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1e D&D Rules Expansion

Adam Wolf, January 2020

House Rules
Combat is divided into segments, not rounds, and combat actions (including spell casting)
take place over seconds, not segments. The information in this document is based on this.
Armor class “to hit” adjustments based on weapon type should be used (see Unearthed Arcana,
pages 27-28). This makes for more realistic combat durations.

Rangers do not get bonuses when fighting the “giant class.” However, to avoid donating treasure
they can’t carry, Rangers may convert treasure to valuable gems (for a 10% fee) and carry the
gems.

Fighters do not get additional attacks (based on their level) against enemies with less than one hit
die.

Druids do not gain the ability to change form.

Magic armor does not adversely affect encumbrance or movement.

Encumbrance
Base maximum encumbrance (i.e. the maximum weight that can be carried) is 150 pounds, and
the weight allowances listed in Strength Table II, Player’s Handbook, page 9, and Monster
Manual II, page 7 (which are in gold pieces, not pounds), should be treated as bonuses/penalties
and added to this. Strength scores for monsters that are not listed below or identified in the 1e
manuals might be found in the 3e manuals. Weight allowance additions for each (monster)
Strength point above 25 should be increased in 20% increments. Encumbrances for pack
animals and flying creatures are listed in Wilderness Survival Guide, pages 32 and 47.

Selected Humanoid Strengths


Bugbear: 17 (+1, +1); Leader and Subchief: 18 (+1, +2); Chief: 18/50 (+1, +3)
Dwarf Average: 14
Elf Average: 12
Flind: 17 (+1, +1)
Giants: Cloud: 23 (+5, +11)
Fire: 22 (+4, +10)
Fog: 23 (+5, +11)
Frost: 21 (+4, +9)
Hill: 19 (+3, +7)
Mountain: 22 (+4, +10)
Stone: 20 (+3, +8)
Storm: 24 (+6, +12)
Gnoll: 16 (+1 damage); Guard: 17 (+1, +1); Chieftain: 18 (+1, +2)
Gnome Average: 10
Goblin: 10; Guard and Subchief: 15; Bodyguard and Chief: 16 (+1 damage)
Halfling Average: 8
Hobgoblin: 15; Bodyguard and Subchief: 18 (+1, +2); Chief: 18/01 (+1, +3)
Human Average: 12
Kobold: 9; Guard, Leader, and Chief: 10
Lizard Man: 15
Minotaur: 18 (+1, +2)
Ogre: 18/00 (+3, +6); Leader: 19 (+3, +7); Chieftain: 20 (+3, +8); Female: 18/56 (+2, +4)
Orc: 12; Guard and Subchief: 16 (+1 damage); Bodyguard and Chief: 17 (+1, +1)
Titan: 25 (+7, +14)
Troglodyte: 14
Troll: 18/00 (+3, +6)
Troll, Giant: 19 (+3, +7)

Movement
The following are maximum base movement rates (sprinting) for Humans and Demi-Humans
based on encumbrance, and they are always in feet per segment.

Less than 3 pounds carried = 15” maximum movement rate (i.e. 150 feet per segment)
3-6 pounds = 14”
6-9 pounds = 13”
9-15 pounds = 12”
15-30 pounds = 11”
Each additional 15 pounds reduces the maximum base movement rate by 1”. The maximum
base movement rate is also reduced by 1” for every 2 Strength points below 9. The maximum
base movement rate may not be reduced below 3” – until maximum encumbrance is reached, at
which point it becomes 0”. Refer to Dungeon Master’s Guide, Appendix O, for the weights of
standard items, and Unearthed Arcana, pages 26 and 75, for the weights of weapons and armor.

These movement rates are increased by 1% for


 every inch of height over 72 inches – up to a maximum height of 78 inches;
 every Strength point above 13 – up to a maximum Strength of 18; and
 each Dexterity defensive adjustment point.

These movement rates are decreased by


 1% for every inch of height below 72 inches; and
 1% for every pound of body weight above average; then
 half the ratio of years past the mature age category (see Dungeon Master’s Guide, page
13) to years of life remaining (see Dungeon Master’s Guide, page 15); and then
 half the ratio of lost hit points to total hit points.
Movement rates during combat are 10% of maximums; during normal walking, 20%; jogging,
40%; running, 80%. Movement in the dungeon while exploring and mapping is 1” per round,
not per turn. Movement rates in water are reduced based on the depth:
 foot-deep (or 3% of creature height*) = 90%;
 foot to ankle-deep (or 3-6% of creature height) = 75%;
 ankle to knee-deep (or 6-30% of creature height) = 50%;
 knee to waist-deep (or 30-50% of creature height) = 25%**;
 waist to nose-deep (or 50-94% of creature height) = 10%;
 nose to crown-deep (or 94-100% of creature height) = 5%.

*The height of a creature with four or more legs (not including extremely long creatures) is its
shoulder or hip height, whichever is greater. The shoulder/hip heights of non-fantastical animals
that are not listed in the manuals can be obtained via internet searches. The shoulder/hip height
of a fantastical monster with a build similar to that of a non-fantastical animal should be
comparable to that of the non-fantastical animal (e.g. Ki-Rin and Draft Horse). The shoulder/hip
heights of fantastical monsters that cannot be compared to non-fantastical animals (and that are
not extremely long) can usually be estimated as 2/3 body length (not including heads/necks or
tails). The height of an extremely long creature (e.g. snake, Giant Slug, giant myriapod, Carrion
Crawler, Remorhaz, giant worm, etc.) is its vertical body thickness.

**A creature may begin swimming (possibly at a greater speed – see below) once the water
depth reaches 50% of its height. The maximum walking rate in water may not be reduced below
1”, unless the creature is walking through water that is nose to crown-deep with its nose above
the surface (by raising its nose and walking on its toes).

Movement rates for monsters are identified in the 1e manuals. These rates should be considered
as average running/galloping speeds (4x normal walking/trotting rates, 2x jogging/loping speeds)
under typical encumbrance; sprinting should be allowed (increase rates by 20%). The movement
rate for bears is 15”; lions, 21”; other great cats, 18”.

