round. It can eat through wood and leather but cannot harm metal or stone. It does not actually attack, but if it is touched, even by a torch, the touch may (50% chance per touch) cause the mold to squirt out a 10' x 10' x 10' cloud of spores. Anyone caught within the cloud suffers 1d6 points of damage and must roll a successful Saving Throw vs. Death Ray or choke to death within six rounds.

Zombie

StatisticValue
Armor Class8
Hit Dice2 (M)
Move90' (30')
Attacks1 claw or 1 weapon
Damage1d8 or by weapon
No. Appearing2d4 (4d6)
Save AsFighter: 1
Morale12
Treasure TypeNil
AlignmentChaotic
XP Value20

Zombies are mindless, undead humans or demihumans animated by some evil magic-user or cleric. They may be turned by clerics but are not affected by sleep or charm spells. They can be harmed by normal weapons. Zombies are often placed to guard treasures because they make no noise. They are slow fighters and always lose initiative (no roll needed).

Treasure

The coins, gems, jewelry, and magical items found by the characters during an adventure are all called treasure. Wealth (coins, gems, jewelry, and other items of value) is worth experience points. The amount of treasure found helps determine how fast the characters advance. A wealthy character may also buy better equipment, hire more retainers, and purchase special services—for example, buy magical cures from higher level clerics. Magical items are not counted for XP awards, but they are useful in other ways, especially during adventures.

Normally the characters find treasure in monster's lairs. But they can also gain treasure as a payment or a reward from an NPC for performing some task. What treasure the party finds is determined randomly or chosen by the DM.

The DM should always figure out the contents of a large treasure hoard before play. This way he can decide how best to hide and protect the treasure from theft. If the treasure includes magical items, the DM may want to allow the monsters to use the items—such as a bugbear wielding a magical sword +1.

Random Treasures

To determine a monster's treasure at random, use the following step-by-step procedure:

  1. Find the Treasure Type listed in the monster's description.
  2. Of the possible treasures given for the Treasure Type, roll d% to find which ones are actually present.
  3. Determine the amount of each treasure present.
  4. If magical items are possible, roll for the exact items on the Magical Item subtables.

These four steps are described in the following sections.

  1. Find the Treasure Type: Find the Treasure Type in the monster description. Now find the same letter on the Treasure Types tables. The row after that letter lists the possible types of treasure present. Each type gives a percentage, followed by a die code.

When the Treasure Type given is a letter from A to O, that treasure is found only in a full lair. To find these treasures, the players must find the monster's lair. Of course, they will also find the number of monsters listed as being in the lair!

Most monster lairs have too many creatures for a party of beginning characters to fight. You can say that the lair has already been partially raided, or that it is a new one just being built, or something like this. In such cases, the lair might have only half as many monsters as the description says. It would also have half as much treasure. You can adjust the capacity of the lair, and its treasure yield, as you see fit.

Treasure types P through V are carried on individuals and are found on monsters outside their lairs. When a monster is outside his lair, do not use treasure types A through O.

  1. Roll Percentage Dice: Using percentage dice, if you roll a number equal to or less than the percentage given on the appropriate Treasure Types tables, that type of treasure is present. As you roll each percentage, make a note (on scrap paper) of the types of treasure actually present.

  2. Roll the Indicated Dice: Roll the die code to find the exact amount of each type of treasure you found in step 2.

  3. Determine Magical Items: If any magical items are present, use the Magical Item subtables to find the actual types.

Treasure Types Table (Group)

Type1000s of Copper1000s of Silver1000s of Electrum1000s of Gold1000s of PlatinumGemsJewelryMagical Items
A25% 1d630% 1d620% 1d435% 2d625% 1d250% 6d650% 6d630% Any 3
B50% 1d825% 1d625% 1d425% 1d3Nil25% 1d625% 1d610% 1 Sword, armor, or weapon
C20% 1d1230% 1d410% 1d4NilNil25% 1d425% 1d410% Any 2
D10% 1d815% 1d12Nil60% 1d6Nil30% 1d830% 1d815% Any 2 + 1 potion
E5% 1d1030% 1d1225% 1d425% 1d8Nil10% 1d1010% 1d1025% Any 3 + 1 scroll
FNil10% 2d1020% 1d845% 1d1230% 1d320% 2d1210% 1d1230% Any 3 (except weapons) + 1 potion + 1 scroll
GNilNilNil50% 10d450% 1d625% 3d625% 1d1035% Any 4 + 1 scroll
H25% 3d850% 1d10050% 10d450% 10d625% 5d450% 1d10050% 10d415% Any 4 + 1 potion + 1 scroll
INilNilNilNil30% 1d850% 2d650% 2d615% Any 1
J25% 1d410% 1d3NilNilNilNilNilNil
KNil30% 1d610% 1d2NilNilNilNilNil
LNilNil

Treasure Types Table (Individual)

TypePieces of CopperPieces of SilverPieces of ElectrumPieces of GoldPieces of PlatinumGemsJewelryMagical Items
P3d8 perNilNilNilNilNilNilNil
QNil3d6 perNilNilNilNilNilNil
RNilNil2d6 perNilNilNilNilNil
SNilNilNil2d4 perNilNilNilNil
TNilNilNilNil1d6 perNilNilNil
U10% 1d10010% 1d100Nil5% 1d100NilNil5% 1d42% Any 1
VNil10% 1d1005% 1d10010% 1d1005% 1d100Nil10% 1d45% Any 1

Placed Treasures

You may choose treasures instead of rolling for them randomly. You may also choose a result if rolls give too much or too little treasure. Make these choices carefully because most of the experience characters get comes from treasure (usually 75% or more).

After running a few games, you may find it easier to first decide how many XP you want give out (considering the size and levels of experience in the party). Then you can place treasures to give the desired results. However, be sure to make the monsters tough so that the characters earn their treasure!

Other Treasure Types

You may create Treasure Types other than those listed. Some other valuable items could be rugs, wall hangings, or rare wines. You could include silverware and other kitchen items or even animal skins. You should give each item a value in gold pieces and an encumbrance.

