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Advanced PM el eal ence Ce ROH Mer il aCde hil n's DUNGEON MASTER’S SCREEN PLAYER CHARACTER ABILITY SUMMARY THE MAGIC-USER ‘Must have a minimum intligence of 8 ‘Must have a minimum dexterity of 6 If intoligence is 16 or greater, «103% XP Any alignment possible CCan use most scrolls, wands, staves, magic items Upon becoming 11th level, can enchant and scribe items and scrolls ‘Stronghold possible ‘THE ILLUSIONIST Must have a minimum intoigence of 15 Must have a minimum dexterity of 16 No 10% bonus for high abiites Can use any potion not restricted to fighters only, scrolls with illusionist ‘avaiable magic user spells upon them, al ings, and other magic tems ‘Upon becoming 10th level, cen enchant items and scribe serolls with il sionst magic THE THIEF ‘Must have a minimum dextority of 9 HY doxterty is greater than 16, 10% XP ‘Must be neutral or evi; rarely neutral good Can wear leather armor at most can pick pockets an open locks Can find and remove traps Can move silentiy Can hide in shadows Can listen at portals Can oid sheer surfaces Can backstab Al thieves spoak Thieves’ Cant Upon becoming 4th love, can read languages 20%, -5% per level until 80% is roached Upon becoming 10th level, can decipher all magical sols except fr cleri- ‘al scrolls with 25% chance for a mistake to occur. Can constuct strongholds only n or near cites, 10th evel and higher can use strongholds as headquarters for thieves THE ASSASSIN ‘Must have a minimum strength of 12 ‘Must have 3 minimum inteligencs of 11 ‘Must have a minimum dexterity of 12 [No 10% bonus for high abilities ‘Must be evi Can use any shield or weapon Can use any poison Can aseassinate ‘Can backstab Can use the ‘Upon becoming 9th level, with a minimum intelligence of 18, can learn abgnment oF secret tongue of choice Upon becoming 10th evel, with a minimum inteligence of 16, ean learn ‘another alignment or secret tongue of choice... rue also with 11th level / {Tinteligence, 12th level / 18 itoligencs, to @ maximum of 4 Can disguise sof at wll, can spy Upon becoming 4th level, can take lower lvel assassins into service Upon becoming 12th eve, can hire any class of individual abilities at 2 levels below assassin level THE FIGHTER ‘Must have minimum strength of 9 ‘Must have minimum constitution of 7 I strength « greater than 15, -10% XP Can use potions, many rings, some wands, one rod, other magic items, ‘and any armor, shield, or weapon, Upon becoming Sth level, can establish frechold ‘See multiple attack tables ‘THE PALADIN ‘Must be lawl good Must be human ‘Must have minimum strength of 12 ‘Must have minimum intelhgence of 9 ‘Must have minimum wisdom of 13 ‘Must have minimum constitution of 9 Must have minimum charisma of 17 I strength and wisdom are higher than 15 then add 10% XP. Chaotic acts must be confessed Evi acts negates paladinhood Upon becoming 1st level, a paladin can os: Detect evi by direction ata 60’ range “Make al saving throws at 2 Immune to all disease Lay on hands 1/day to cure own lavel *2 in hp Cure disease, 1/week par 5 levels Emanating a protection from evi ‘Upon becoming 3rd evel Affects undead as cleric of 2 vols loss Upon becoming 4th level, paladin can call for warhorse Upon becoming Sth level, paladin gains use of cleric spells It paladin has a “holy sword," he. projects Dispel Magic for 10° st his level 10 radius Appaladin may not: Retain more than 10 magic items Retain large amounts of wealth Retain nor-lawful good henchmen ‘Associate with non-good adventurers ‘Associate with non-evl neutrals more than once A paladin must tithe 10% of all income A paladin does nota ‘THE RANGER ‘Must be of good alignment ‘Must have minimum strength of 13 ‘Must have minimum intoligence of 13 ‘Must have minimum wisdom of 18 ‘Must have minimum constitution of 14 | strength, intligence, and wisdom are above 15, 10% to XP Begin with two (Sided) hit dice ‘A anger, when fighting the giant class: ‘Add level in HP damage in melee Rangers surprise on a 1-3 (d6) and are surprised only ona 1 (46) Upon becoming 8th level ‘Gain some druid spel ability Upon becoming Sth evel ‘Gain some magic user ability Cannot use scrolls Upon becoming 10th level ‘Gain usage of all non-wrtten magic tems ‘Changes from good alignment stips al ranger benefits Cannot hire employees unt th or higher level [No more than