The movement rate of an encumbered monster is decreased by the ratio of weight carried beyond
that of its normal gear to the amount of weight allowed beyond its normal gear, down to a
minimum rate of 3” (until its maximum encumbrance is reached, at which point it becomes 0”).
For example, an Orc with a Strength of 12 (10-pound weight allowance bonus) and with typical
gear, including clothes (3 pounds), Ring Mail (25 pounds), hard boots (6 pounds), a full flask (2
pounds), a backpack containing a little food, some small items, and a few coins (6 pounds), and a
halberd (18 pounds), has a move of 9”. Its gear takes up 60 pounds of its 160-pound maximum
encumbrance, leaving 100 pounds of additional weight that it may carry. After a successful raid,
it hangs a hand axe (5 pounds) on its backpack and hefts a large sack full of 400 copper pieces
(40 pounds) over its shoulder. Its movement rate is reduced by 45 / 100 = 0.45, and the rate
drops from 9” to 5”. An Old Black Dragon with a Strength of 27 (2160-pound weight allowance
bonus) has a move of 12”. Its Master loads it with 1500 pounds of treasure to carry. Its
movement rate is reduced by 1500 / (150 + 2160) = 0.65, and the rate drops from 12” to 4”. See
the following section for details on movement rates of encumbered flying creatures.
Increased Movement Endurance
A character’s Strength equals the number of rounds they can jog (or conduct a strenuous activity
that requires similar effort) before they must make a Constitution check. (To make an ability
check, roll d20, and a result higher than the ability score fails. Treat ability scores greater than
19 as 19.) Add/subtract 1 round for each Constitution hit point adjustment. The duration is
multiplied by 0.5 for running, 0.1 for sprinting. At the end of the duration, the character must
make a Constitution check each round. If they fail, then they must rest for a turn, drop to the
next lower speed for at least the same duration, or become fatigued*. If speed is increased from
the lowered speed, then the duration of the increased speed is reduced by 1 round before a
Constitution check is required. Going uphill reduces the movement rate by 1% for each percent
increase in grade.

*A fatigued character’s ability scores each drop by 2 points (to a minimum of 3), and their
actions are at -2 (10% penalty). A fatigued character can rest for 2 turns to recover, or they can
continue their strenuous activity and make a Constitution check every round (with the lowered
Constitution and -2 action penalty). Failure means the character has become exhausted and must
rest for at least a turn. If an exhausted character is forced to act in order to defend themself,
ability scores each drop by 2 more points, and actions are at -4 (20% penalty). After each turn of
rest, the exhausted character makes a Constitution check (again with the lowered Constitution
and -2 action penalty). Success means they become fatigued.

Constitution checks for fatigue and exhaustion are made with a +1 penalty for every 5° F above
85° F ambient temperature and every 10% humidity above 50% ambient humidity when the
temperature is above 85° F. Another +2 penalty is applied if the character is in direct sunlight
under these conditions. A failed Constitution check for exhaustion under these conditions means
the character falls unconscious due to heat stroke. The character will remain unconscious until
they are actively cooled (with water, fanning, wind, etc.) for a turn or passively cooled (e.g. by
lying in shade) for 2 turns, after which they will regain consciousness and can begin making
Constitution checks to become fatigued. If they are not cooled (e.g. lying in sunlight or next to a
great heat source), then they will remain unconscious and must make a successful Constitution
check each turn or die.

Follow these same procedures for monsters moving at increased speeds (or conducting strenuous
activities that require similar effort), but do not consider hit point adjustments. Ability scores for
monsters that are not listed above or identified in the 1e manuals might be found in the 3e
manuals. If a monster is resistant to heat, then disregard the possibility of heat stroke.

For movement rates and endurances of encumbered flying creatures, refer to Wilderness Survival
Guide, pages 47 and 89. The stamina of an encumbered flying creature is decreased by the ratio
of weight carried beyond its normal flying load to the amount of weight allowed beyond its
normal flying load; its flying speed is decreased by this ratio multiplied by the difference
between its flying rates under normal and maximum loads. For example, if a Pegasus (normal/
maximum flying loads of 400/650 pounds, maximum/minimum flying rates of 48”/24”, stamina
of 12 turns) flies with a load of 500 pounds, its stamina is reduced by [(500 – 400) / (650 – 400)]
= 0.4, from 12 turns to 7 turns. Its flying rate drops by 0.4 x (48” – 24”) = 10”, from 48” to 38”.
A flying creature may not “sprint” if it has any encumbrance. Note that the loads listed for
dragons are for Great Wyrms and must be reduced for younger dragons (see the section on
Dragons below.)

Jumping
To determine how far/high a humanoid can jump, multiply its maximum movement rate (in total
feet) by the fraction indicated below for the type of jump.
 Broad*: 1/15th
 Standing: 1/30th
 High*: 1/40th
 Vertical: 1/50th
 Backwards: 1/60th

*Must have at least 20 feet of running distance.

The following table may be used as a reference.

Movement Rate Broad (1/15th) Standing (1/30th) High (1/40th) Vertical** (1/50th) Backwards (1/60th)
18” 12’ 6’ 4.5’ 3.6’ 3’
15” 10’ 5’ 3.75’ 3’ 2.5’
14” 9.33’ 4.67’ 3.5’ 2.8’ 2.33’
13” 8.67’ 4.33’ 3.25’ 2.6’ 2.17’
12” 8’ 4’ 3’ 2.4’ 2’
11” 7.33’ 3.67’ 2.75’ 2.2’ 1.83’
10” 6.67’ 3.33’ 2.5’ 2’ 1.67’
9” 6’ 3’ 2.25’ 1.8’ 1.5’
8” 5.33’ 2.67’ 2’ 1.6’ 1.33’
7” 4.67’ 2.33’ 1.75’ 1.4’ 1.17’
6” 4’ 2’ 1.5’ 1.2’ 1’
5” 3.33’ 1.67’ 1.25’ 1’ 0.83’
4” 2.67’ 1.33’ 1’ 0.8’ 0.67’
3” 2’ 1’ 0.75’ 0.6’ 0.5’

**The average standing reach of a humanoid is 1.33x greater than its standing height.

Double/halve these values for each doubling/halving of the humanoid’s height above/below 6
feet. When a humanoid jumps, make a Strength check. For every point of the roll under/over its
Strength (up to a maximum Strength of 19), increase/decrease the distance by 2%.

For example, a 6-foot-tall Human with a Move of 10” and a Strength of 15 attempts to broad
jump a fissure 7 feet wide. Their Strength check comes up a 12, so they jump 7.07 feet [6.67 +
(15 – 12)0.02(6.67)] and clear the fissure. The same person then tries to jump up and grab a bar
10 feet above the ground. They roll a 19 on their Strength check and only reach a height of 9.82
feet {[(6 x 1.33) + [2 – (19 – 15)0.02(2)]}, missing the bar. They try again, roll a 14, reach 10.02
feet {[[6 x 1.33] + [2 + (15 – 14)0.02(2)]}, and grab the bar. If the jumper had been a 3-foot-tall
Halfling, they would clear 3.54 feet and reach heights of 4.91 feet and 5.01 feet; a 4.5-foot-tall
Dwarf, they would clear 5.30 feet and reach heights of 7.37 feet and 7.52 feet.
Note that Thief-Acrobats are allowed greater jumping distances (refer to the Thief-Acrobat
Function Table, Unearthed Arcana, page 24). The height of a Thief-Acrobat’s vertical jump is
20% less than their high jump. A pole vault requires a pole at least 2/3 as long as the height to
be vaulted.

Jumping distances for animals may be obtained via internet searches. The jumping distance for a
fantastical monster with a build similar to that of a non-fantastical animal should be comparable
to that of the non-fantastical animal. Jumping distances for fantastical monsters that cannot be
compared to non-fantastical animals can be estimated using the method above as a guide and
their body lengths (not including heads/necks or tails). Creatures without legs, or with extremely
long bodies, generally cannot jump. However, if such a creature has vision (e.g. snake, Giant
Slug, myriapod, Carrion Crawler, Remorhaz, etc.), then it can cross a span half its body length
and reach a height of 2/9 its length (or how high it can rear up).