Average Treasure Values

In case you want to know the value of a lair treasure first, the average values of each Treasure Type (in gp) are listed below. These averages do not include the possible magical items in the treasures. After rolling for treasures, you can refer to this list to see whether the treasure you've created is larger or smaller than average. You may then adjust the treasure, if you wish.

Average Treasure Value (gp)

TypeValueTypeValueTypeValue
A17,000E2,500I7,500
B2,000F7,600J25
C750G25,000K250
D4,000H60,000L225
M50,000

Coins

All coins are about equal in size and weight. Each coin weighs about 1/10 pound. Electrum is a mixture of silver and gold. The rate of exchange between coins is as follows:

Coin Conversion Chart

100 cp = 1 gp; 2 ep = 1 gp; 10 sp = 1 gp; 1 pp = 5 gp; 500 cp = 50 sp = 10 ep = 5 gp = 1 pp

Gems

To find the value of a gem, roll Percentage dice and refer to the following Gem Value table:

Gem Value Table (gp)

ValueExample
10Quartz, Turquoise
50Citrine, Onyx
100Amber, Garnet
500Pearl, Topaz
1,000Opal, Ruby

Examples of the kinds of stones you might typically find for the value are listed. Of course, a very large quartz crystal might be worth more than a very small ruby. You may wish to reveal a gem type rather than give its exact value for more realism in the adventure. If you do so, let the players discover the exact value later—at the town jeweller's shop, for example. The jeweller might charge 1 to 5% of the gem's value as an appraisal fee.

Optional: After finding the total value of all the gems in a treasure, you may combine or split them into different numbers of gems at any values. For example, five gems worth 100 gp each could instead be one pearl, or 50 onyx gems, or four garnets and ten pieces of turquoise.

Jewelry

To find the value of a piece of jewelry, roll 3d6 and multiply the total by 100 (for a total of 300-1,800 gp). Jewelry can be damaged by such disasters as very hot fire, lightning bolts, crushing, and other rough treatment. Damaged jewelry is worth only half normal value.

Jewelry Value Table (gp)

ValueExample
300-600Bracelet, Pin
700-1,000Brooch, Earring
1,100-1,400Pendant, Necklace
1,500-1,800Crown, Scepter

As with gems, you may use any type of jewelry as treasure and in whatever combination you like. You may choose to allow jewelry of greater value than is given.

When both gems and jewelry occur in the same treasure, you may combine them. For example, a single gem result of 1,000 gp along with a jewelry value of 1,500 gp could instead be "two gold crowns, each with a large pearl set in the front; each crown is worth 1,250 gp."

Magical Item Subtables

If a magical item is present in a treasure, you can find the exact item, using the following three-step process:

  1. Roll percentage dice to find which subtable to use as given on the Magical Item table.
  2. Find the correct subtable and roll 1d20 to find the exact item.
  3. Read the explanation of the item (on the following pages).

1. Roll Percentage Dice

Magical Item Table

D% RollMagical Item Subtable
01-20A — Swords
21-30B — Other Weapons
31-40C — Armor and Shields
41-65D — Potions
66-85E — Scrolls
86-90F — Rings
91-95G — Wands, Staves, and Rods
96-00H — Miscellaneous Magical Items

2. Roll on Magical Item Subtable

Subtable A—Swords (roll 1d20)

D20 RollType of Sword
1-8Sword +1
9-10Sword +1, +2 against lycanthropes
11Sword +1, +2 against spell users
12-13Sword +1, +3 against undead
14-15Sword +1, +3 against dragons
16Sword +1, light spell 1/day
17Sword +1, cure light wounds 1/day
18Sword +1, locate objects
19Sword +2
20Sword +2, charm person

Subtable B—Other Weapons (roll 1d20)

D20 RollType of Weapon
1-4Arrows +1 (10 arrows)
5-6Axe +1
7-9Dagger +1
10Dagger +2
11-13Mace +1
14-16Quarrels +1 (10 quarrels)
17Sling +1
18-20War hammer +1

Subtable C—Armor and Shields (roll 1d20)

D20 RollType of Armor or Shield
1-2Leather armor +2
3-4Leather armor +1
5-9Chain mail armor +1
10-11Plate mail armor +1
12-17Shield +1
18-19Shield +2
20Chain armor and shield (each +1)

Subtable D—Potions (roll 1d20)

D20 RollType of Potion
1-4Diminution
5-6ESP
7-8Gaseous Form
9-10Giant Strength
11-12Growth
13-16Healing
17Invisibility
18-19Levitation
20Poison

Subtable E—Scrolls (roll 1d20)

D20 RollType of Scroll
1-4Scroll of 1 spell
5-7Scroll of 2 spells
8Scroll of 3 spells
9-10Curse (occurs when read)
11-13Protection from Lycanthropes
14-16Protection from Magic
17-18Protection from Undead
19Treasure Map: location of 1,000-4,000 gp value
20Treasure Map: location of 1 hidden magical item

Subtable F—Rings (roll 1d20)

D20 RollType of Ring
1Cursed Ring
2-3Animal Control
4-8Fire Resistance
9-10Invisibility
11-14Protection +1
15-16Telekinesis
17-18Water Walking
19-20Weakness

Subtable G—Wands, Staves, and Rods (roll 1d20)

D20 RollType of Wand, Staff, or Rod
1-6Wand of Enemy Detection
7-10Wand of Magic Detection
11-12Wand of Paralyzation
13Wand of Secret Door Detection
14Wand of Trap Detection
15-16Staff of Healing
17Staff of Striking
18Snake Staff
19-20Rod of Cancellation

Subtable H—Miscellaneous Magical Items (roll 1d20)

D20 RollType of Magical Item
1-2Bag of Devouring
3-4Bag of Holding
5Boots of Levitation
6Crystal Ball
7-8Elven Cloak
9-10Elven Boots
11Gauntlets of Ogre Power
12-13Helm of Alignment Changing
14-16Helm of Telepathy
17-18Medallion of ESP
19-20Rope of Climbing

3. Explanation of Magical Items

Identifying Magical Items: The only way to identify exactly what an item does is by testing it (trying on the ring, sipping the potion, etc.). If a retainer does this testing, the retainer expects to keep the item. A high-level NPC magic-user can be asked to identify an item. He will want money (100 gp or more) or a service in advance. He may take several weeks (game time, not real time) to do the job.