three rangers may ever work togethar Cannot own what they cannot carry et men-at-arms ATTACK MATRIX FOR CLERICS, DRUIDS, AND MONKS ATTACK MATRIX FOR MAGIC-USERS/ILLUSIONISTS ‘Opponent ‘Opponent ‘Armor _20aided Die Score to Hit by Level of Attackor ‘Armor __‘20.ided Die Score to Hit by Lovel of Attacker Css 134878 10121315 1618 1 ‘Clave 1 6 8 1620 10 ap 2D Na a ow 10 cae ata TO aa a 3 2 9 2 Bp » D DB a at a 0 ee 3 tas are ay rc apt 7 2 » 0 » 8 7 18 7 a nun » %» 6 8 2 2» » 2» Bw w 15 6 2 » » ww 7 5 > » © DB 7 6 4 5 2 2% 2» ww 6 4 n >» 0 8B 6 4 4 Te eee PE 3 n > 8 7 & B B 3 mn » 8 6 4 2 econ enteeclg Celie en: 2 ee 1 2 9 7 % 3 1 10 1 nm 0 7 wR 0 2 8 % 4 2 0 28 ° o %@ 6 wn tt 1 9 7 1% 3 1 9 og 1 mo 8 6 2 0 2 Cheat Maat oem scar leeet Peery 2 To aa ae eee 9 3 My oe nt: asia gs 3 ASE eT MIs’ 10 8 4 18) Mie aa OS es oe 4 eet ya! 9 7 5 %® 19 1 #9 7 8 4 5 e ow tt 8 6 6 “wom 0 8 6 4 3 6 5 B10 7 5 7 moon 8 7 6 3 8 7 wo 9 6 4 8 $2 WO iy oo OA aa 8 18M 8 5 3 9 {1 le a7 a Te 9 aa) 7 4 2 10 fo Mas Aa Paton 10 " 9 6 3 1 Missiles: -5 at long range, 2 at medium range. (Missiles: *-8 at long range, -2 at medium range. * Normal, not magical. ATTACK MATRIX FOR FIGHTERS, PALADINS, RANGERS, BARDS, AND 0 LEVEL HALFLINGS J ATTACK MATRIX FOR THIEVES AND ASSASSINS AND HUMANS: Opponent ‘Krmor" _20aided De Score to Hit by Level of Attacker ‘Armor 20-sided Die Score to Hit by Level of Attacker cose Se ee ee Cioss 014.234 58 78 910 11-12 13-14 15-16 17- 10. * a 2 » a a 10 2% B B 2 0 OM MW 8B 16 14 : % 2 a a > ie 9 BRB» DD BT BB oC a me 2 u BH DD DB MB Y 7 aan» os 2 7 6 3 1 ¢ Zz p » RB B # $ 2H» > DB % ML 1 ——— 5 220) 20201917158 st e 4 2 2 20 20 8 6 4 12 10 8B 4 2 = eo 7 = 8 3 nnn 9 7 6 3 1 9 7 = - = mt - © a 2 2 20 0 8 6 4 12 «1 8 6 . = 2 wv - | s 1 nos 7 6 B NM 8 7 5 * = 2° = = 2 ” ° mo 20 8 6 4 12 «0 8 6 4 i 2 1 is 2 i 3° 1 20019 17 16 13g Fg 2 eed 2 2 = ~. s Zz we 8 6 4 2 0 8 6 4 2 z 2 z= 2 a . ¥ 3 8.0.7 S28 Wells OI SE ™ _ _ _ - . - 4 76 6 Oe ew 8 ee se = = = 3 s : 5 5 6 6 9 1 8 7 6 8 1 4 5 MH g . ‘ 6 1% 4 12 0 8 6 4 2 0 2 a ts ae 5 u Ml a ge et ee 8 SB TAAE WB ty MT Ber ae 3 = a uf & 3 t 3 eee OO 8th Se * u s « # 2 6 BO 8 8 8 2 0 2 4 8 | Masies-sortong range, 2etmadiim ange "Thieves and assassins double damage trom a supis back wa. Thieves and assassins quedrupledomage from a surprise beck ata ‘Thieves ond ateaee quintuple Samope Yom supe Beck stab Missiles: 6 at long rage, -2 at medium range ARMOR CLASS TABLE Armor Class: RS st vias pats GAZE ATTACKS None 10 Chances of meeting the gaze of dracoliak or any large creature using a Shield only 9 ‘gaze weapon are as follows (add 1 if the croature is mansized, such as Leather or padded srmor a medusa, and 2 if the creature is smal LLeathor or padded armor «shild/studded leather/ 7 fing mai Character ia — ‘Studded leathr ot rng mal = shield/scale mail 6 Completely surprised 91 10 ‘Scole mail» shield/chain mail, 5 Surprised Tin 10 CChain mail «shield/ splint mail/banded mail 4 Viewing monster Bin 10 ‘Splint o¢ banded mail» shield/plate mail 3 Attacking normally in 10 Plate mail» shield 2 Avoiding gaze Yin 10 z i : : i : 3 2 9146XXXx1403 _ COMBAT AND SAVING THROW TABLES __ATTACK MATRIX FOR MONSTERS (Including Goblins, Hobgoblins, Kobolds, and Ores) ‘Opponent ‘Armor 20-sided Die Score to Hit by Monster's Hit Dice Number Class upto) 14 1 1 254 er Be ONT 0 25 % 2 zB 2 ‘0 20 2 20 "9 8 7 9 2 2B 2 20 2 2 2» 9 8 7 6 8 2 23 2 2 20 2 2 2 18 7 6 8 7 2B 2 2 Fd 20 2 2 19 7 16 15 4 8 2 a 2 2 20 20 9 18 16 6 1“ 3 5 2 20 2% 2 2 2 18 7 16 4 a 2 4 2 2» 2 2 20 9 7 16 4 1a 2 ” 3 2 20 2 2 19 8 6 5 3 2 " 10 2 D» 20 2» 2 18 7 6 1“ 2 " 0 ° 1 2 20 2 19 ” 6 1% 3 " 10 3 8 0 2 19 8 6 16 8 2 10 9 8 7 1 19 8 0 5 4 2 " 9 a 7 6 2) - 8 8 7 16 “ 13 " 10 2 7 6 5 a. Aa "7 18 5 3 2 10 9 2 6 5 4 4 a 6 16 4 2 in 8 8 6 5 4 3 5 18 15 4 3 " 10 8 7 5 4 3 2 6 8 4 3 2 10 8 7 6 4 3 2 1 ? 4 13 2 " 9 3 6 5 3 2 1 o a rew, 2 ” 10 8 7 5 4 2 1 ° 1 ee 0 0 2 7 6 4 3 1 ° 1 2 o on 10 3 8 6 5 3 2 o 1 2 3 Note: Any plus above 8 equals another hit die, 66 equals 7 hit dice. Missiles: 5 at long range, -2 et medium range. SAVING THROW MATRIX FOR CHARACTERS AND HUMAN TYPES ‘Amtack to be Saved Against Paraation Chartier Cae and "Pecan er Ptitecton Rod, Stat Bret Tpotoncelret” Death Magle or elymorph+ "wren Weapon? pet owen ‘0 "3 arin rene chica pote wand ck a 2 2 So o8 « ‘cng tote nh ee $3 ; % h o8 & pettaclon spoons wn 3 ° . fn Bekcg tne te eich anata Se : : 7 UO toring ow pets ted seh te ‘ i a os arth Deon beh 1% 2 5 6 8 7 fe rome 8 fs " » os @ % te % a a sae nee 3 t te 1118 Rae Pl, Ranga, ad tt 5 h rp sos « (i. 7 ‘0 hi Bee eis ars 3 i ree Mt indies Assos and Monks 2 8 PE PS5LR: ual aeti wee meniee : $ a fen of nage oars as Or ary ober son nc ens * & : “ ° to the contrary. 