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ATTRIBUTES

Distribute 75 points (maximum 18, minimum 3) among 6 attributes.

 Strength (STR): Modifies attack rolls and damage. Each +1 bonus = +250 Gold
Pieces [GP] in weight carried without slowing movement (see EQUIPMENT).
 Intelligence (INT): Bonus spell levels a Magic-User memorizes per day.
 Wisdom (WIS): Bonus spell levels a Cleric memorizes per day.
 Dexterity (DEX): Modifies Armor Class and saving throws (SV) to avoid traps.
 Constitution (CON): Modifies hit points/level, SVs to heal and against poison.
 Charisma (CHA): Modifies chance to persuade.

3 4-5 6-8 9-12 13-15 16-17 18 +1


-3 -2 -1 0 +1 +2 +3 +1

CLASSES

Cleric: +1 to attack roll/2 levels, HD=1d6/level; uses any armor and mace; casts Cleric spells. As an
action, can cast Thaumaturgy at will, once per turn.

Fighting-Man: +1 to attack roll/level, HD=1d8/level; uses any armor and weapon; gains an
additional attack/round at each level evenly divisible by 6. +3 to ALL SVs. Gains a Fighting Style or a
Special Talent of some sort developed with the GM.

Magic-User: +1 to attack roll/3 levels, HD=1d4/level; uses dagger, no armor; casts Magic-User
spells. As an action, can cast Prestidigitation at will, once per turn.

Monstrous Adventurer (Race is Monster-type): It begins as 1 HD whelp, +1 HD per level. Before


it matures (reaches full monster HD), it must SV to use or benefit from any AC over 16, attack
causing over 1d8 damage, or special ability. It can be Sorcerous (not Tremendous), but, if so, is
accursed (-6 SV to heal).

RACES

All races except men see in the dark (men attack at -2).

Man: Gains a Background Ability developed with the GM.

Dwarf: +4 SVs vs. magic, and for underworld exploration and weapon smithing.

Elf: Sorcerous (q.v.); +2 to track or move unseen in woods (forest lore); -4 to persuade (haughty).

Half Orc: +1 damage; +2 AC; -2 to persuade; +4 to track (sense of smell).

Goblin: +1 (on d6) to surprise underground or in marsh; +4 to hide or evade.

Halfling: +6 to move unseen in woods or darkness, -1 damage in melee.

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EQUIPMENT

Beginning Characters have 100 gold (GP)

100’ rope & grapnel 2GP Holy Water Vial** 25GP


(1d8 damage to
undead no SV)
Flint, Steel & 6 1GP Crucifix**** 50GP
torches (adjacent undead
check morale)
Flask of wine*** or 5GP Riding horse and 50GP
oil** saddle (MV 24)
Sword* (1d8 10GP Bow** and 20 20GP
damage) arrows* (1d6
damage)
Mace/spear* (1d6 5GP Leather Armor (AC 5GP
damage) 12, MV 12,
Unarmored
characters have MV
12, AC 10)
Dagger* (1d4 2GP Chainmail (AC 14, 75GP
damage) MV 9: As 250 GP
weight)
Shield**** (AC +1) 5GP Plate armor (AC 16, 500GP
MV 6: As 500 GP
weight)

*Silvered weapons cost triple. **Range=same room, in line of sight; not adjacent. Vial/flask
has one use; oil causes 1d8 damage, burns thrower on 1 to hit. ***Grants +2 to persuade.
****Must be held in shield hand.

RULES

A roll of 20 (on the die, not modified) to hit or save always succeeds (though immunities to
attacks or magic, if any, will still result in no effect), and a roll of 1 (again, on the die) always
fails, regardless of bonuses or penalties.

Surprise: On entering a room (or clearing, cave, etc.) each side rolls 1d6 to determine
surprise; if only one side scores a 1-2, they get a free round, then throw d6 each round to see
which side goes first. Characters move up to full MV and do one other thing (attack, cast a
spell, switch weapons, persuade, etc.).

To Attack: Roll d20 >=monster’s AC, as modified by character level and strength, to hit, +2
if from the side, +4 from rear. Monsters attack as Fighting-Men. Roll damage based on
weapon, modified by STR.

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Other Actions: If a character tries something novel or difficult, he must Save: Roll d20
>=17, +1/level, (+3 more for Fighting-Men), characters may get a bonus or penalty for
requisites at the GM’s discretion.