Types of Magical Items: There are two basic types of magic items. Permanent items are not used up (such as swords and armor). Temporary items are used either once (such as potions) or one charge at a time (such as wands).

Using Magical Items: A magical item is any object that a powerful wizard or supernatural being has given special properties.

Often, weapons are enchanted to make them more powerful. These enchantments take the form of a bonus, noted by a plus (+) sign following the weapon's name (sword +1). Add this bonus to both the hit roll and the damage roll of the character using the weapon.

Some weapons are enchanted for use against particular creatures (sword +1, +3 against dragons). When a character uses the weapon to attack the creature listed, use the second bonus instead of the first.

Occasionally, weapons are cursed. A cursed weapon is noted by a minus (-) sign following the weapon's name (sword -1). This means that instead of giving a bonus, the enchantment inflicts a penalty. Subtract this penalty from both the user's hit roll and damage roll. Cursed weapons occasionally come in handy because they are magical and can be used to damage monsters that can be hit only by magical weapons!

Like weapons, armor and shields can be enchanted to give the wearer a bonus (or penalty) to his Armor Class. These magical bonuses are noted by the + (or -) signs, just as with weapons. But remember that a low AC is better than a high one, so bonuses are subtracted from the character's AC. Penalties are added. For example, normal chain mail is AC 5. Chain mail +2 is AC 3.

Special Actions: Often, PCs find weapons with special powers or objects that allow special actions. When this happens, look up the item's description in the rule book. As with magical spells, the description tells you what happens when the PC uses an item's magical powers.

Characters and Magical Items: To make a magical item work, the user must hold or wear it properly. If the item also has a special power that is not in constant effect, the user must concentrate on that effect. (For example, if a fighter has sword +1, light spell 1/day, he must concentrate on the light spell to start it up.) Unless the item description says otherwise, items can only be used once per round. A character who is concentrating on using an item's special powers cannot do anything else that round.

Charges: There is no limit on the number of times most magical items can be used. The description of some items, however, states that they have a certain number of charges (this is especially true for magical wands). Each time a character uses one of these magical items, he uses one charge. When the last charge is used, the item is no longer magical. It cannot perform any more special actions or provide any more magical bonuses.

PCs can never find out how many charges a magical item has. Instead, you have to keep careful track of how many times they use such items. Items with charges can never be recharged.

Magical Item Descriptions

Subtable A—Swords: When a character uses a magical sword, the player adds the bonus to both hit and damage rolls. Some swords also have a special adjustment that is used only when fighting a specific type of opponent. Normal weapon restrictions for character classes also apply to magical weapons. For example, a cleric cannot use a sword, so a cleric cannot use a magical sword, either.

Two of the swords listed can cast clerical spells. Refer to those spells to find the exact effect. Each effect can only be used once each adventure (or day). No meditating is needed to gain the spellcasting ability. If you wish, you may add other spell abilities to swords, using either clerical or magic-user spells.

You may select the size of a sword (most are normal swords, but short and two-handed swords also exist) or determine it randomly.

Cursed Swords: Any sword may be cursed! After determining the specific type of magical sword that has been found, roll 1d20 again. If the result is 1-3, place a cursed sword in the treasure instead. It will seem to be a magical sword until used in deadly combat. At that time, the curse is revealed.

A cursed sword causes the player to subtract 1 from all hit and damage rolls when using that weapon, instead of giving a bonus. Once a character uses a cursed sword in battle, he cannot throw it away. If it is stolen or sold, the character is cursed with the desire to get it back. The character always uses that weapon when in battle. (DM, tell the player that this is what the character wants—and no arguments!) Only a high-level NPC magic-user or cleric can help a character get rid of the curse. After the curse is removed, the sword becomes an uncursed magical sword of whatever type was rolled.

Subtable B—Other Weapons: As with magical swords, the bonus number for other magical weapons is added to both hit and damage rolls. And as with swords, any item may be cursed, though there is less chance with these other weapons. Roll 1d20; if the result is 1-2, the item is cursed. The curse is handled in the same manner as a cursed sword.

Normal weapon restrictions apply. Since a magic-user cannot use a sling, a magic-user cannot use a magical sling, either.

Subtable C—Armor and Shields: Armor comes in many shapes and sizes. The better the armor, the lower the wearer's AC number. Magical armor and shields can lower the AC number even further. Any pluses are bonuses to the wearer's Armor Class (remember, bonuses are subtracted from the AC). Magical armor has one-half the encumbrance of nonmagical armor of the same type.

Subtable D—Potions: Potions are usually found in small glass vials, similar to holy water. Each potion has a different smell and taste—even two potions with the same effect! Unless stated otherwise, the effect of a potion lasts 1d6+6 turns. Only you, the DM, should know the exact duration, and you should keep track of it when the potion is used.

The entire potion must be drunk to have an effect. A potion may be sipped to discover its type and then used later. Drinking a potion takes one round. Sipping a potion does not decrease its effect or duration.

If a character drinks a potion while another potion is still in effect, that character becomes sick and is unable to do anything (no Saving Throw) for three turns (1/2 hour). Neither potion has any further effect. A potion of healing has no duration, so a character can drink another potion on the following round without becoming sick. Each type of potion is described in the following section.

Diminution: Anyone taking this potion immediately shrinks to 6 inches in height and can do no damage when physically attacking a creature larger than 1 foot tall. The user can slip through small cracks and has a 90% chance of not being seen when standing still. This potion negates a potion of growth.

ESP: This potion has the same effect as the magic-user spell ESP. The user may "hear" the thoughts (if any) of one creature within 60 feet, by concentrating for one full turn in one direction. The user may "hear" through 2 feet of rock, but a thin coating of lead blocks the ESP. Refer to the magic-user spell for more information.