4 8 IT ARS 2 i,m ee 8 i SUR SOs ceoes oe een eeee " 3 LS SSSR Soa ope eiema ete a 7 sos aetesercenetas ee 3 ‘ck bog defends tpn i h to ° : MISSILE FIRE COVER AND ‘SAVING THROW MATRIX FOR MONSTERS. ‘CONCEALMENT ADJUSTMENTS: All monstors use the metex for charsotors. TARGET HAS ABOUT ARMOR CLASS BONUS Hitdice equate to Experience Love, with any plusin it points moving 2 ‘the creature upward by one hit die, 60 1 1 becomes 2,2 1 becomes 3, etc. (Exception: Seo D. below.) 3. Most monsters save a8 fighters, except: 1. Those wit abilities of other charactors class gain te benefit of the most favorable saving how score, ue, be Mt cere or magic ser orth, 2, Those with no real offense fighting capabiites save according to ‘thelr ares of ablity—clri, magie-usor, thief, st. 25% is cover orconcoalmont tothe knees, of part of the lett or right side of ‘Non intetigent creatures save at an Exparinee Level equalto one-half ‘the body sereenod; it might alo be a targot which it scen for ony tree: theichit dice, rounded upward, except with regard jo poleon or death ‘quarters of around. ‘magle for which they save as their hit dee ENCOUNTER REACTIONS ‘Any inteligant creature which can be conversed with wil react in some ‘way to the character that is speaking. Reaction is determined by rolling percentile dice, adusting the score for charisma and applicable loyalty ‘adjustment asf the cresture were a henchman of the character speaking, ‘and the modified score of the percentile die is compared to the table Uncertain but $6% prone toward negative ‘Neutral—uninterested uncertain Uncertain but 85% prone toward positive Friendly, immediate action 96-00 (or greater) Enthuslastically friendly, immediate acceptance + Or morale check it appropriate DETECTION OF INVISIBILITY TABLE Lavo Hit Dice of Intoligence Abiity Rating Creature, 012467 810 11-12 1314 1616 7 WT a ear Tae 88-8 = ee = 5% 10% 99-9. eases 5% 10% 15% 10/10 5% 15% 20% 259% 11/10--11 5% 15% 25% 30% 35% waite = = 5% 15% 25% 35% 40% 4595 19/1213 = 5% 10% 25% 36% 459% SDH BH 14/13: 14 5% 10% 15% 35% 459% 555% 65% 75% 18. 10% 15% 20% 45% 55% 65% 80% 95% Note: You may give uninteligent creatures with keen hearing of sense of, _small the equivalent of intligenes to reflect detection of invisible Check each round the creature is exposed to invisibility. Once detected, the invisible creature will be kopt track of thereater, as the detector willbe able to note the cause. Any attacks incur the 4 panalty of attacking an invisible opponent, of course, and the invisible creature kewise is ontied 10-4 0n saving throws. WALL CLIMBING TABLE, FEET PER ROUND OF CLIMBING Wall Surface te Bost Described As: very smooth —fow eracks smooth but cracked ‘somewhat rough feily rough and-some ‘racks very rough Tough ond with ledges or ‘many projections 24 2 * SUGHTLY SLIPPERY surfaces DOUBLE chaneas of sipping end faling, SLIP- PERY surfaces make chances of apping and ling TEN TIMES more ety. Thus, ‘sippy surtoca canna be atempted svsceastuly by any Sa uncer Oh lvl, Seven 1s level tat ho a 10% chan pet round! siping ond ein, De aed SURPRISE TABLE ‘Surprise Dice Difference 0 124,320.) 20-1142.0tc.) BA1,5-2.tc.) ‘Assume the party of characters, moving silently and invisibly, comes upon ‘monster. They have 4of 6 chances to surprise, and the monster has 2 in 8.A six-sided dies role forthe party, another for the monster Both sides ‘ould be surprised, neither could be surprised, or either could be surprised This is shown on the table below: Party's Monster's Die Oe 306 Sar8 one 7 7 both surprised 2 2 both surprised 10r2 5 or6 panty surprised 36 1tos ‘monster surprised 1 toa ‘monster surprised 2 1 party surprised Surprise Effect LISTENING AT DOORS: Race Of Listener Chance Of Hearing Noise Dwart 2in20 (10%) ef 3 in 20 (15%) Gnome 4in 20 (20%) Hale 2in20 (10%) Haling 3 in 20(15%) Hat-Ore 3in 20 (15%) Human 2in 20 (10%) ‘keen eared individuals wil gain a bonus of 1 oF 2in 20 (5% or 1056), Use ‘chanes of hearing @ noise to determine fa characteris