Morale: Monsters flee at 50% losses, unless they make a d20 Morale Check of 9+; they
check again each time they lose another comrade.

Health: At zero hit points monsters are dead; PCs are unconscious at 0, dead at -5. Each
dawn, living characters SV modified by CON, for up to 5 hit points to heal (or 1 if the SV
fails).

Traps cause 1d6 damage per dungeon level; poison paralyzes; SVs negate either.

EXPERIENCE

Killing monsters is worth 100 experience point per Hit Die (HD), quadrupled if they cast
spells, can only be hit by magic, and/or have ranged attacks, or doubled if they have other
special powers. Treasure is worth one experience point per Gold Piece (GP). Characters
need 2,000 experience points to reach second level, doubled per level through 7th, then
+100,000/level.

SPELLS

A spell affects one target in the same room, unless line of sight is blocked or target is
adjacent to the caster, lasts the duration of the encounter (damage lasts until healed), and is
negated by a SV unless target is willing. Each spell can only be cast once/day, unless
memorized multiple times. A Cleric or Magic-User can memorize and cast 2 levels of
spells/character level/day; he cannot memorize spells of higher than half his character level
rounded up, nor more spells of a higher spell level than any lower spell level.

Cleric Spells

0 Thaumaturgy: Booming voice, cause flames to flicker, brighten, dim, change color,
cause harmless tremors, create a sound (e.g. rumble of thunder, cry of a raven, ominous
whispers), cause unlocked door or window to open or shut, alter eye color.
1 Cure Light Wounds: Living target regains 1d6+2 lost HP, range=touch.
Detect Evil or Magic: Detects one of these states on all creatures and items in the same
room, no SV.
Light: Illuminates the room OR blinds one target (-4 to hit, cannot make ranged attacks).
Zeal: Creates a shield of pure law about the recipient, granting +2 AC.
2 Hold Person: Paralyzes 1d4 man-like targets (if only one creature is targeted, it SVs at -
2).
Forbidding: Destroys up to 1d4 x Cleric’s level in hit dice of undead targets, nearest
first.
Speak with Animals: Affects all in the room, lasts for one day. Caster can SV to
persuade them to serve.

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3 Remove Curse/Disease: Either effect is removed, unless the GM has extra
requirements.
Defiance: +3 to spell saves for 1 day.
Speak with Dead: Caster may need a persuasion SV, or dead Chaos creatures will try
to deceive.
Spirit Power: Grants the power of a spirit amulet. Requires the fresh heart of the
appropriate spirit beast.
4 Cure Serious Wounds: Triple strength cure light wounds.
Neutralize Poison: Destroys any poison or cures any poisoned character.
Range=touch.
Protection Circle: 10’ radius, keeps out magical monsters, others attack into it at -1
to hit and AC, no SV.
Sticks to Snakes: Creates 1d8 snakes, AC 16, HD 1, Damage 1d3+poison, MV 9;
they obey the caster.
5 Angelic Fire: All evil, magical monsters in the room are blinded (-4 to hit, cannot
make ranged attacks).
Commune: GM must answer 3 of the Cleric’s “yes or no’ (only) questions, about
anything, honestly.
Dispel Evil: As Dispel Magic (see Magic-User spell), OR a single magical monster
saves or is annihilated.
Tremendous Beasts: Adds Tremendous (see monsters, below) to 1d6 animals; often
used on trained dogs.
Holy Zeal: More powerful version of Zeal; divine light grants +5 AC.

Magic-User Spells

0 Prestidigitation: Create a harmless sensory effect, such as a shower of sparks, a puff of


wind, faint musical notes, or an odd odor, light or snuff out a candle, torch, or small
campfire, clean or soil a small item, chill, warm, or flavor up a drink or dish, make a
small symbol appear on a surface, create an illusory image that can fit in your hand.
1 Change Form: Target takes on the appearance (not abilities) of any roughly man sized,
man-like creature.
Charm Person: One man-like creature becomes caster’s ally.
Light: Illuminates the room OR blinds one target (-4 to hit; cannot make ranged attacks).
Blazing Bolt: Causes 1d6 fire damage per Magic-User’s level to one enemy (SVs for half
damage).
Sleep: Puts 2d8 levels of living targets to sleep, all must be under 5 HD, no SV.
Read Magical Writings: Required to read sorcerous books and hieroglyphs, but not spell
scrolls.
2 Hold Person: Paralyzes 1d4 man-like targets (if only one creature is targeted, it SVs at -
2).
Detect Evil or Magic: Detects one of these states on all creatures and items in the same
room, no SV.
Reveal Invisible: All invisible creatures and objects in the same room become visible.
Invisibility: Range=touch, lasts until target attacks: grants +4 AC, and cannot be attacked
at range.
Mirror Image: Creates 1d4 images of the caster; if he is damaged, an image is destroyed
instead.
Phantasmal Force: An illusory monster joins the party; it is real in all ways until
disbelieved, which requires a SV and an action.

