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Add up each number including the number that was not a 6. Use that number for damage/success
Critical fail; If you roll a 1, you fail even if it would have succeeded.
Each character can carry 200 gp; 2 shields (only if one is being used), 3 weapons (magic staff counts), 2h weapons count x2 or get a -1 to defense rolls
LA = Light Armor; HA = Heavy Armor; Lvl = Level of character; wpn = weapon
Attack Weapons Def Armor Wealth Life skills spells Bonus to attack/Defend
Warrior Lvl+roll+wpn any roll + armor + shield Any 2D6 7 N/A scrolls at level 1 2H weapon 1 can't have shield
Blessing x3
Normal: 1/2 lvl + roll + wpn 1H,2H,slin Healing x3 scrolls at level 1
Cleric Undead: lvl + roll + wpn g (no bow) roll + armor + shield Any d6 5 d6 + lvl (non blessing) 1H weapon 0
Rage:
Roll x3, take best None; won't even
Shield, one; 2 wounds if vs carry potions or
barbarian Lvl+roll+wpn Any roll + armor + shield LA d6 8 boss scrolls LA 1
Attack
Chart Resolution Xp Morale check Monster Reactions; See Monster description for d6 roll
Entering previously visited room Note: Roll d6, if a 1, wandering monster attacks; if corridor, it is from rear
Sequence Steps Fight; Monsters go first (before bow attack)
Fight to the
Room Contents table (2d6) Death: No morale test; never flees
Roll d6, if > monster level, monster lets you go;
2 Treasure Found: Roll on Treasure table Puzzle: Otherwise it attacks going first.
Withdraw must retreat through a door; enemies strike once; all heroes get +1 to defense 3 scroll with random spell
Flight Run away; all characters are attacked once; most wounded first, hated 2nd 4 gem : 2d6x5
Step 3 (Optional): Heroes, may search the May search area once per game; May change marching order prior to searching 5 jewelry: 3d6x10
room or corridor for treasure Use the search table to see results 6 magic item from magic treasure chart
6 life; 3 attacks; on every turn d6, 1-2 all chars save vs lvl 4 or lose 1
3 Chimera 5 life d6; 1 bribe (50gp); 2-6 fight
4 Catoblepas 4 4 life; treasure +1; save vs lvl 4 gaze orlose 1 life d6; 1 flee; 2-6 fight
2 Orc Brute 5 5 life; 2 attacks; treasure +1; 2d6xd6 gold instead of magic items d6; 1 bribe 50gp;2-5 fight; 4-6 fight to death
3 Ogre 5 6 life; each hit does 2 wounds to hero d6; 1 bribe 30gp; 2-3 fight; 4-6 fight to death
4 life; treasure +1; save vs lvl 4 gaze or turn to stone; rogues 1/2 lvl
4 Medusa 4 to save d6; 1 bribe 6d6 gp; 2 quest; 3-5 fight; 6 fight to death
5 Let peace be your way Resolve 3 encounters without violence (quest, bribe, or get help from monsters, or tie with rope) 1 blessing; removes curse or petrified
6 Slay all the monsters Explore whole dungeon and kill everything but the creature assigning quest
Epic Rewards pg 40; You get one of these for completing quests fireball; (dragons immune) slays multiple minions
(roll + lvl of wizard/elf - lvl of minion = number
1 Book of Skalitos One scroll of all six spells; can be sold for 650 if no scrolls used; destroyed by dragon breath 2 killed). If used vs boss, auto 1 wound
2 Gold of Kerrak Dar Given location of treasure. If party discovers a clue, they may use it to gain 500gp Lightning Bolt: kills just one minion but 2
3 Enchanted Weapon for rest of dungeon, roll 2 dice choose best; can be used for monsters who require magic 3 wounds vs boss (if it hits)
enchant shield to be used even when fleeing or surprised. If no shield, party gets one. Permanent; Sleep; perform attack roll, if it hits, defeats
4 Shield of warning worth 200gp boss or d6+L minions. Dragons and undead are
5 Arrow of Slaying a one use arrow that inflicts 3 wounds; can be sold for 3d6x15; requires bow 4 immune
only usable by cleric; healing rolls get +2 until he dies; if he dies, he can be resurrected for free if