keon-eared the first ‘time be or she listens ata door, and fit is indicated, tellthe payor to note ‘the fact for his or her charactor. Player charactors will not intially have hearing problems (as they wouldn't have survived if they had ther). Our- ing the course of adventuring, great no's might cause hearing loss. Han- die this as you see fit. A loss of hearing might negate the chance to he ‘something bahind a door without any other noticeable effects ‘TYPES OF ARMOR AND ENCUMBRANCE ‘Armor Type BANDED CHAIN CHAIN, ELFIN LEATHER PADDED PLATE (MAIL) RING SCALE SHIELD, LARGE SHIELD, SMALL SHIELD, SMALL, WOOD SPLINT ‘STUDDED (LEATHER) * Assumes humans po MATRIX FOR CLERICS AFFECTING UNDEAD ‘COMBINED WEAPONS TABLES Type of Lovo! of Claric Attompting to Turn (elected Information) Undesd 123 5 8 943 Steeton 10-74 T Zombie 13-107 t Ghoul 181310 T Shadow 19 1613 ‘ 10 3 oF o Weapon Type Arrow ‘Axe, Batts ‘Axe, Hand or throwing Bardiche Bec de corbin BillGuisorme Bo Stick Club Dagger Dar Fauchord Fauchard-Fork Fla, footman’s Etre wer ich io drone, dev toa, I Hal hrsamas tar, 11 oF more hit ie, oF 6% or greater magi resistance willbe unaftected — ‘A pot of 18 nivel canbe turned by on av cher Giaive-Guisrme A pad te le cn edb an Guisarme. ‘olen of Sho hovel can be turned by an ave Case Nota ‘att icin ered ne ce. peel alsin of 1th oval an ba tod y nw are re ‘palo of 11th or higher lvl can be tured by ener cr eae Javetn “Jo Stick neo tight hors Laneo* (medium hors SAVING THROW MATRIX FOR MAGICAL AND Lanes* (heavy hare} NON- MAGICAL ITEMS Vee lewrar Morning Partisan Pick, Miltary, footmen's Pick, Miltary, horsemen's Pike, At ‘Quart (or Bot, ght ‘Quarrel (oF Bot, neavy Ransour Scimitar Sling butlat Sting stone Speart* Spetum Staff, Quarter Sword, Bastard Sword, Broad Sword, Long Sword, Short Sword, Two-handed Tident Wight = 201916 Ghast 2» 1 o D D With 20 T Mur 6 4 Spectra 2 7 Verve 10 Ghost 3 ch 6 Special” 19 tom Description Bone or tory Ceramic Goth Crystal or Vil Glass Leather oF Book 10 Lgui® 15 Metal, hacd 7 Me or Jewoly** 13, Miror 2 Parchment or Paper 16-11 Stone, small orGem 3.17 Wood or Rope, hin. «8 13-6 20 Wood or Rope, thick 810-319 * Potions, magical os, pocns, acids whe container rain inact Voulge {expo to oxrme cold then struck gaint very ha surface wih force a ‘ng throw is-10.0n de 2 BesBeseses.._. Bkoos8 2» 18 ‘Axe, hand Bow, composite, long CREATURES STRUCK ONLY BY MAGIC WEAPONS Bow, composite, short Despite special defenses which protect certain creatures from attacks by me non-magicsl weapons, those monsters can be effectively hitby attackers Bane, i 8 Tolows: ae Crossbow, heavy Defender is Attacker Must Have The Following Crossbow, ight Hit By Weapon Hit Only By ORHit Dice Of Dagger 1 or batier or batter 4+ Tor more Dart 2 ot bet “Bor better 8: 20rmoro Hammer “Sor better 3 or bettar 8. 3ormore Javelin “4 orbotter or beter 10+ or more Sling (bullet) "This doesnot appt to charactors. of any sort. Sing sor) CLERICS ‘Number 1st Level Bless Command Create Water Cure Light Wounds Detect Evil Detect Magic Light Protection From Evil Purify Food & Drink 10 Remove Fear 11 Resist Cold 12 Sanctuary SPELL TABLES 2nd Level ‘Augury Chant DBotect Charm Find Traps Hold Person Know Alignment Resist Fie Silence 15° Radius Siow Poison Snake Charm Spoak With Animals Spiritual Hammer 3rd Level ‘Animate Des Continual Light Greate Food & Water Cure Blindness Cure Disease Dispel Magic Feign Death Glyph Of Warding Locate Object Prayer Remove Curse Speak With Dead Number 4th Level ‘5th Level 6th Lovet ‘Teh Lovel 1 Cute Serious Wounds Atonernant ‘Aerial Servant Astral Spel 2 Detect Lio Commune Animate Object Control Weather 3 Divination Cure Critical Wounds Blade Barrier Earthquake 4 Exorcise Dispel Evil Conjure Animals Gate 5 Lowor Water Flame Strike Find The Path Holy (Unholy! Word 6 Neutralize Poison Insect Plague Heat Regenerate 7 Protection from Plane Shift Part Water Restoration Evil 10° Radius 8 — Speak With Plants Quest Speak With Monsters Resurrection 9 Sticks to Snakes Raise Dead Stone Tall Symbol 10 Tongues ‘True Sesing Word OF Recall Wind Walk DRUIDS (Clerics) Number st Level 2nd Lovel ‘3rd Level ‘4th Lovet 1 Animal Friendship Barkskin Call Lightning ‘Animal Summoning | 2 Detect Magic Charm Person Or Cure Disease Call Woodland Beings Mammal 3 Detoct Snares & Create Water Hold Animal Control Temperature