Underwater Actions
A non-aquatic creature may hold its breath for a number of segments equal to its Constitution,
doubled if inactive, halved if very active. A Constitution check must be made every segment
thereafter, with a +2 cumulative penalty each subsequent segment. Failure means loss of
consciousness, at which point the creature’s body will reflexively inhale (and cause drowning if
underwater).

The maximum base swimming rate for non-aquatic mammals without clothes or fur is 2”; with
clothes or fur, 1”. Magic armor is considered as clothing. Characters increase/decrease their
maximum base swimming rate by 0.5” for each Dexterity defensive adjustment point.
Swimming rates are always in feet per segment.

The maximum base swimming rates for other monsters without swimming rates noted in the 1e
manuals are as follows:
 serpents, dragons, and lizard-like creatures = ½ their listed movement rates;
 dinosaurs and other reptiles = 2”;
 waterfowl = 2” (diving birds may swim underwater at 6”);
 birds other than waterfowl = 1”;
 insect, arachnid, and myriapod-like creatures = 0” (grubs, worms, gastropods, and
crustaceans will sink);
 corporeal undead with non-rotting flesh (Ghouls, Ghasts, Wights) = 2” (Lacedons = 3”);
 corporeal undead with rotting flesh (Zombies, Mummies, Sons of Kyuss) = 1” (corporeal
undead without flesh, like Skeletons and Huecuva, will sink);
 amphibians = their listed movement rates;
 plants and fungi = 0”;
 slimes and oozes = 0” (puddings, jellies, and Mimics will sink); and
 other fantastical monsters that are able to float = 2” (Kopoacinths = 8”, Scrags = 4”), or
their listed movement rate if it is less.
These rates are increased by 1% for every inch of length over 72 inches – up to a maximum of 96
additional inches – and every Strength point above 13 – up to a maximum Strength of 18. They
are decreased for the same reasons listed in the section on Movement above.

A creature may tow something on the water behind it if the object has neutral or better buoyancy
and is not significantly larger (e.g. another creature, a rowboat, a small raft, etc.). A creature
may tow such an object underwater only if it is of approximately neutral buoyancy. The
swimming rate of a creature towing such an object is reduced based on the size of the object:
 100-150% of swimming creature’s size = 10%;
 50-100% of swimming creature’s size = 25%;
 25-50% of swimming creature’s size = 50%;
 10-25% of swimming creature’s size = 75%;
 1-10% of swimming creature’s size = 90%.

A creature may carry an additional 0.5% of its body weight for each Strength point while
swimming, but its maximum swimming rate is decreased by the ratio of extra weight carried to
the total extra weight allowed. Weight beyond the limit will cause the creature to sink at a rate
of 0.1” for each additional 0.5% of its body weight, up to a maximum rate of 3”.

A creature may intentionally use added weight to dive faster than its swimming speed: increase
by 0.1” for each 0.5% of its body weight added, up to a maximum speed of 4”. However, an air-
breathing creature that sinks at more than its maximum swimming speed will take 1 hit point of
damage for every 10 feet it sinks below a depth of 40 feet. A non-marine, air breathing creature
will take d6 hit points of damage for every 30 feet it goes below a depth of 60 feet, regardless of
diving speed. A non-marine, air-breathing creature will lose consciousness below a depth of 150
feet and die below a depth of 210 feet, even if it returns to the surface before drowning.

A non-marine, air-breathing creature that returns to the surface from a depth of greater than 60
feet must ascend at a rate of 0.3” or less or else suffer the bends. A creature with the bends is +2
to be hit and acts at -4 (20% penalty) due to the pain. The bends will last an hour for every 10
feet the creature ascended at more than 0.3”. If the rate of ascent (from below a depth of 60 feet)
is more than 1”, then the creature will take d6 hit points of damage for every 30 feet of ascent. A
lift bag (air bladder at least as big as the diver) will rise through the water with a diver at 5”.
Diving problems caused by water pressure are negated by Water Breathing, Free Action, or Airy
Water. (A Helm of Underwater Action does not produce a bubble of air – it allows water
breathing.)

The maximum movement rate for walking/running underwater is 1”. Only thrusting weapons
may be used underwater, at -4 to hit. If a creature launches itself off something solid and fixed
while underwater (e.g. the bottom), then its swimming rate increases by up to 1” for the next
segment.

Diving into a water body from less than 10 feet above its surface adds 1” to the swimming rate;
add 0.5” for each additional 10 feet above the water after the first 10 feet of elevation, up to a
maximum height of 40 feet. (Note that some creatures are unable to dive due to their body
structures.) This additional movement rate is lost after the first segment.

A character may swim for a number of turns equal to their Strength before having to make a
Constitution check. A turn is added for each Constitution hit point adjustment bonus, subtracted
for each 0.5% of body weight carried. The adjusted duration is doubled if unclothed, halved if
the character is swimming at more than 75% of their maximum rate. At the end of the duration,
the character must make a successful Constitution check each turn or else rest for a turn or
become fatigued (see above). If a fatigued swimmer continues swimming, then their subsequent
Constitution checks are made each turn (rather than each round). If a fatigued swimmer becomes
exhausted (see above) and is unable to rest, then they are no longer able to keep their head above
water. Follow this same procedure for non-aquatic monsters, but do not consider hit point
adjustments.

The swimming duration for an aquatic monster is doubled for each 20% decrease below its noted
swimming speed, halved if swimming at its maximum (“sprinting”) rate. If it fails its
Constitution check at the end of the duration, then it must rest for a turn, reduce its swimming
rate by at least 20% for at least the same duration, or become fatigued. If the rate is increased
from the lowered one, then the duration at the increased rate is reduced by 1 round before a
Constitution check is required.

These changes to the movement rules enhance character and creature diversity and provide for
more believable pursuits/evasions and travel durations.

Moving Water
Rapids are categorized into six classes (the same as for the rafting industry). A creature might
take damage if it is in Class IV (very rough), Class V (extremely rough), or Class VI (roughest)
rapids. The flow speeds of such rapids range from 5” to 26” based on the streambed, gradient,
volume, and inflow. A creature will take the following damage for every 1” of flow rate above
6”, per 100 yards: Class IV rapids, 1 hit point; Class V rapids, 2 hit points; Class VI rapids, 3 hit
points. A creature may pull itself free from such a rapid by swimming to the shoreline and
making a successful Strength check, which may be attempted every 100 yards. Checks are made
with a +1 penalty for each 1” of flow rate above 6”. Checks in Class V and Class VI rapids incur
additional penalties of +2 and +4, respectively.

Bipeds will be swept away by ankle-deep (or 3-6% of creature height) water moving more than
6”, knee-deep (or 6-30% of creature height) water moving more than 4”, waist-deep (or 30-50%
of creature height) water moving more than 2”, and chest-deep (or 50-75% of creature height)
water moving more than 1”. (See above for determining creature heights.) These rates are
doubled for creatures with four or more legs, halved for creatures without legs.