Gaseous Form: Upon drinking this potion, the user's body takes the form of a cloud of gas. Anything the user is carrying or wearing falls through the gaseous body to land on the floor. The user keeps control over his body; he can move through small holes in walls, chests, and so forth. Any creature or character in gaseous form cannot attack, but has an AC of -2 and cannot be harmed by nonmagical weapons.

Giant Strength: The user gains the strength of a frost giant. However, the potion has no effect if a strength-adjusting magical item (such as gauntlets of ogre power) is worn. Otherwise, the user inflicts double normal damage with any weapons, and he may throw small boulders (ranges 60/130/200) for 3d6 points of damage.

Growth: This potion causes the user to grow to twice normal size, temporarily increasing Strength (doubling it, up to 18 maximum) and giving the ability to inflict double damage (twice the amount rolled) on any successful hit. The user's hit points, however, do not increase. This potion negates a potion of diminution.

Healing: Like the clerical cure light wounds spell, drinking this potion restores 1d6+1 lost hit points or cures paralysis for one creature.

Invisibility: This potion has the same effects as the magic-user spell invisibility. The potion makes the user invisible. When a character becomes invisible, all the items (but not other creatures) carried and worn by that character also become invisible. Any invisible item becomes visible once again when it leaves the character's possession (is set down, dropped, and so forth). See the magic-user spell for more information. The DM may allow players to drink small amounts of this potion six times, each drink being effective for only one turn.

Levitation: Drinking this potion has the same effects as the magic-user spell levitation. The user may move up or down in the air without any support. This potion does not enable the user to move side-to-side. The user could, however, levitate to a ceiling and move sideways by pushing or pulling. Motion up or down is at a rate of 60 feet per round. See the magic-user spell for more information.

Poison: Poisons look like normal magical potions. If any amount of this potion is swallowed, even a sip, the user must roll a successful Saving Throw vs. Poison or die! (If you wish, you may say that the poison does a set amount of damage if the Saving Throw fails.)

Subtable E—Scrolls: A scroll is a piece of old paper or parchment upon which a high-level magic-user, elf, or cleric has written a magical formula. To use a scroll, there must be enough light to read by, and the scroll must be read aloud. A scroll can be used only once. The words fade from the scroll as they are read aloud. A spell scroll can only be read by a magic-user, elf, or cleric (depending on the type of spell), but a protection scroll or a treasure map can be read by anyone.

Spell Scroll: These scrolls may have one, two, or three spells written on them. If more than one spell is written on a scroll, only the spell cast disappears when read. Spell scrolls may have either magic-user or clerical spells on them. To find the type, roll 1d4.

Type of Spell on Scroll

D4 RollType
1Cleric spell
2-4Magic-user spell

Magic-user spells are written in a magical language and cannot be read until a read magic spell is cast. Clerical scrolls are written in the Common tongue, but only a cleric understands how to use the spells.

Magic-users and elves cannot use clerical scrolls, nor can clerics read magic-user scrolls.

You may either choose the spells on a scroll or determine them randomly. If you wish to choose them randomly, roll 1d6 for each spell the scroll contains and use the chart below to find the spell level. Then roll to determine the exact spell if not already listed, using the spell lists.

Level of Spell on Scroll

D6 RollNumber
1-31st level
4-52nd level
63rd level

Number of Spells on Scroll

D6 RollLevel
1-31
4-52
63

Cursed Scroll: Unfortunately, when any writing on a cursed scroll is even seen, the victim is immediately cursed. No reading is necessary! You, the DM, must make up each curse. Examples of a few common curses are as follows:

  1. The reader turns into a frog (or some other harmless animal).
  2. A wandering monster of the same level as the reader appears and attacks the reader by surprise (a free attack with bonuses).
  3. One magical item owned by the reader disappears (the item is chosen or randomly determined by the DM).
  4. The reader loses one level of experience, as if struck by a wight. (You should roll again for a 1st-level character to avoid unfair "instant death.")
  5. The reader's prime requisite must be rerolled.
  6. Wounds take twice as long to heal, and healing spells restore only half normal amounts.

Only a remove curse spell can remove a curse of this nature. However, you can allow the cursed character to be cured by a high-level NPC cleric or magic-user. He demands that the character complete a special adventure or perform a worthy but difficult task.

Protection Scroll: A protection scroll can be read and used by any class. When read, it creates a circle of protection 10 feet across that moves with the reader at its center. It prevents any of the given creatures from entering this circle, but does not prevent spell or missile attacks from those creatures. The circle is broken if anyone protected attacks one of the given creatures in hand-to-hand combat.

Protection from Lycanthropes: When read, this scroll protects all those within the circle from a variable number of lycanthropes for six turns. The number of lycanthropes affected varies according to their type, as follows:

TypeNumber
Wererats1d10
Werewolves, Wereboars1d8
Weretigers, Werebears1d4

Protection from Magic: This scroll creates a circle of protection (ten-foot radius) around the reader. No spells or spell effects (including those from items) may enter or leave the circle. The effect lasts for 1d4 turns and moves with the reader.

Protection from Undead: When read, this scroll protects all those within the circle from a variable number of undead for six turns. The number of undead affected varies according to their type, as follows:

TypeNumber
Skeletons, Zombies, Ghouls2d12
Wights, Wraiths, Mummies2d6
Specters (or tougher)1d6

Treasure Map: The DM should make a treasure map for the PCs to find. This shows the location of some treasure hoard in the dungeon. The DM may choose any combination of treasures to equal the total value given. These treasures should be guarded by monsters. Sometimes maps are only partially complete or are written in the form of riddles. Some can be read only by using a read languages spell.

Subtable F—Rings: A magical ring must be worn on a finger or thumb to be used. A ring may also be carried and put on when desired. Only one magical ring can be worn on each hand. If a character wears more than one, none of the rings function, with the exception of a ring of weakness or a cursed ring (see below). Any ring may be used by any character class.

Cursed Ring: The wearer of a cursed ring has a -1 penalty to all Saving Throws. Since the ring does not emanate evil, the wearer is not likely know that it is cursed. Once put on, the ring cannot be willingly discarded except by the aid of a high-level cleric.