Pits 10" Radius 4 Emtangle Cure Light Wounds Cure Serious Wounds 5 Faerie Fi Feign Death Plant Dispel Magic 6 Invisibity To Fire Tap, Protection From Hallucinatory Forest ‘Animals Fie 7 Locate Animals Hoat Metal Pyrotechnics Hold Ptant 8 Pass Without Trace Locate Plants Share Plant Door 9 Predict Weather Obscurement Stone Shape Produce Fire 10 Purity Water Produce Flame Summon Insects Protection From Lightning 11 Shilllagh Tip Two Repel Insects 12 Speak With Animals Warp Wood ‘Water Breathing ‘Speak With Plants Number 5th Level 6th Level 7th Lovet 1 Animal Growth ‘Animal Summoning Il Animate Rock 2 Animal Summoning It AntiAnimal Shell Chariot Of Sustarre 3 Anti:Plant Shell Conjure Fire Elemental Confusion 4 Commune With Nature Cure Critical Wounds Conjure Earth Elemental 5 Control Winds Sernind Controt Weather 6 Insect Plague Fire Seods Creoping Doom 7 Pass Plant “Tansport Via Pants Finger OF Death B Sticks To Snakes ‘Turn Wood Fice Storm 9 Transmute Rock To Mud Wall Of Thoms Reincarnate 10 Wall Of Fire © 1985 TSR, Inc. All Rights Reserved. 9146XXx1402 Weather Summoning “Tansmute Metal To Wood GRENADE—LIKE MISSILES: CONTAINERS OF ACID, HOLY/UNHOLY WATER, OIL, POISON AND BOULDERS HURLED BY SUCH THINGS AS GIANTS AND ‘SIEGE MACHINES. uring various containers of liquid isa common tactic in dungeon adver ‘utes. For game purposes it's necescary to make certain assumptions regarding al such missios. SIZE: Acid — 1/2 pint Boz) Holy/Unholy Water — 1/ pint (4 02) Oi ~ 1 pine (18 02) Polzon ~ 74 pint (8 02.) Areaot Effect Damage from 2 Direct Hit. 28np 27hp EFFECT guid Contents cid T'diameter hp. ‘Splash —holy/unholy ol, aight 3" diameter 13h.p.* 212hp -1-6hp* “poison 1" ameter special’ special + aming ot spl on creature wal burn for segments, causing 1 ft point of damage per segment. + Direct itt taming ol causes 2-12htpoint of damage he et round, ond 8 ‘onl he pata f damage he sacond round, but ten Burs Out. 1’ iameter 2h RANGE: The range of all such container missies-ie 3°. Beyond 1” is ‘medium, and beyond 2" i long -2 and 5 "to hit” rospactively). HITS: When the derollindeates the missle has it, than itis nacessary to fall again to see ifthe container shatters or not—use the BLOW, CRUSH: ING column on the ITEM SAVING THROW MATRIX. unloss special pro- cedures were taken to wosken the container, i.e. the container was specially score, itis particularly fragile, ete. Damage occurs only if the ‘onttner breaks, excopt with egard to ol which must be alight (flaming) te cause damage. Polson special is dependent upon whether or not the poison sa contact poison oF the container was hued into the mouth of {he target creature. Inthe latter case, breakage isnot necessary ifthe con- tainer vas unstoppered: it stoppered check saving throw for breskage Using the BLOW, NORMAL column of the ITEM SAVING THROW MATRIX. If ll has been specially prepared by insertion ofa rag into the ‘opening ofthe container (or wrapped around the neck of the container) land set aio prior to hurting, it wll burst into flame when the container ‘breaks upon target impact; otherwise, a torch or other means of causing ‘combustion must bo brought into contact withthe oi [SPLASH HITS: All creatures within three fet ofthe impact and breaking point ofthe container missle must save versus poison or be splashed with the contents of the shattered contanet BOULDERS aro considered, for game purposes, to be 1 in diameter for giants, 2” in diameter for siege engines. Range and damage of siege ‘machines i gvon in the appropriate section, (See MONSTER MANUAL for giants" abilities.) (MISSES: {fhe “to ht" io coll indicates a miss, oll 148 and 168. The dB {indicates the tance in feat the missle was of target if the target was large, simply compute the distance from the approprate portion ofthe tar- ‘ee, the charactor aime ata section ofthe floor which 1" square, and ‘miss cstance is peosured from the appropriate edge as explained below.) ‘The d8 indicates the direction in which the distance infos of Sho mis Is measured, S-short lett 6 lett 7 ong loft 4 ahort (before) 8 long (over) [At short range you may optionally se dé to determine distance off target, ‘but then Use dB for long range distance determination. if the mile is hurled ata plane such asa wal, readiong as high, short as ow, measuring tp the wall and then along the eaing down and then along