Hypothermia
A character becomes hypothermic and begins shivering after one turn in 55° F water. Add or
subtract 1 round for each 10 pounds of body weight above or below average and for each 2.5° F
above or below 55° F, up to a maximum of 65° F. Becoming hypothermic due to water means
temporarily losing d6 hit points every round and 1 point from each ability score (to a minimum
of 3) every round until a heat source is available. (Loss of temporary hit points can result in
death.) Heat sources restore temporarily lost hit points at d6 per round and ability score points at
1 per round.

An unclothed character in air that is between 0° F and 10° F must make a successful Constitution
check every turn or else temporarily lose d6 hit points and 1 point from each ability score until
dry clothing or a heat source is available. Add a turn for each additional 10° F, up to a maximum
temperature of 60° F. Check every round in temperatures below 0° F. If there is wind, multiply
the wind speed (in mph) by 0.7 and subtract this value from the ambient air temperature.

Add 20° F to the ambient air temperature for each layer of ordinary clothing or metallic armor
worn and subtract 20° F if wet. Wind chill is not a factor if clothed (as it is assumed all skin is
covered). Leather armor or clothing that is as thick as a jacket (e.g. a cloak) counts as two
layers. Padded armor or clothing that is as thick as a coat counts as three layers. In other words,
normal clothing/metallic armor protects down to 40° F; two layers of, or thick, clothing protects
down to 20° F; three layers (clothing/metallic armor plus full jacketing) down to 0° F; four layers
(clothing/metallic armor plus full coating) to -20° F.

Example: a character wearing mail and a cloak (three layers) in air that is between 0° F and -10°
F needs to make a Constitution check for hypothermia every 6 turns. (If they lose their cloak,
every 2 turns.) If the temperature drops to between -10° F and -20° F, they must check every 5
turns (or every turn if they lose their cloak). If the temperature rises to between 0° F and 10° F,
they do not need to make Constitution checks for hypothermia (unless they lose their cloak, in
which case they must check every 3 turns).

After more than 50% of a character’s hit points have been temporarily lost, 10% of the loss
becomes actual (as frostbite to extremities); after more than 75% of a character’s hit points have
been lost (including temporary), a digit (3/6 chance), ear (1/6 chance), nose (1/6 chance), or
cheek (1/6 chance) will be lost for every additional 1% hit point loss (including temporary).
Loss of facial features reduces Comeliness by d6 points.

Critical Hits and Fumbles


On a natural “to hit” roll of 1 (no damage), there is a 5% chance of a fumble. Roll d6 to
determine fumbles, and disregard even results if a weapon is not used.
1 Stumble; 50% chance of bumping into an adjacent ally (if there is one), who will
stumble too if they fail a Dexterity check; loss of initiative for the next segment to
recover.
2 Drop weapon; loss of action for the next segment to recover it.
3 Blinded by clothing, dirt, sweat, bugs, etc.; loss of action for the next segment to
recover.
4 Weapon breaks if it fails to save versus crushing blow. (Loss of action for the next
segment to draw another one.)
5 Fall down; 50% chance of hitting an adjacent ally (if there is one), who will stumble,
or fall down if they fail a Dexterity check; loss of action for the next segment to get
up.
6 Weapon flung 3d4 feet; loss of action for the next segment, and loss of initiative the
following segment, to recover it.

On a natural “to hit” roll of 20 (double damage – unless a 20 or greater is needed to hit), there is
a 1% chance of a critical hit. Roll d6 to determine critical hits.
1-2 Loss of a leg (1/3 low, 1/3 middle, 1/3 high). The exact means of loss is dependent
on the attack. The limb might be severed, crushed, burned away, frozen off, nerve-
damaged/withered, rotted, etc. If the leg is removed, or if the damage is caused by an
edged or pointed weapon, then there will be d6 hit points of bleeding damage per
round per level (or hit die) of the victim until measures are taken to stop it.
3-4 Loss of an arm (1/3 low, 1/3 middle, 1/3 high). The exact means of loss is dependent
on the attack. The limb might be severed, crushed, burned away, frozen off, nerve-
damaged/withered, rotted, etc. If the arm is removed, or if the damage is caused by
an edged or pointed weapon, then there will be d4 hit points of bleeding damage per
round per level (or hit die) of the victim until measures are taken to stop it.
5 Damage to the face. Roll d8.
1. Nose 5. Chin * If additional result was
2. Eye/Brow (blinded) 6. Ear already rolled, or if it is
3. Cheek 7. Roll d6 2x* a non-contiguous feature,
4. Mouth 8. Roll d6 3x* then re-roll.
Comeliness will drop by d6 points, unless the damage is from fire or acid (see below).
6 Blow to the head (80%) or neck (20%). Save versus death magic or fall unconscious
for d4 rounds. If the damage is to the neck and caused by an edged or pointed
weapon, then there will be d8 hit points of bleeding damage per round per level (or
hit die) of the victim until measures are taken to stop it.
If the damage is from fire or acid, then there will be scarring that will reduce Comeliness by 1
point per 10% loss of total hit points. If any burns are received from fire or acid that did not
need a “to hit” roll to cause damage (e.g. magic or dragon breath), then roll d20. If a 1 comes up,
there is a 2% chance of scarring.

Falling Damage
Falling damage is d6 hit points for every 10 feet, up to a maximum of 1200 feet (terminal
velocity – after falling at 32 feet/s2 for approximately 8 seconds). Damage is reduced by 1 hit
point for every foot of the creature’s height over 6 feet (see above for determining creature
heights). For the purpose of determining falling damage to an extremely long creature (e.g.
snake, Giant Slug, giant myriapod, Carrion Crawler, Remorhaz, giant worm, etc.), its height
should be estimated as 2/9 its body length (or how high it can rear up).

Landing on something relatively soft (e.g. another creature) reduces damage by half. Landing on
something very soft (e.g. a haystack, a deep snow bank, netting, pine boughs piled on a steep
slope, etc.) negates or reduces damage as shown below – if the material is thick enough (use your
judgement).
 30 feet or less = no damage
 30 – 100 feet = no damage with a successful Dexterity check, otherwise damage is ¼
 100 – 300 feet = ¼ damage with a successful Dexterity check, otherwise damage is ½
 300 – 500 feet = ½ damage with a successful Dexterity check
 more than 500 feet = ½ damage with a successful Dexterity check AND a successful save
versus petrification

Falling onto water causes damage if the fall is more than 40 feet. Damage is d6 hit points for
each 10 feet above 40, but a successful Dexterity check will negate damage. If the fall is more
than 100 feet, then a successful Dexterity check means damage will be d6 hit points for each 10
feet above 100; failure means normal damage is taken (d6 hit points for every 10 feet fallen). If
the depth of the water is less than the creature’s height (see above for determining creature
heights), then the creature is not allowed a Dexterity check. Falling onto water while in a free-
falling waterfall halves damage, and a successful save versus breath weapon will drop damage to
10%.