6 Holy symbol of healing he and symbol are returned to church; sells for 700 5 Escape: disappear without defense roll
Protect: Defense roll +1 for a single hero during
Secret Door - Pg 57; One of three possible items when rolling a 6 on treasure table 6 battle
Hidden Treasure - pg 58 (3d6x3d6 gold)
Must be able to draw a door on the room or corridor; Can spy into the next room to see what is there and has option to enter. If entered, 1 or 2 Alarm - wandering monsters attack
heroes get surprise and all monsters get -1 to level and treasure is double. Prior to checking content of room, if a roll of 6 is made, it is not a Trap at same level of this roll; 2 wounds if save
room but instead an exit to the dungeon 3-5 rolls a 1
Clues: Pg 58; If a character discovers 3 clues, immediately get an xp roll plus choose an effect
A ghost lvl d3+1 protects the gold; cleric can
Weakness of Monster: Get +2 attack to a specific monster (all characters get this bonus) for one combat ban d6 + lvl; if cleric fails or no cleric, all party
Deal with a monster: Can declare you have a deal with a monster to ignore it; No treasure, can't be used on final boss or vermin 6 members suffer 1 dmg
Location of secret treasure: When entering an empty room, can identify secret treasure: 3d6x10 gp
Location of magic item: when entering a room, can immediately get any item from magic item table
True name of spirit: may heal 1 character to full health or inflict 4 life points of damage to a single creature or up to 6 minions. Party chooses when received and may use later
New Spell: Only elf or wizard can take this to add a spell (Not useful in base game as they both know all 6 spells already)
Increase magical or spiritual power: For this dungeon only Increase number of times cleric can cast blessing or healing by 1 or add one spell to elf/wizard
Location of scroll: Find any scroll and give to any character except for barbarian
Potion recipe: Kill 2 bosses and spend 50gp to purchase a potion of healing before every adventure at 50gp; alchemist is hired at home for every mission from this point forward
Terrifying secret: Can cause a monster/boss to automatically fail morale check
Someone will pay big: Can sell a jewel for 3x its value (Cumulative with dwarf skill)
Your enemy is the dungeon; may change a boss to chaos Lord and get +1 attack for that entire combat
Someone imprisoned: Pick any room guarded by minions or boss, during combat, a hero must attack chains on prisoner at lvl 4; Rogue and barbarian add level; this attack consumes entire attack action for
that round; Receive one magic item from table and random treasure OR double your current gold
Bloodline of Dragon Slayers: Only barbarian or dwarf can take this; +1 to attack and defense vs dragons permanently
Secret Diet: Spend 100 gp in food prior to every adventure, you will get 1 extra life point (this is for just one character); Halflings only spend 50gp
Traps pg 62; If a rogue is leading marching order, it can disarm trap with a roll + lvl; This table applies if rogue fails or no disarm attempt made
1 Dart lvl 2 Random character makes a defense roll or take a wound
2 poison lvl 3 All characters makea defense roll ignoring armor and shields or take a wound
3 trapdoor lvl 4 Marching leader save roll with -1 from light armor or -2 for heavy; +1 if halfling or elf; rogues add level; lose 1 life, cannot escape unless another character is alive
Marching leader save roll; halflings and elves +1; rogues add level; lose 1 life and -1 to attack and defense until that wound is healed. -2 against other bear traps or
4 bear lvl 4 trap doors until healed
5 spear lvl 5 2 random characters; defense roll; lose 1 life
6 stone block lvl 5 last character in marching order; defense roll or lose 2 life; armor bonus counts; shield does not