the foot. LIGHTING OIL: Ifa torchis used to attempt to light spied ol, us above procedures for misses, a ttl could landin the puddle of ollorollcovered ‘tea. A lantern should be handled silat, butalso alow itto a2’ diame: ter flaming ol area. Grossing Flaming Olt: Leaping over a puddle of flaming oll wil cause rho damage, unlose the creature 20 doing is highly flammable. Crea- ‘ures with garments of cloth must save versus FIRE, NORMAL on the ITEM SAVING THROW MATRIX or have their gatmants cath fir, Walking through of standing in flaming of wil cause the creature to take 1-4 hit point of damage per melee round. HOLYIUNHOLY WATER: Al forms of undead, as wall as crestures from the lower planes (demons, dovis, night hots, nightmares, otc.) aro affected by HOLY WATER. Paladins, lammmasu, shodu, kiri, and similar raatures of good (or from the upper planes) are affected by UNHOLY WATER. The liquid causes the atfcted creature to suffer a buring 28 if struck by acd. Undead! in non-matarial form cannot be harmed by holy ‘Water, 8. untia ghost rakes on matoral form, itis unaffected, and var ire in gaseous form cannot be harmed by holy water. PLAYERS REFERENCE SCREEN WEAPONS WEAPON TYPES, GENERAL DATA, AND "TO HIT” ADJUSTMENTS Hand Hold Damage vs. Opponent ‘Armor Class Adjustmant Weapon Type Size SorM ‘Size 5 6 Arrow 16 ‘Axe, Battle 18 ‘Axe, Hand 16 Bardiche 28 Bec de Corbin 18 Bill. Guisarme 28 Bo Stick = 16 cus 16 Dagger 14 Dat 13 Fauchard 16 Fauchard— Fork 18 Fist or Open Hand, aS 4 4 0 Basonnee Shion ee 2eeeeosseE Giaive-Guisarme Guisarme ‘Guisarme-Voulge Halbers Hammer, Lucem Harmer avelin Jo Stick {Lance tight horse) ‘Lance (medium horse) Lance (heavy horse) Mace, Footman's Mace, Horseman's Morning Star Partsan Pick, Miltary, Footman’ Pick, Miltary, Horseman's Pike, Aw Quatro (or Bold, ight Quarrel (or Bolt, heavy Ransour* ‘Scimitar Sing bullet Sling stone Spear Spetum* Staff, quarter Sword, bastard” ‘Sword, broad Sword, long ‘Sword, short ‘Sword, two-handed 2 ident 0 2 Voulge 4 a Irae icicae weapon capable of damounting 9 ier on scorv aqua 0 oF greater than the “to hit” sore. * Woapencapabe of starming opponent on 9 sere required o hit AC Any weapon sks at 2 agpnst an opponent's back or smary unseen! ageint stunned, prone, and motionless opponents ny weapon tikes a Range Armor Class Adjustment wo 5 2 3 2 2 0 18 mom 0 15 ate 6 28 18 3 ale 3 6 20 S ciimecocssace Satco-ee ho Stehassse 1 ° ° 1 0 ° ° ° BSSUSToSSarS 3 ‘Axe, hand Bow, composite, long 1 0 ° 4 0 2 2 ° 2 2 O 2 0 mown al Bebom Bbsobbod+ ow ‘Sling (bullet | Sling (stone) 6 1 Spear 2 3 2 Rate of fro a based on tho tun (tor table-top miniature) othe males round. Ranges ae: S + Short, M = Med, L= Long. ‘Armor Cas Austen is based on the weapon or isle being dscharged at short range. Adlust by 1 at all madkim ranges, 2 along ranges. =sonaZ-cenavco-w Oa SONOOKLSOAOG AN obek 28 bon rey — es ® os SPELL TABLES MAGIC-USERS ete lend nto tart seta 2 Soohgrme Coreg Carman commen 32 Gumbonon Sunes 1 Ree Somewee Do 4 Goro noon Smock ot Seat ated 5 Soormtae ‘et ey cake re rcs Ween ome ee repromer fener! + eae Foow oot Fra ro on foo Fae Aco Frc reat Seay fw rea "feo (omen ap fae Fonte 1 Foscres tone Met pan chet era 33 ice te Oe inantaon Soon «he ‘age wn (my 1 Racin on ime tee Cente ior a ot 16 tate Protctece ot Bat sao Saeenig sate ey ot etter Nore Senig ra own a ee oven enaarl Fen Paap Oat Meret Moge re soe on apc Sa 22 etecion rm Et ae maces om met a Moor a) ‘iia ud sow enon ae 2 haamoge ‘Sr ‘Seomsion Wrote Boa wa Troe Warne Seige Wis tok ‘ew tin Wawa B Sew B Saseome 3 oer ning Dae B Sermmacam 1 pata Sa sys Goren Hand ‘Aevont Sosy ‘art St 2 Soetorena ne Secor yO ahs Sng Nant rey ys at ‘Sma! ‘sone 3 Sma Sonne naan (Reznor Cet Scr Sear << tee oucOirerion ash ena Summoning i > em Cans wah ioe Power te Ra : Nosy fee ror pre 3 Ge Honan Sei V orm Semoic Stare rae 12 Ge Ortmdeitiy Nrowaawert Sent Sete Doe ‘weserstce it Gam A ose ore emarncy Twesen 2 tonsa Powe Wot Stn Poors An et wo 13 Cade ovr ty ‘omer % tewar cer See st cn 13 Mont Sermedio¥ Ste re 1 Motu, von ‘apn Sut i oo 1 Powcrnine Rapa 3 Seen ILLUSIONISTS (Magic-Users) 2 Crome sor hs rant 3 coarser Sato Scone £m eee rr 3 Satan trp Paar teow Sep 7 Deenteetler cre Prete Free Invades © Coens Ins Navenacion 3 pa Wage ale Parson 2 ime ‘a top ck nore, Soros Stones 1 comaion che con inal Ry 2 Stouts Sesidow