If a character sustains falling damage of 3d6 or more, then they must make a successful
Dexterity check or suffer a broken bone for each point of the roll over their Dexterity. There is a
+1 penalty for each additional d6 damage after the first 3d6. A character with a broken bone is
+2 to be hit and acts at -4 (20% penalty) for a week due to the pain. A broken bone will take 6-8
weeks to heal. If more than one bone is broken, or if there is more than one break to the same
bone, then add 1 week to the healing time for each additional break. Roll d20 to determine
breaks.
1-10 Leg (1/3 low, 1/3 middle, 1/3 high); loss of use
11-16 Arm (1/3 low, 1/3 middle, 1/3 high); loss of use
17-19 Torso – Roll d8
1-3 Rib
4 Coccyx
5 Clavicle; loss of use of corresponding arm
6 Scapula; loss of use of corresponding arm
7 Pelvis; unable to walk
8 Spine (1/3 low, 1/3 middle, 1/3 high); 5% chance of paralysis for
every 10 feet of fall (low/middle = legs; high = arms and legs)
20 Skull; comatose for a day per each hit point of damage.

If there are more than 10 breaks to a leg or an arm, or more than 3 breaks to a clavicle or a
scapula, then that appendage will be permanently crippled. Each fracture of the skull after the
first will result in a 10% chance of either a permanent coma (50%) or death (50%).

Sliding down a slope steeper than 50° will cause damage as indicated below.
 50-60°: d6 hit points of damage per 50 feet (unless extremely smooth); landing at the
bottom causes d6 hit points of damage for every 60 feet (2d6 if extremely smooth); may
attempt to stop slide within 40 feet.
 60-70°: d6 hit points of damage per 40 feet (unless extremely smooth); landing at the
bottom causes d6 hit points of damage for every 50 feet (2d6 if extremely smooth); may
attempt to stop slide within 30 feet.
 70-80°: d6 hit points of damage per 30 feet (unless extremely smooth); landing at the
bottom causes d6 hit points of damage for every 40 feet (2d6 if extremely smooth); may
attempt to stop slide within 20 feet.
 80-90°: d6 hit points of damage per 20 feet (unless extremely smooth); landing at the
bottom causes d6 hit points of damage for every 30 feet (2d6 if extremely smooth); may
attempt to stop slide within 10 feet.

A character may stop their slide/fall (if the adjacent surface is not slippery or extremely smooth)
by rolling half their climbing rating (see Dungeoneer’s Survival Guide, pages 14-16) or less on a
d100; a quarter their climbing rating or less if the surface is slightly slippery. (The base climbing
rating for Non-Thieves and monsters is 40%; for Thieves it is their climb walls percentage.) Add
a point to the adjusted rating for each degree of the slope below 90°, and add 50 points if there is
a ladder within reach. Penalties for wearing armor may be found in the expanded Thieves Table
II (climb walls row) below.

Dropped Boulders
A 50-pound weight falling 10 feet on an upright, vertical creature (like a standing person) will
cause d6 hit points of damage. The damage will double for each doubling of weight and height,
halve for each halving of weight and height. For example, a 100-pound ceiling block falling
from a 10-foot ceiling onto a 5-foot-tall elf (fall of 5 feet) causes d6 damage; a 200-pound stone
falling 40 feet would cause 16d6 hit points of damage; a 3-pound stone falling 20 feet would
cause 1 hit point of damage. Damage is halved for every 6 feet of creature height above 6. For
example, if the 200-pound stone in the last example fell on a 12-foot-tall giant, the damage
would be 8d6 hit points; on a 9-foot-tall Troll, 12d6. Adjust damage to non-vertical creatures,
like prone humanoids, Carrion Crawlers, dragons, snakes, giant worms, giant myriapods, etc., by
dividing 1 by the creature’s length (in feet) and then multiplying by the unadjusted damage. (It
is less likely for a falling boulder to strike a critical part of a creature’s anatomy [like its head]
when the creature is prone – especially if the creature is very large.) If the creature is vertical
and not wearing a helmet, there is a 1% chance for every hit point of damage that the creature
will be knocked unconscious for d4 rounds. Treat weights falling more than 1200 feet as 1200
feet (terminal velocity). If the dropped weight is relatively soft (e.g. a creature), damage is
halved.

If a falling object is seen or heard from 30 feet away or more, it can be avoided – so long as the
creature has greater than animal intelligence. This distance is reduced by 5 feet for each
Dexterity point above 14 – up to a maximum Dexterity of 19. This distance is increased by 5
feet for each Dexterity point below 7. For example, if a 5-foot-tall character with a normal
Dexterity sees or hears a rock break free from the roof of a 35-foot-high cavern (30 feet) directly
above them, then they can step aside and dodge it; a creature with a Dexterity of 17 could dodge
such a rock falling from 15 feet above them.

Pendulum damage (when falling from horizontal to vertical) is equal to the damage caused by
the weight at the end of the arm falling the length of the arm.

Crushing Damage
To determine crushing damage, subtract 150 pounds (maximum encumbrance for normal
strengths) and the creature’s weight allowance bonus/penalty (see the section on Encumbrance
above) from the crushing weight, and then calculate damage for the adjusted weight falling half a
foot (see the section on Dropped Boulders above). Damage is per segment. For example, a
character with a Strength of 17 (50-pound weight allowance bonus) crushed beneath an iron plate
that weighs 1000 pounds takes d6 hit points of damage each segment they are under the plate
(1000 pounds – 200 pounds = 800 pounds; damage for 800 pounds falling ½ foot = d6).
Crushing damage caused by relatively soft weights (e.g. creatures) is halved.

Damage to Tall Opponents


Base damage from melee weapons is -1 hit point for each 50% height advantage of an opponent.
For example, a 6-foot-tall swordsman striking a giant 9-12 feet tall inflicts -1 hit point of base
damage; -2 hit points for 12-15 feet; -3 for 15-18 feet, etc. A 3-foot-tall Halfling striking a 4.5-
foot-tall Dwarf with a short sword inflicts -1 hit point of base damage; -2 hit points against a 6-
foot-tall Human; -3 against a 7.5-foot-tall Bugbear; -4 versus a 9-foot-tall Troll, etc. (It is not
good to be a short creature in a melee!) This is due to difficulty in “fighting upward” and
reaching vital parts of a significantly taller opponent’s anatomy.

Zero / Negative Hit Points


Unconsciousness occurs between 0 hit points and -1 hit point per level, with death occurring
below that. Once unconscious, an additional hit point will be lost each round unless a
Constitution check is successful or aid is rendered.

Magic Resistance
In addition to being adjusted up/down 5% based on the caster’s level below/above 11th, magic
resistance is also adjusted down 5% for each spell level above 1st.

Lack of Sleep
The effects in Table 37 of Wilderness Survival Guide should be changed: each hour below 5
means a -1 (5%) action penalty, +1 to be hit, and a 5% chance of spell failure. If a character has
less than 1 hour of sleep (total, not average) within 48 hours, they will collapse and automatically
sleep (as if under the spell) for 7d4 rounds. If they are roused before the 7d4 rounds have
passed, their only actions will be to stop the harassment and go back to sleep for the remainder of
the mandatory period. Each such collapse will reduce the following 48-hour period by 12 hours.
(If they get less than 1 hour of sleep within the next 36 hours, they will collapse again. If they
get less than 1 hour of sleep within the following 24 hours, they will collapse, and so on.) If they
go through 5 successive collapses, they will automatically sleep for 5d4 hours. These rules may
generally be applied to monsters too.