Animal Control: The wearer of this ring may command 1d6 normal animals (or one giant-sized). The animals are not allowed a Saving Throw. The ring cannot control intelligent animal races or fantastic or magical monsters. The wearer must be able to see the animals to control them. The control lasts as long as the wearer concentrates on the animals and does not move or fight. When the wearer stops concentrating, the animals are free to attack their controller or run away (roll reactions with a penalty of -1 on the roll). This ring can be used only once per turn.

Fire Resistance: The wearer of this ring is not harmed by normal fires. He gains a bonus of +2 to all Saving Throws vs. Fire Spells and vs. Red Dragon breath. In addition, the DM must subtract 1 point from each die of fire damage to the wearer (with a minimum damage of 1 point per die rolled to determine the damage).

Invisibility: The wearer is invisible as long as the ring is worn. If the wearer attacks or casts spells, he becomes visible. The wearer can only become invisible once per turn.

Protection +1: This ring improves the wearer's Armor Class by 1. For example, a magic-user with no armor (AC 9) would be AC 8 when wearing the ring. This item also adds a bonus of +1 to all of the wearer's Saving Throw rolls.

Telekinesis: The wearer may slowly move inanimate objects weighing up to 2,000 cn by concentration alone, up to a distance of 50'.

Water Walking: The wearer of this ring may walk on the surface of any body of water and not sink.

Weakness: When this ring is put on, the wearer becomes weaker; his Strength score becomes 3 within 1d6 rounds. The wearer cannot take off this ring. The ring may only be discarded with the help of a high-level cleric.

Subtable G—Wands, Staves, and Rods: A wand is a thin, smooth stick about 18 inches long. A rod is similar, but 3 feet long; and a staff is 2 inches thick and about 6 feet long. Wands may be used only by magic-users and elves, and staves may be used only by clerics. A wand contains 1d10 charges when found. Each item is described below.

Wand of Enemy Detection: When a charge is used, this item causes all enemies within 60 feet (even those hidden or invisible) to glow as if on fire.

Wand of Magic Detection: When a charge is used, this item causes any magical item within 20 feet to glow. If the item cannot normally be seen (within a closed chest, for example), the glow cannot be seen.

Wand of Paralyzation: This wand projects a cone-shaped ray when a charge is used. The ray is 60 feet long and 30 feet wide at its end. Any creature struck by the ray must make a Saving Throw vs. Wands or be paralyzed for six turns.

Wand of Secret Door Detection: This wand points at all secret doors within 20 feet, one at a time, at a cost of one charge per secret door found.

Wand of Trap Detection: This wand points at all traps within 20 feet, one at a time, at a cost of one charge per trap found.

Staff of Healing: This item heals 1d6+1 points of damage per use. It may be used only once per day on each person, but it can heal any number of persons once a day. It does not use charges.

Staff of Striking: This weapon inflicts 2d6 points of damage per charge if the hit is successful. Only one charge may be used per strike.

Snake Staff: This magical staff is a staff +1. It inflicts 1d6+1 points of damage per hit. Upon command, it turns into a snake (AC 5, Hit Dice 3, Hit Points 20, Movement 60 feet per turn, 20 feet per round) and coils around the creature struck. The command may be spoken when the target is hit. The target is allowed to roll a Saving Throw vs. Spell to avoid the serpent's coil. Any man-sized or smaller victim is held helpless for 1d4 turns (unless the snake is ordered by the owner to release the victim before that time). Larger creatures cannot be encoiled.

When freed, the snake crawls back to its owner and becomes a staff once again. The snake is completely healed when it turns into a staff. If killed in snake form, it cannot return to staff form and loses all magical properties. This item does not use charges.

Rod of Cancellation: This rod is usable by any character. It works only once. It drains any magical item it hits, making that item forever nonmagical. The target is treated as having an Armor Class of 9. The DM may adjust the Armor Class of an item if it is being used in combat (such as when trying to hit a sword).

Subtable H—Miscellaneous Magical Items: Each of these items is special and is fully described below.

Bag of Devouring: This item looks like a normal small sack, but anything placed within it disappears. Anyone may reach in and find the contents by touch—if the contents are still there! If the contents are not removed within 1d6+6 turns, they are forever lost. The bag does not affect living creatures unless the entire creature is stuffed inside the bag. This is impossible to do except with very small creatures.

Bag of Holding: This item resembles a normal small sack, but anything placed within it disappears. Anyone may reach in and find the contents by touch. The bag actually holds treasures up to 10,000 cn in weight but only weighs 600 cn when full. An item to be placed inside the bag may be no larger than 10' x 5' x 3'. A larger item cannot fit inside.

Boots of Levitation: The wearer may levitate (as if using the magic-user spell). There is no limit to the duration.

Crystal Ball: This item can be used only by an elf or magic-user. Its owner may look into it and see any place or object thought of. It works three times per day, and the image lasts for only one turn. Spells cannot be cast through the crystal ball. The more familiar the object or area to be seen, the clearer the picture is.

Elven Boots: The wearer of these boots can move with nearly complete silence (roll 1d10; heard only on a 1).

Elven Cloak: The wearer of this cloak is nearly invisible (roll 1d6; he's seen only on a 1). The wearer becomes visible when attacking or casting a spell and may not become invisible again for a full turn.

Gauntlets of Ogre Power: These gauntlets give the wearer a Strength score of 18, gaining all normal bonuses. If the wearer is not using a weapon in combat, he may strike with one fist each round for 1d4 points of damage and gaining a +3 on hit rolls (only).

Helm of Alignment Changing: This item resembles a fancy helmet. When the helm is put on, it immediately changes the wearer's alignment (the DM should determine the new alignment randomly). This device can be taken off only by using a remove curse spell. The wearer resists the removal. Once it is removed, the wearer's original alignment returns. The DM can allow the character to remove it by performing a special task or adventure.