Monsees Dar Shdou Mage cel Sot i Soe er ano ocr Seager reese Sony 3 ieee te eerste inane vn ecm 5 secre, eject trace og men ain SNe een ‘Sie bo shee Fenn Mone Ton Sot 7 Panta ar Shadow Mage Teese 2 Seloriurnes Sonn Seco we ‘ey War Says erenhg Hans Nr ‘Stone Shape Wat roce Clothing Belt 350. Cook Sap. Boots, high, hard 2ap. Gide, broad 2p, Boots, high, soft 192. Girdle, normal ep. Boos, low, hard 9p. Hat Tsp. Boots, low, sot BS. Robe bsp. cap 180. ‘THE MONETARY SYSTEM ‘The basic unit of exchange isthe gold pace (gp. hereafter. There are Batndona orig 4455 Wohmeahe and ee coins of esser and greater value, and these are shawn onthe table below. Garte, bud ee tis also common to use gems of various sorts and values as coin Livostock 10 copper pieces c.p.) = 1 sver piece Chicken 3cp. Horse, medium war 20.siver pleces (s.p.) 19.8. Cow 10g. Horse, ing igh 2electrum pieces (e.p.) <1 9. og, guard Bop Me 1 pleinum piece (p.p-). +59. Dog, hunting Wop. Donkey Bg. Pigeon Thus Goat op. Piglet 200¢.9.+208.p.+20.p.-19.0.+ 1/5 p.. Hawk, lrg Won. Pia Hawk, smal 189. Pony itis assumed that the size and woight ofeach coin i relatively equal © Howse, grat On eae ‘ach other coin, regardless of type. iareteany wees apa oe evened Horse, ight war 190. STARTING MONEY ie ‘Miscellaneous Equipment & Items rear Pls somo ee. eee) Backpack, lather Zap. Pouch, bo, large 190. Fightor/Paiin/ Ranger 50-2009. ( a 292, Pouch, bts pe ge Magic-Useriusionist 2080 9.6. (248) 0x, ron large map. Pouch, ba. B80. Thiet Assassin 20-1209. (246) Box, on, small 85. unas dx, arome cap. 88.9. Monk 520 gp. 6d) Candi, tallow Tep. Quiver 1 score rows cop. 128. Candie, wox 15. Quer | sore bla cap. 158. Case, bone, map or scrol Sg.p. uve, 2score bolts cap. 14.0. BASIC EQUIPMENT AND SUPPLIES COSTS Cape, bom maporseod, Sup. Suber 2s {a0 emer Chest, wooden large 17s:p. Sack, large wep. Banded 90. Ring 39. Chest, wooden, smal Bp. Sack, smal Wen. Chain Team, Seale 4802. Lantem, bulseye 1209p. Sknforwaterorwine 1589. Hoimot reat 18a.9, Shield, large 189-5. Laem, hooded 79. Spike on, loge tep. Hoot. small 10g. Shield, smal 109.0. Miro largo metal fh ceeds Sinden pas Leather Sap, Shield small wooden 19:0 Miror small siver«-209.p._Tinder Box, with fint & steel gp. Padded 499. Spied GP. oil fask of 19. Torch 1ep. Pate 40g. Studded 1597. Pole 1 aoe ame Provisions ‘Artow, normal, single —28.p. avin 1s. Rigor Te ibe See Gn sore areonatare ae 89. Boer, smal, pint Sep. Rations, fon, twock 5g. ‘Arow, siver single 19-7 Be. Fost mectuntemenl tsp, Sein tewok Se os tate ‘$6. 49°. Food, rich meal Tgp. Wine, pint, good sp. ‘axe, hand or throwing 19°. S92. Grain, horse meal, doy 18.5. Wine, pink watared «Bb. Borsche 700. 1090. Bec de corbin 80.9. Pick, Mitr, footnan’s 8g. Bil. Guisarma Gop. Pick, Mittary,horsoman's 5 g.p. aigantciepmce Marconia en Bow, composite short 75g:p. Pike, avi 308. tee Whe eke ah Bow, composieiong 100. Quarrel or Bol), foht, pent eras Bow. long. op. singe 180. Sopp. Bow, short 159.5. Quarrel or Bolt, heowy, Crossbow, heavy Do. score 20. Tac and Hommes Crossbow, bot 12g. Ranseur 45. Banding, chain 20a0. — Saddie Wan. Dagger and scabbers 29. Scimitar 18.0. Barding, leather 100g. Saddle Bogs, large 400. pe Sap. Sing Bulets dozen 188.2. Baring, plate 0G. Saddle Bags, smal 3ap. Fauchard 3op. Sing Bules, score 105. Bitand Bride 1Bsp. Saddle Blonket 3sp. Fauchard— Fork Bop. Spear 19. Heres tsp. Fra, footman’s 3a. Spetum 30. Fal, horsoman's BGP. Sword, bstard, Transport | Seb a La scopes 259. Barge lor Reft, small 509.0. Galey, smal 10.00 ge. Sate Sap. Sword, broad, & seabberd 109.9. Boat, small 759. Ship, merchant, lage 15,0009. Give Guana 109. Sword, long 8 scabbard, 15.9.9. Boat, ong 1800.9. Ship, merchent, smal 5,000 9. Guisarme Sup. Sword, short &scabbard 89.0. Cort Mae ee oe moog. ‘Gusarme—Voulge 790. Sword, wohanded 300.0. Caley, ge 25,0009. Wagon ‘sop. Haber 0p. Tident 409. Hammes, Lucern Jap. Youge 290. Haromer 198. ‘THE CLERIC ‘Minimum wisdom = 9 (13 for multiciassed "of Ht wisdom is greater than 15, «10% XP Any alignment except true neutral Cannot use edged or pointed weapons “Turn undead CCan use most potions, clerical and protection scrolls, most rings, somo rods, wands, and staves, and some other magic ems. Can employ any ‘nonedged, non-pointed magical weapon, and can use all magical armors fand shields Upon becoming &th level, attracts