Toxic Clouds
A cloud (of gas, smoke, chemicals, vapor, etc.) not emanating continuously from a source will
last for a number of rounds equal to its thinnest diameter (in yards) multiplied by 0.66 to the
power of the wind speed (in mph): diametermin x 0.66wind speed. Such clouds are moved by wind (at
the same speed). For example, a Green Dragon breathes a 50’x40’x30’ cloud of chlorine gas in a
cavern with an air current moving through it at 4 mph. The cloud will last 1.9 rounds (19
segments, 10 yards x 0.664) and drift with the current at 35.2 feet per segment (covering a total
distance of 668 feet) before dissipating.

A cloud (of smoke, chemicals, spores, etc.) emanating continuously from a source (e.g. a fire,
Ghast, fungus, or plant) is also shifted by the wind. For example, the 10-foot radius (20-foot
diameter) stench cloud around a Ghast or a Mustard Jelly in a 6-mph breeze will be shifted 6 feet
downwind; 4 feet of stench in the upwind direction and 16 feet downwind. Continuously emitted
clouds with a radius of 10 feet or less are rendered ineffective by winds faster than 10 mph.
Such clouds with a radius of more than 10 feet are decreased in radius by 1 foot per mph of wind
speed. For example, the 60-foot radius (120-foot diameter) scent cloud around a Mantrap in a
20-mph wind will be shifted 20 feet downwind and reduced to a radius of 40 feet (80-foot
diameter); 20 feet of scent in the upwind direction and 60 feet downwind. A 50-mph wind
would result in a 20-foot diameter scent cloud centered around a point 50 feet downwind from
the source (a scent “bubble”).

War Machines
Catapult stones are 1 foot in diameter (~165 pounds). Trebuchet stones are 2 feet in diameter
(~665 pounds). Heavy catapult (base) damage to a 1-foot-long creature is 180d6 (180-1080,
average 630) hit points. For a light catapult it is 150d6 (150-900, average of 525). A trebuchet
causes 1000d8 (1000-8000, average 4500). Adjust damage for larger creatures by dividing 1 by
the creature’s length (in feet) and then multiplying by the base damage. (The high volume of
gigantic creatures’ bodies makes them able to absorb more blows from large, blunt, imprecisely
aimed projectiles.) A war machine projectile may be avoided if the target sees it being launched,
and so long as the target creature has better than animal intelligence. A successful save versus
death magic will halve damage. For example, a 6-foot-tall person struck by a light catapult stone
takes 88 hit points of damage (1/6 x 525 hit points), with a chance to save for half damage; a 50-
foot Plesiosaur takes 11 hit points of damage, with a (likely) chance to save for 5 hit points of
damage.

Artillerists (and giants hurling rocks, which average 7 inches in diameter) must roll to hit their
targets’ armor classes, and range penalties apply (divide the ranges into thirds to determine short,
medium, and long ranges). Ships and buildings are armor class 10, and they are +10 to hit.
Objects struck by war machine projectiles must save versus crushing blow or be destroyed.
Only large ships are big enough to fit a catapult on board, and it can only occupy the aft 20 feet
of deck due to sails, masts, oars, etc. Two ballistae may be positioned on opposite sides of a
vessel for each available 30 feet of vessel length. A ballista causes the same damage to
constructions as a light catapult.

Missiles
The time it takes for a missile to hit its target might be important at ranges where the missile will
be in flight for more than 1½ seconds. To estimate missile flight times, the following equation
may be used: time = 2 x velocity x sin launch angle / 32 feet/s2.

Velocities for some missiles are listed below. They were back-calculated using maximum ranges
(launch angle of 45°) from the 1e manuals and the following equation: range = (velocity2 [sin
{launch angle x 2}]) / 32 feet/s2. Air resistance was assumed to be negligible since it does not
have a significant effect, and for ease of calculation.
 Club, Dagger, Hammer, Hand Axe, Knife, Spear: 54 feet per second (maximum range 3”)
 Dart: 65 fps (4.5”)
 Hand Crossbow, Javelin, Rock: 76 fps (6”)
 Short Bow: 120 fps (15”)
 Sling Stone: 124 fps (16”)
 Light Crossbow, Composite Short Bow: 132 fps (18”)
 Sling Bullet; Fire, Frost, Hill, Mountain Giant-Hurled Rocks: 139 fps (20”)
 Long Bow: 142 fps (21”)
 Heavy Crossbow; Cloud, Fog Giant-Hurled Rocks: 152 fps (24”)
 Light Catapult, Stone Giant-Hurled Rock: 170 fps (30”)
 Ballista: 175 fps (32”)
 Heavy Catapult: 186 fps (36”)
 Trebuchet: 215 fps (48”)

To determine the necessary launch angle for a specific distance, use the range equation above.

If the distance (in feet) to a missile’s target is more than 1.5x its velocity (in fps), then track its
flight time (just as spell casting times are tracked). (Remember that ranges outdoors are in
yards.) A missile hurled by hand at such a range may be dodged if the target sees it being
thrown, and so long as the target creature has better than animal intelligence.

The graphic at the end of this document may be used to quickly estimate missile heights. This is
useful for determining whether a target at a higher or lower elevation than a missile’s launch
point (like on a high wall or a mountainside) is within range. If a target is at a higher elevation
that requires a launch angle above 60°, then decrease damage by 4% for each degree above 60°.
If the target of a blunt missile thrown by hand is below -60°, and if it is more than 100 feet away,
then calculate damage as for a dropped weight (see the section on Dropped Boulders above).
The maximum elevation for any angle of trajectory may be found using the following equation:
height = (velocity2 x sin launch angle2) / 64 feet/s2. The maximum vertical height (straight up)
for a missile is half its maximum range.

A missile launched at a rapidly moving target, or a target trying to dodge missiles, is the same as
for a missile launched from the air: short range at -2 to hit, medium range at -5 to hit. Refer to
Dungeoneer’s Survival Guide, page 33, concerning missiles launched from mounts.