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3 Dispel Magic: Negates any spell; roll 11+ on 1d20, + Magic-User’s level, -target
caster’s level.
Fiery, Icy or Lightning Wrath: Causes 1d6 damage per Magic-User’s level to all
enemies in room, in line of sight, as a fire, cold or electric attack. SV for half damage.
Note that these are three separate spells.
Fly: Target flies at MV 18 per turn, lasts one day. Range=touch.
Haste: Caster and all allies get 2 attacks/round.
Group Invisibility: As invisibility; affects all allies within 10’.
4 Charm Monster: As charm person, affects any living monster.
Polymorph Other: Permanently turns target into any creature.
Polymorph Self: Caster turns into any creature; gains its MV (flight, if any), but no
other powers.
Fire or Ice Wall: 60’ long. 20’ high, creatures under 4 HD cannot pass through.
Others first check morale, then take 1d6 damage, doubled if of opposite element (i.e.,
a white dragon entering a Fire Wall); no SV.
Fear: All foes SV or flee, regardless of line of sight.
Remove Curse: As Cleric spell, but only effects curses, not disease.
5 Animate Dead: Creates 1d6 skeletons/level over 8 to obey the Magic-User,
permanent.
Hold Monster: As hold person; affects any living monster, not undead, constructs or
similar.
Iron Wall: 60’ long, 20’ high, 3’ thick. Impenetrable by most forms of attack.
Tremendous Beasts: Adds Tremendous (see monsters, below) to 1d6 animals; often
used on trained dogs.
Monstrous Power: Grants the power of a monstrous amulet. Caster must have the
fresh heart (less than a day old) of the appropriate monster.
Bind Spirit: A dimensional or undead monster must SV or obey; still, if Magic-User
SVs, it cannot attack him.
Summon Earth Spirit: A giant comes to serve the Magic-User; it turn on him if he
loses concentration (is hit).

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MONSTERS

Monsters HD are D8 unless otherwise noted. Special attacks allow SV for no effect or per
spell rules.