Helm of Telepathy: This item resembles a fancy helmet. The wearer of this helm may send messages, by mere thought, to any creature within 90 feet. The creature receiving the thought messages can understand them. (The creature may refuse to respond.) The wearer may also read the thoughts of a living creature within range. To make the helm work, the wearer must concentrate on the creature, and he cannot move or cast spells. If the creature fails a Saving Throw vs. Spell (or permits the thought reading), the wearer then understands the creature's thoughts.

Medallion of ESP: This magical medallion is strung on a chain to be worn around the neck. If the wearer concentrates for one round, he may read the thoughts of any one creature within 30 feet. The wearer can move normally, but he cannot fight or cast spells while concentrating. The DM must roll 1d6 each time this item is used; it does not work properly on a roll of 1. Instead, it broadcasts the thoughts of the user to everyone within 30 feet! The DM can allow a Saving Throw vs. Spell to prevent the medallion from reading a creature's thoughts.

Rope of Climbing: This 50-foot-long, thin, very strong rope climbs in any direction upon the command of the owner. It may fasten itself to any protruding surface and can support up to 10,000 cn of weight.

Making a Dungeon

A dungeon is a group of rooms connected by corridors. It can be a cave, an abandoned mine, or a crypt. It can be an ancient temple, the basement of a stormy castle, or anything you can imagine—as long as it is filled with monsters and treasure!

But there is more to making a dungeon than drawing a map and filling the rooms. A good dungeon is carefully planned. There is a reason for it to exist. All of the puzzles, monsters, and traps fit together and hint at this reason.

It may sound difficult to design a dungeon like this, but it really isn't so hard. Just follow these step-by-step instructions:

  1. Choose a scenario: A scenario is the idea or theme that gives the PCs a reason to explore the dungeon. For instance, a curious sage hires the party to map an unexplored cavern. Maybe the commander of the militia sends the PCs to investigate an enemy outpost. Perhaps the king asks the PCs to rescue a kidnapped princess.

Everything in the dungeon should fit into the scenario in a logical manner. This will make the adventure seem more interesting and fun.

  1. Decide on a Setting: You should decide what type of dungeon best fits the scenario you have chosen: a cave, abandoned mine, castle basement, or any other setting that suits your purpose. Don't start making your map yet. Just decide what kind of setting you're going to use.

  2. Select the Special Monsters: Based on the scenario, select some special monsters to inhabit the dungeon. If the scenario suggests that an evil intelligence is after the PCs, be sure to select this monster and some of his toughest associates. Special monsters should be 2-4 levels higher than the PCs, depending upon how tough you want to make the dungeon.

  3. Draw the Map: Now, use a pencil and graph paper to draw a map of your dungeon. The first thing to do is select a scale. Usually, the scale is one square equals five feet. If that doesn't give you enough room, use one square equals ten feet, or any other scale you need.

Next, draw the outside shape of the dungeon. Fill the interior of the dungeon with rooms and connect them with corridors. This will be a map of one dungeon level. Draw separate levels on separate pieces of paper.

When you draw your map, show how the PCs can get from one level to another. Levels can be connected by stairs, slides, chutes, etc. Be sure they line up from one level to the next.

  1. Stock the Dungeon: Place all the special monsters in their rooms or areas. Next, roll 1d6 for the remaining rooms and consult the following Room Contents table.

Room Contents Table

D6 RollContentsTreasure Chance
1-2Empty10%
3Trap35%
4-5Monster50%
6SpecialNil

At first, you should place monsters, traps, and special items randomly, by picking them from the lists. After you have mastered random placement, you can adjust the room contents to better fit your own scenario.

Treasure: When there is a chance that the room contains treasure, roll d%. If the roll is equal to or less than the chance listed, the room contains treasure.

When you are stocking a dungeon, try to abide by the rolls on the Room Contents table. If it says there is no treasure in a room, there isn't. Even if you have a monster that might have treasure in there, the Room Contents table is the result that counts.

Also, if the Room Contents table says to place a treasure in a room that has a monster, and the monster's description says it has a lair treasure, then this room is the monster's lair. It should have the lair treasure. It should also have as many monsters as are usually found in the lair, according to the monster's description.

If the Room Contents table says to place a treasure in a room with no monster, use the Random Treasures table in the "Treasures" chapter to determine the kind of treasure in the room.

Traps: A trap is a device someone has prepared to injure, delay, or confuse intruders. Traps can be concealed in nearly any location: a door, wall, ceiling, table, chest, on a coin, weapon, or even on an animal.

When you stock your dungeon, you can use the Room Contents table to pick trap locations randomly. But you should always carefully choose the kind of trap you use. Always select a trap that seems appropriate to the scenario. Try not to use traps that kill PCs in one swift blow (especially if your players are just learning the game).

When you use a trap, take into consideration your players' experience and their characters' levels. Here are some typical examples of traps:

Blade: A blade sweeps out, down, or up, causing 1d6 points of damage to anyone it hits. Save vs. Paralysis to dodge the blade and suffer no damage.

Dart: A tiny dart shoots out, striking anybody in its path. Target must roll a successful Saving Throw vs. Poison or suffer 1d4 points of damage and become so ill that he can do nothing for three turns.

Explosion: Something blows up, causing 1d6 points of damage to everyone within a ten-foot radius. Targets who Save vs. Dragon Breath take only half damage.

Falling Items: A block (or rubble) falls when something is touched (or at random), striking someone. The victim can Save vs. Wands to jump out of the way, or else he suffers 1d4 damage.

Illusion: Something strange happens (but not really; see phantasmal force, a magic-user's spell), and the characters are scared away (or the illusion may have some other effect, such as giving a false clue, luring characters toward another trap, etc.)

Light: A bright light flashes. All seeing it must roll a successful Saving Throw vs. Spell or suffer blindness for 1d4 rounds.

Pit: A small latch moves and a concealed trap door opens beneath the target. Targets suffer 1 point falling damage, and must climb back out.

Poison: The character has touched a sticky substance—contact poison! The poison makes the target extremely sick for three days, during which time his movement is halved and he suffers a -2 penalty to hit rolls and Saving Throws. Targets can roll a successful Saving Throw vs. Poison for just 1 point of damage and no sickness.