Dragons
Dragons have 12 hit points per hit die and 12 age categories, as indicated below. 1-3 = small, 4-
8 = average, 9-12 = huge. As in the Monster Manual, this size determination indicates the
number of hit dice a dragon has. Adjust body size, breath weapon size, treasure, armor class,
saves against, melee attack damage, and flight loads (see Wilderness Survival Guide, page 47) as
indicated.
Body/Breath Armor Class and
Size and Saves Versus Breath/ Adjusted Melee
Age Category (d12) Treasure Aura Adjustments Damage % Flight Load
1. Hatchling (0-1 years) x 0.2 +3 x 0.5 2
2. Very Young (2-5 years) x 0.4 +2 x 0.75 5
3. Young (6-15 years) x 0.6 +1 x1 10
4. Sub-Adult (16-25 years) x 0.8 0 +½ HD 20
5. Young Adult (26-50 years) x1 0 +½ HD 30
6. Adult (51-100 years) x1 0 +1 HD 40
7. Old (101-200 years) x1 0 +1 HD 50
8. Very Old (201-400 years) x1 0 +1 HD 60
9. Ancient (401-600 years) x 1.2 -1 +1 HD +1 70
10. Elder (601-800 years) x 1.4 -2 +1 HD +2 80
11. Wyrm (801-1000 years) x 1.6 -3 +1 HD +3 90
12. Great Wyrm (1001+ years) x 1.8 -4 +1 HD +4 100

For example, a Great Wyrm Red Dragon is 86 feet long, armor class -5, breathes a cone of fire
162 feet long with a 54-foot diameter base, has 11 hit dice, 132 hit points, causes melee damage
of 1-8 +15 / 1-8 +15 / 3-30 +15, saves against it are at -4, and its normal and maximum flight
loads are 1800 and 3600 pounds. An Elder Red Dragon is 67 feet long, armor class -3, breathes
a cone of fire 126 feet long with a 42-foot diameter base, has 11 hit dice, 110 hit points, causes
melee damage of 1-8 +13 / 1-8 +13 / 3-30 +13, saves against it are at -2, and its normal and
maximum flight loads are 1440 and 2880 pounds. An Elder Green Dragon is 50 feet long, armor
class 0, breathes a cloud of chlorine gas that is 70’x56’x42’, has 9 hit dice, 90 hit points, causes
melee damage of 1-6 +11 / 1-6 +11 / 2-20 +11, saves against it are at -2, and its normal and
maximum flight loads are 960 and 1920 pounds.

A dragon’s breath weapon is emitted over 2-3 seconds – except lightning. Breath weapon
damage equals the dragon’s current hit points. A dragon may breathe at less than full power and
use the remaining power in one or more understrength breath attacks later. Track power usages
as percentages.

A dragon’s length is broken down as follows: Body 1/3, Tail 1/3, Neck and Head 1/3. A
dragon’s wingspan is the same as its length. Dragons’ wings and forelimbs are not separate; the
forelimbs are membranous (like a bat’s) and serve as wings (think Smaug in The Hobbit: The
Desolation of Smaug).

 Hatchlings may not use spells.


 Blue Dragons acquire a 1st level spell for each 3 age categories, a 2nd for each 4, a 3rd for
each 5, and a 4th upon reaching the Old age category.
 Old Bronze Dragons acquire a 5th level spell.
 Great Wyrm Copper Dragons acquire a 4th level spell.
 Elder Gold Dragons acquire a 7th level spell, and Great Wyrms acquire an 8th level spell.
 Green Dragons may acquire up to seven 2nd level spells.
 Ancient Red Dragons acquire a 5th level spell.
 Ancient Silver Dragons acquire a 6th level spell.

Dragon Turtles are treated as dragons. A Dragon Turtle’s breath weapon (steam) only causes
damage for 1 segment, but the cloud will obscure vision (q.v. the 1st Level Illusionist spell Wall
of Fog) for as long as it lasts (see the section on Toxic Clouds above).

“To Hit” Bonuses for Attacks from Concealment

Thief, Non-Thief, Attacking Non-Thief, Attacking


Back- from Behind3, Hidden Thief, from Behind, Hidden
stabbing, and Silent -OR- Thief, Back- -OR- Thief,
Hidden1 Attacking from stabbing, Attacking from
and Behind with a Missile, Hidden Behind with a
Silent2 Hidden and Silent Missile, Hidden
Opponent in
+4 +2 +4 +2
Combat
Small Target4 in
0 -2 0 -2
Combat (Head)
Opponent Not in
+4 +2 NA NA
Combat, Moving
Small, Moving
Target Not in 0 -2 NA NA
Combat (Head)
Opponent Not in +4 (+6
+4 NA NA
Combat, Stationary optional)
Small, Stationary
Target (Head) Not +2 0 NA NA
in Combat
1. Attacks from concealment may occur on the segment after the attacker is concealed.
2. Silent movement = ½ walking speed on clear surfaces; reduce based on surface type and
conditions (suggest 1/3 reduction for debris, 2/3 for rough or unclear ground, 90% for
forest); not possible on dry leaves/grass/twigs, gravel, or similar surfaces, or through
bushes, briars, brambles, thickets, etc.
3. Non-backstabbing attacks cause normal damage.
4. Attacks against a small target (head) without being hidden are at -4 to hit.

Thief Functions by Non-Thieves


Non-thieves may attempt thief functions at the first level of ability with a -5% penalty, except for
hear noise (see Dungeon Master’s Guide, page 60) and climb walls (see Dungeoneer’s Survival
Guide, pages 14-16). The hear noise percentages in the Thief Function Table, Player’s
Handbook, page 28, are for listening through doors. The percentages for listening in open areas
should be increased by 40%. The range within which sounds might be heard equals the
percentage required to hear noise.

THIEVES TABLE II (EXPANDED)


Effects of Armor on Thief Functions
Armor Worn1

Studded or Ring or Scale or Field or


Thief Function2 None3 Elfin Chain Padded Chain Banded Plate Mail Full Plate
Pick Pockets +5% -20% -30% -40% -50% -75% -100%
Open Locks -- -5% -10% -15% -20% -40% -80%
Find/Remove Traps -- -5% -10% -15% -20% -40% -80%
Move Silently +10% -10% -20% -40% -60% -80% -100%
Hide in Shadows +5% -10% -20% -30% -50% -75% -110%
Hear Noise -- -5% -10% -20% -30% -50% -70%
Climb Walls +10% -20% -30% -40% -90% -99% -99.9%

1: Assumes that metallic armor is covered by another garment. Elfin chain mail is light and thin and can be worn under
normal clothing. Other metallic armor is stiff and can only be covered by a full body cloak.
2: No dexterity bonuses apply to thief functions (though penalties do) when wearing armor other than leather.
3: This category applies when wearing non-bulky protective devices (e.g. jewelry or cloaks) but not bulky ones.

Magic Item Saving Throws Versus Anti-Magic


To save against anti-magic (like from a ray or a scroll), a magic item needs a 10 (or greater).
There are no bonuses.

Pummeling
Strength damage adjustment points can be applied when pummeling, and 3x the hit point losses
are applied as temporary damage. When temporary damage exceeds the victim’s hit points, they
fall unconscious for d4 rounds. Temporary damage is restored at d4 hit points per round while
conscious and resting.

Choke Holds
An attacker who has successfully grappled their opponent for 3 consecutive segments has the
option to render the opponent unconscious via a choke hold/strangulation if the opponent has an
exposed neck. (Any metallic armor provides neck protection.) The opponent will remain
unconscious for d4 segments per each segment they are choked/strangled (after the 2nd segment
of grappling). Continued choking/strangling once the opponent is unconscious will result in
death after a number of segments equal to the victim’s Constitution. (This means of attack is
particularly useful against Magic-Users.)
Parrying
Parrying (which can only be done with a hard melee weapon over 18 inches long) may be used to
improve a creature’s armor class while it is being attacked. If a creature opts to parry, then it
cannot make any attacks that segment. Parrying reduces the armor class of Fighter classes (and
monsters) by 1, plus another 1 for every 2 levels of experience (or hit dice). The armor class of
other character classes is reduced by 1 for every 2 levels of experience.