1 Blue Dragon S W AC: 17 HD: 9 Damage: 2x1d6 & 3d6* Special: Breath as
Lightning Wrath 3 times per day (range) MV: 9/24 (flight)
2 Centaur S R AC: 15 HD: 4 Damage: 1d6 & 1d8 Special: SV to read the stars once per
night, for reroll of any single die the next day; male MV: 18
3 Giant Spider F AC: 13 HD: 2d10 Damage: 1d6 + poison Special: Poison melee
attack; surprise on 1-3 on d6 MV: 18
4 Gnoll M AC: 14 HD: 2 Damage: 1d10 Special: +6 SV to sniff out opponents MV: 9
5 Goblin C M AC: 12 HD: 1d6 Damage: 1d6 Special: -1 to hit in sunlight MV: 9
6 Harpy C R AC: 12 HD: 3 Damage: 2x1d3 &1d6* Special: Flies, charm person 1 time
per encounter, female MV: 6/18 (flight)
7 Hill Giant M AC: 15 HD: 8 Damage: 2d10* Special: STR 21 (already factored in to
statistics), throws boulders (range) MV: 12
8 Human Bandit C M AC: 12 HD: 1 Damage: 1d8 Special: Surprise on 1-3 on d6 MV:
12
9 Lizardman R AC: 14 HD: 2 Damage: 2x1d3 & 1d8 Special: Breathes underwater,
swims MV: 6/12 (swim)
10 Medusa F R AC: 14 HD: 6 Damage: 1d4 & poison* or Gaze Special: Gaze attack
turns target to stone until/unless dispelled (range), female MV: 9
11 Ogre M R AC: 14 HD: 5 Damage: 2d6 Special: STR 19 (already factored in to
statistics) MV: 9
12 Orc M AC: 13 HD: 1 Damage: 1d8 Special: -1 to hit in sunlight, causes +1 melee
damage MV: 12
13 Skeleton U AC: 11 HD: 1 Damage: 1d6 Special: Never checks morale; mindless MV:
12
14 Werewolf R AC: 14 HD: 4 Damage: Bite 2d4* Special: Only damaged by fire, silver
or magic MV: 12
15 White Dragon S W AC: 17 HD: 6 Damage: 2x1d4 & 2d8* Special: Breath as Icy
Wrath 3 times per day (range) MV: 9/24 (flight)
16 Wight U F AC: 15 HD: 3 Damage: drains 1 level or HD only* Special: Only damaged
by silver or magic MV: 9
17 Wolf AC: 12 HD: 2d10 Damage: 1d6 Special: As gnoll & howl panics horses MV: 18
18 Wraith U F AC: 16 HD: 4 Damage: 1d6 + drains 1 level or HD* Special: Only
damaged by magic MV: 9/15 (flight)
19 Sorcerous Monster Casts 1d3 random spells; maximum spell level = HD/2, round up.
A monster can get this result multiple times, and be both sorcerous and tremendous.
Roll again for monster type.
20 Tremendous Monster Huge, savage creature; +4 to HD, AC, and damage per attack.
Can get this result multiple times, and be both sorcerous and tremendous. Takes up
2x2 squares. Roll again for monster type.
*Attacks count as magical. S= Sees invisible. F= Fanatic; +2 Morale. C= Cowardly; -2
Morale. U= Undead; immune to sleep, charm, hold, cold, subject to Clericly Forbidding. M=
Man-like. R= Romantic; unconscious PC of the opposite sex SVs, modified by CHA, to be
captured. W= Wealthy; monster gets 1 automatic treasure of each type before making
treasure rolls.

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TREASURES

Wandering Monster Encounters: Roll 1d6 each time you enter a previously unseen area
(open a door, turn a corner, etc.). On a roll of 6, roll 1d20 on the table above. For a
weaker/tougher dungeon (Level 1-3 or 7-9) roll twice; encounter the weaker/tougher monster.

Number of monsters encountered=1d8-HD+dungeon level.

There is a 7% chance per hit die of the toughest monster encountered (maximum 90%) to
have the following treasures, roll once for each. Each time a treasure roll (gold, gem or magic
item) is made successfully, roll again for another of the same type, until a roll is failed. There
is a 1-2 on d6 chance that the toughest monster (the chief) is aware of and will use each
magic item present; otherwise all are hidden, and unknown to the monsters.

 1d6 x 1,000 Gold Pieces


 a Gem (weighs 1 GP) worth 1d6 x 1,000 GP
 a single Magic Item.

Roll 1d12 for magic items:

1 Cursed Item: Roll again, item has reverse effect; PC must use it unless Remove Curse
is cast.
2-3 Healing Salve: Heals 1d6 hit points, one use only.
4-5 Potion: Casts a random spell, one use only.
6-7 Scroll: As potion but only Clerics can use Cleric spell scrolls and only Magic-Users
can use Magic-User spell scrolls.
8 Enchanted Item: Ring, wand, hat, whatever; casts the same random spell 1 to 3 times
per day.
9 Enchanted Weapon: Random type, roll 4d6, use the lowest single die for its bonus to
hit and damage per attack; can kill monsters that are immune to non-magical
weapons. If two or more 6s are rolled, throw 1d6 for an additional damage effect,
against the target only, on a successful hit, SV applies: 1-3=2d6 fiery, icy or lightning
wrath (SV for half damage), 4=poison, 5=holy (as forbidding spell), 6= unholy, 1
level drain, wielder gains half the hit points lost by the monster, lasts until dawn the
next day.
10 Enchanted Armor: Random type, roll 4d6, use the lowest single die for its bonus to
AC. Armor additional effects are complete immunity to the power rolled, except 6,
which give the wearer all undead (U) powers and vulnerabilities.
11 Spirit Amulet: +1d6 to random attribute, animal based: lion=STR, fox=INT,
owl=WIS, ferret=DEX, bull=CON, peacock=CHA.
12 Monstrous Amulet: Roll two random monsters. Gain weaker monster’s ‘Special’
column abilities (above); can wear only one monstrous amulet at a time.
‘Tremendous’ and ‘Sorcerous’ results count as additional special abilities for the
monster.

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