To design your own trap, decide what you want it to accomplish. Many traps just delay the party, confuse them, or force them to use up their supplies.

Next, decide what happens when the trap is triggered (the ceiling collapses, a poison needle pricks a PC, gas starts hissing into the room, etc.). If the trap inflicts damage, decide how much. This figure can be either a die roll or a set amount of damage, but the trap should not inflict enough damage to kill a healthy PC.

Finally, decide what kind of Saving Throw the characters can roll to lessen or avoid its effects (see the Saving Throw rules). Traps that don't allow Saving Throws should be very rare.

Special Items: A special item is anything unusual that you place in your dungeon. Like a trap, you may pick its location randomly, but you should select what kind of special item you use. A special item should not be an encounter or inflict damage directly, but it may increase the likelihood of either of these things happening.

Some examples of special items are the following:

Alarm: The PCs trigger an alarm that rings throughout the dungeon. Roll for wandering monsters every turn instead of every other turn.

Map Change: A shifting wall moves after the party passes, cutting off their exit. They must find another way out of the dungeon. The wall shifts back after a time (one turn, one hour, one day).

Movement: The room (or stairs, or door, or item) moves (turns, drops, closes, rises, etc.) unexpectedly. It might be stopped if a roll for surprise (often with a penalty) shows that the party reacts quickly enough to prevent it.

Pool: Magical water has a strange effect if touched (or drunk, or sprinkled on someone or something), such as healing, inflicting damage, changing an Ability Score, changing alignment, making something magical for a time, etc.

Sound: The room screams when the PCs step through the door. Nothing happens as a result.

Shifting Room: As the PCs enter a room, it turns 90°, so that the door opens into a different corridor than the one from which they entered. The PCs must roll a successful Saving Throw vs. Spell to notice the movement.

Statue: A large statue of a person, monster, or gadget (nearly anything you can imagine) is found. It may be valuable, magical, too heavy to move, alive, lonesome and willing to talk (maybe a liar), covering a trap door down, a treasure, etc.

Transportation: This could be a trap door leading up or down, secret stairs, elevator, magical portal to elsewhere, etc.

To design your own special item, simply decide what unusual or peculiar thing happens when the PCs enter the room (or corridor). The only requirement is that the special item should fit your scenario.

  1. Fill in the Details: After stocking the dungeon, make notes of what kinds of things the PCs smell, hear, feel, see, etc., as they pass or look into a room. Usually, one or two details per room is enough.

  2. Make a Wandering Monster List: Pick ten monsters the PCs might meet wandering through the dungeon. Try to pick monsters within two levels above or below your PCs. Assign each monster a number from 1 to 10. When an encounter with a wandering monster occurs in the normal turn sequence, roll 1d10 to determine which monster the party meets.

Alternatively, you may also use the Wandering Monster tables in the rule book. Select the table that matches the dungeon level that your PCs are on, or that you are stocking.

Roll 1d20 to determine the monster. If the monster doesn't fit your scenario, roll again (or select another monster). To see how many monsters there are, roll the indicated die. Consult the monster descriptions in the rule book to see how many Hit Dice they have, then determine their hit points normally.

Tips on DMing

Well, there you have it! You know how to create NPCs for yourself and PCs with your players. Combat and moving around are subjects you've mastered. Now you even know how to create your own dungeon setting to play in. It must be time to play!

But how do you become a good DM, one that players enjoy adventuring with and who enjoys the game himself? Well, there's nothing that experience won't teach you. Play a few games to get your feet wet. Don't let your players run the game, but listen to their advice as you play.

Just to get you started, here are a few final tips.

Fair Play: Be fair to your players. If you bash them with unsolvable traps and unbeatable monsters, they won't enjoy the game much. Also, if the dice are winning the game, don't use them—make some decisions of your own to save the party or even things out. Remember, it's your campaign. Of course, the flip side of the coin is also true—be fair to yourself. Don't let the PCs beat up everything in your campaign. Make sure they're challenged, too.

Balance the Challenges: Try to balance the situations you present to match the power of your adventuring party. Players get frustrated if they're constantly being bested by powerful monsters. However, they get bored with hack-and-slash adventures against little critters that pose no challenge. If your players like mysteries, try to include puzzles to solve. If they like mapping, send them into intricate mazes. If they like chivalry, let them rescue a princess or two!

Also, balance the rewards with the challenges. If the PCs can manage to destroy a foe that is far more powerful than they are, they should be rewarded with ample gold and magical treasures. However, killing smaller beasts that cannot possibly harm the PCs should gain them nothing.

Have Fun: Remember that beneath all the rules, between pages of maps and tables, and behind the illusion of a brilliant fantasy world, the DUNGEONS & DRAGONS game is still just a game. It's you and your friends getting together to have a good time. Keep the game on a positive note and everyone will feel better for it!

Glossary

Alignment: The behavior code of monsters and characters.

Armor Class: The armor worn by a character or the natural protection a monster has against attacks.

Caller: The player who tells the DM what the party wants to do, based on what the other players tell him.

Caster: Any magic-user, cleric, elf, or monster who casts a spell.

Character Level: see experience.

Charge: The magical energy needed to use a wand once.

Class, Character: The type of character; often his job or his race.

Coin (cn): A unit of weight.

Concentration: The result of a character fixing all his attention on a single object or action; he becomes unable to do anything else; any distraction breaks his concentration.

Cover: Anything, except a shield, that one hides behind to gain protection from a missile attack.

cp: Copper pieces. There are 10 cp to one silver piece.

Die (d4, d6, d8, d10, d12, d20, d%): A symbol showing the number of sides on a type of die; a die code.

Damage: A die roll to decide how many hit points are lost.

Demihuman: A humanlike creature that is also a character.

Dungeon: Where characters adventure; often in ruins and underground.

Dungeon Level: How far underground the room or area is; also how tough the monsters found in the room or area are. The greater the dungeon level, the tougher the challenge.

Dungeon Master (DM): The referee who creates the dungeon and the monsters; the player who runs the game.

Duration: The length of time an effect lasts.

Effect: The area and those objects and creatures within the space which are affected by a spell or attack.