followers Upon becoming Sth level, stronghold possible ‘THE DRUID Must be true neutral Ht wisdom and charisma greater than 16, 103% XP Cannot ten undead Attuned to nature, especialy forests Upon becoming 3d level, gains the folowing abies: ‘Can identify plant types an identify animal types Can identify pure water Gan pass through overgrown areas without leaving a tal, at normal movement ra Upon becoming 7th level, the following abilities apply: is immune to charm spas from woodland beings (nixes, sylphs, etc.) ‘Change form 3 times/day (reptile, bird, mammal) Each form only 1/day Can be as smal as @bulfrong Can be as large asa black bear Each shape change restores 106 X 10% Points of damage. Have own secret language Upon gaining a level above the 2nd, gains a language of choice: centaur, dryad, af, faun, gnome, groan dragon, hill giant, izardman, manticor, rise, pile, sprite, treant. ‘Cannot wear metal armor “2 saving throw ve. fie and lightning Can use any magic item not proscribed but not clerical magic in written form Limited number of high level druids FIGHTERS’, PALADINS’, & RANGERS’ ATTACKS PER MELEE ROUND TABLE Attacks por Level Moloe Round Fightor 1-6 /tround Paladin 1.8 1 round Range? 17 V1 round 2/1 round, 2/1 round 211 round * With any thrusting oF suiting weapon [Note: This excludes melee combat with monsters (q.v.) of loss than one hit aie (a8) and non-exceptional (0 level) humans and. sem humans, ic. all ereatures with less than one eight sided ht die. All of these creatures entitle a fighter to attack once for each of his oF her experience levels (See COMBAT). ‘THE MONK Must have a minimum strength of 15 "Must have a minimum wisdom of 15 "Must have a minimum dexterity of 15 "Must have a minimum constitution of 11 Do not gain 10% XP bonus Dexterity does not effect armor class ‘Must be lawul ‘Add "/2hp damage per level of monk to weapon damage in melee combat. Chance to stun Upon becoming 4th level, multiple attacks ‘Saving throw vs. petification allows monk to dodge non-magica missiles Woon saving throws are made vs. other attack forms, such as fireball or lightening bolt, no damage is sustained by the monk Upon becoming 9th level, when saving throws vs. attack forms such 25, fireball or lighting bolt are, no damage is susteined ‘Upon becoming Sth level, when saving throws are flled vs. attack forms ‘such as fireball orightning bot, 2 damage is sustained by the monk Chance of surprise is reduced "Monks have the following thot abilities at ther level of proficiency Upon becoming 4th level, monks can fall up to 20" if within 1” of wall Upon becoming 6th level, monks can f Upon becoming 13th level, monks can f up t0:30" if within 4” of wall, any distance if within of wall ‘Special bites of monks below ae referenced by the level needed to gain ‘mastery ofthe ability 3. Monk can speak with animals as druids do ‘4. Monk can mask own mind vs. esp with 70% (-2% per level thereater) 5. Monk is not subject to disease. Monk cannot be hasted or slowed 8. Monk can appear dead for up to 2 turns per level of monk 7. Monk can heal self for 14-1 for each level monk is above 6th ‘8. Monk can speak with plants as druids 9. Monk is 60% resistance to beguiling, charms, hypnosis, and sugges tion spells.» 8% por level gained after 9th level 10. Monk has 18inteligence as regards the affects of telepathic and mind blast attacks | 11, Monk is unaffected by al poisons 12. Monk is immune to geas and quest spells 18, Monk acquires quivering palm Monk cannot wear armor “Monks must dispose of most treasure Monks can use any magical weapon not proscribed, rings, and any item usable by 2 thiet Monks gain no bonuses to hit or damage Monks can retain no hirelings or henchmen Unt becoming 6th level, at which time they can retain 2 short term hie- lings Advarced Dungeonsg)ragons® Offi Reece ag DUNGEON MASTER’S SCREEN This ALL NEW edition of the ADVANCED DUNGEONS & DRAGONS? Dungeon Master's Screen has been redesigned. Consisting of two Ree eee eee Res much used tables at your fingertips. One Dee eR ens Pe Ue Re peri e ond for the Player. You'll find this new edition ee tea ed Dee ee Ce A UNL) DY elke) eae CO SMe Ce ad be used without the AD&D® rules produced by Bic Cn a ea cae Rees eee SA od rns ee Ty PIE ce ead 0-88038-224-4 Mil Ercear inl 46363 09146 | 0

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