Encounter: A meeting between player characters and monsters or NPCs.

Encumbrance: The effect of the weight of equipment and treasure carried by a character.

Enchanted: Any creature that is magically summoned, animated, or controlled (as with a charm spell) or one that can be hit only by a magical weapon. Creatures that can be hit by silver weapons are not enchanted.

ep: Electrum piece. There are 2 ep per gold piece.

Evasion: The act of fleeing from a monster or party.

Experience Level: A measure of the power and ability of a character.

gp: Gold piece. The basic unit of money in the game.

Hit Dice (HD): The number and type of dice rolled to find how many hit points a character or monster has.

Hit Points (hp): The amount of damage a character or monster can take before it dies.

Hit Roll: The lowest number needed to hit an opponent.

Infravision: A character or creature's ability to see in the dark.

Key: The description (for the DM) of a dungeon and what is found inside; also, the explanation of symbols on a map.

Lair: A monster's home or nest.

Melee: Combat where the fighters stay within arm's length (five feet) using fists, hand-to-hand weapons or claws and teeth.

Missile Fire: Attacks using weapons that are shot or thrown from more than five feet away.

Monster Level: A measure of how tough a monster is, usually equal to its Hit Dice.

Morale: A measure of courage, loyalty, and high spirits; the willingness to face a battle or to run away.

Non-Player Character (NPC): Any character that is played by the DM.

Player Character (PC): A character who is controlled by a player.

pp: Platinum piece. There are 5 gp per pp.

Quarrel: A shaft that is shot from a crossbow (also called a bolt).

Range: The maximum distance at which an attack can be made or a spell can be cast; or a measure of distance (short, medium or long).

Retainer: An NPC adventurer in the employ of a player character.

Retreat: The process of leaving an area or battle at full speed.

Saving Throw (save): A character's chance (by dodging, luck, willpower, etc.) to avoid or lessen the harmful effects of certain types of attacks.

Secret Door: A door that is hidden or disguised as something else; one that is hard to find.

sp: Silver piece. There are 10 silver pieces to one gold piece.

Spell Level: A measure of the difficulty and power of a spell.

THAC0: "To Hit Armor Class 0"; an optional system for figuring attack rolls.

Turn: A cleric's ability, by the power of his faith, to make undead monsters run away.

Withdrawal: The process of backing up slowly while fighting.

Abbreviations

AbbreviationMeaningAbbreviationMeaning
#ANumber of AttacksHDHit Dice
ACArmor ClasshpHit points
AlAlignmentIntIntelligence
CClericMMagic-user
ChaCharismaMLMorale
ConConstitutionMVMovement speed
cpcopper piecesNANumber Appearing
Dtype of diceNMNormal man
DDamageNPCNon-Player Character
DDwarfPCPlayer Character
DexDexterityppplatinum pieces
DMDungeon MasterSaveSaving Throw Class & Level
EElfspsilver pieces
epelectrum piecesStrStrength
FFighterTThief
gpgold piecesWisWisdom
HHalflingXPExperience Points

Wandering Monster Tables

Dungeon Level 1

D20 RollMonsterNumber
1Bat, Giant1d3
2Beetle, Fire1d6
3Ghoul1d2
4-5Goblin1d6
6Gnoll1d3
7Gnome1d6
8Hobgoblin1d6
9-10Kobold2d6
11Lizard Man1d3
12NPC Party1 Party
13-14Orc1d6
15-16Skeleton1d10
17Snake, Racer1d2
18Spider, Crab1d2
19Stirge1d8
20Zombie1d3

Dungeon Level 2

D20 RollMonsterNumber
1Beetle, Oil1d6
2Carrion Crawler1
3Ghoul1d4
4-5Gnoll1d4
6Goblin2d4
7Gray Ooze1
8Harpy1
9-10Hobgoblin1d6
11Lizard Man1d6
12NPC Party1 Party
13-14Orc1d10
15Skeleton2d6
16Snake, Pit Viper1d6
17Spider, Black Widow1
18Wight1
19-20Zombie1d6

Dungeon Level 3

D20 RollMonsterNumber
1Beetle, Tiger1d4
2-3Bugbear1d6
4Carrion Crawler1d3
5Doppleganger1d2
6-7Gargoyle1d3
8Gelatinous Cube1
9Harpy1d3
10-11Lycanthrope, Wererat1d6
12Medusa1
13NPC Party1 Party
14Ochre Jelly1
15-16Ogre1d3
17Shadow1d4
18Snake, Giant Rattler1d4
19Spider, Tarantella1
20Wight1d3

Dungeon Levels 4 and 5

D20 RollMonsterNumber
1Basilisk1
2Bugbear2d4
3Cockatrice1d2
4Displacer Beast1
5Gargoyle1d4+1
6Giant, Hill1
7Harpy1d4+1
8Hellhound (3-5 HD)1d4
9Hydra (5-headed)1
10Leech, Giant1
11Lycanthrope, Werewolf1d4
12Medusa1d2
13Mummy1d3
14NPC Party1 Party
15Ochre Jelly1
16Rhagodessa1d3
17Rust Monster1d2
18Scorpion, Giant1d3
19Troll1d2
20Wraith1d2

Dungeon Levels 6 and 7

D20 RollMonsterNumber
1Basilisk1d3
2Cockatrice1d3
3Giant, Hill1d2
4Giant, Stone1d2
5Gorgon1
6Hellhound (5-7 HD)1d4
7Hydra (6-8 heads)1
8Lycanthrope, Weretiger1d3
9Manticore1
10Minotaur1d4
11Mummy1d4
12NPC Party1 Party
13Ochre Jelly1
14Ogre2d4
15Rust Monster2d2
16Spectre1d3
17Spider, Tarantella1d3
18Troll1d4+1
19Vampire1
20Wyvern1
Nil
Nil
Nil
50% 1d4
Nil
Nil
MNilNilNil40% 2d450% 5d655% 5d445% 2d6Nil
NNilNilNilNilNilNilNil40% 2d4 Potions
ONilNilNilNilNilNilNil50% 1d4 Potions