Monster Weights
The weights of non-fantastical animals can be obtained via internet searches. The weight of a
fantastical monster with a build similar to that of a non-fantastical animal should be comparable
to that of the non-fantastical animal (e.g. Ki-Rin and Draft Horse). The weights of fantastical,
non-humanoid monsters that cannot be compared to non-fantastical animals can generally be
estimated as roughly 5x the monster’s length2 (in feet). Humanoid monsters weigh roughly 5x
their height2 (in feet). (A 15-foot-tall giant weighs approximately 1125 pounds.) Note that
dragons of advanced age may opt to crush opponents. A Great Wyrm Red Dragon (86 feet long)
weighs 37,000 pounds and can cause 16d6 hit points of crushing damage!

Value of Slain Creatures


Useful body parts may be harvested from slain creatures (for use in magic, medicines, research,
etc.). 5% of a creature’s weight consists of useful body parts that can be recovered without
special preservation. However, a Magic-User (or a Sage, Apothecary, or Alchemist, if one can
be paid enough and persuaded to go on an adventure) must be present to identify which parts are
valuable. If such an expert is not available, then only 2% of a creature’s weight may be
harvested. The parts sell for 1 gold piece per pound for common creatures, 5 gold pieces for
uncommon, 10 for rare, and 30 for very rare. These values are doubled for magical creatures. If
a captured monster is taken to a place where an expert and special preservation methods are
available (like an evil Magic-User’s laboratory), then it can be slaughtered and butchered there,
and 10% of its weight may be harvested.

Going Without Food


The values in Table 28 of Wilderness Survival Guide (copied below) are for moderate activity
and should be quadrupled for inactivity, doubled for light activity, and halved for heavy activity.
Also, each 10 pounds of body weight above normal may be counted as a Strength point. Refer to
Wilderness Survival Guide for modifiers.

Combined Strength
and Constitution Tolerance Level
<15 4 days
16 to 19 5 days
20 to 24 6 days
25 to 30 7 days
31 to 35 8 days
>36 10 days
Changes to Comeliness and Charisma
Decreases in Comeliness/Charisma of more than 2 points change Charisma/Comeliness by the
same amount +2. Increases in Comeliness/Charisma of more than 2 points change Charisma/
Comeliness by the same amount -2. (The minimum Charisma is 3.)

Spell Casting Costs


The cost of non-player character (NPC) spells not listed on pages 103-104 of Dungeon Master’s
Guide is 300 gold pieces per level of the caster. The level of a hired NPC spell caster should be
d6 – 1 above the minimum level needed to cast the requested spell, and the miles to reach them
should equal: (their level2 x 10) x d100%. A Resurrection or Wish spell costs 50,000 gold pieces
plus 10,000 gold pieces per level of the recipient. An Enchant an Item or Permanency spell costs
20,000 gold pieces. An additional 10,000 gold pieces per level of the recipient must be added to
the cost of a Raise Dead spell.

Purchase of Magic Items


If a character wants to purchase magic items, they should be allowed to seek out one specific
item at a time. Only items with a sale value of 6500 gold pieces or less, and without unusual
abilities, should ever be found. The character must scour the black markets of nearby cities for
at least a month, and there will be a 13% base chance per month of finding the item available for
sale. Subtract 1% for every 500-gold piece value of the item. For example, there would be a
13% chance of finding a (500 gp) Potion of Heroism, a 12% chance of finding a (1000 gp)
Potion of Longevity, a 9% chance of finding a (2500 gp) Potion of Undead Control, a 6% chance
of finding a (4000 gp) Sword +2, and a 4% chance of finding a (5000 gp) suit of Plate Mail +1.
Magic item purchase prices are double the listed sale values (except for spell scrolls – see
below).

For spell scrolls, the character may only seek out one spell at a time. Place a value on the spell
as if it were to be cast by an NPC (see the section on Spell Casting Costs above) one level above
the minimum required to know the spell. (This rules out certain spells.) If the spell is found,
determine how many other spells are on the scroll by using Treasure Table III.B of Dungeon
Master’s Guide, and assign any other spells on the scroll randomly. Calculate the total value
based on NPC casting costs. For example, a Magic-User seeks out and finds a scroll with a
Limited Wish spell on it (5% chance; 15 x 300 gps = 4500 gps). Treasure Table III.B is checked,
and it is found that the scroll also contains Chain Lightning and Evard’s Black Tentacles spells.
Its value is (4500 gps) + (13 x 300 gps) + (8 x 300 gps) = 10,800 gold pieces.

If a character wants to purchase the ingredients for potions or scrolls, they should be allowed to
seek out the ingredients for one item at a time. As with magic item searches, the character must
scour the markets of nearby cities for at least a month for the required ingredients, and there will
be a 13% base chance per month of finding them available for sale. Subtract 1% for every 500-
experience point value of the potion or scroll. For example, there would be a 13% chance of
finding the ingredients for a (250 xp) Potion of Heroism or to create a (400 xp) spell scroll
containing a 4th level spell, a 12% chance of finding the ingredients for a (600 xp) Potion of
Treasure Finding or to create a (900 xp) spell scroll containing three 3rd level spells, a 9% chance
of finding the ingredients to create a (2500 xp) Protection from Demons scroll, an 8% chance of
finding the ingredients to create a (3000 xp) spell scroll containing six 5th level spells, and a 1%
chance of finding the ingredients to create a (6300 xp) spell scroll containing seven 9th level
spells. Potion ingredient costs (in gold pieces) equal the item’s experience point value. Scroll
ingredient costs (in gold pieces) should equal half the item’s experience point value, plus spell
component costs for spell scrolls.

The character may task a qualified follower or hireling (such as an Alchemist, at 300 gold pieces
per month) to seek out and purchase the item or ingredients. For magic items, allow a 1%
chance for every 500-gold piece value of the item for the buyer to be robbed of it before getting
back to the character.

Spell Notes
 Animate Dead also works on Demi-Humans.
 An animated dead monster will have the monster’s hit dice (+1 for Zombies) and physical
attacks.
 Missiles launched through a Blade Barrier are at -4 to hit; Magic Missiles cause -1 hit
point of damage per die.
 The hit dice of creatures affected by a Sleep spell are increased by 1 for every 5 levels of
the Magic-User.
 Cloudkill causes d10 hit points of damage per segment to creatures with hit dice greater
than 6 that fail to save versus poison.
 The base of a Cone of Cold is 1/3 as wide as its length.

Donning Armor
The number of rounds it takes to don armor is 10 minus the base armor class (not including
magical bonuses). Time is halved for removing armor.

Barding
Barding costs 5x as much as the same type of armor for Humans.

Rust/Corrosion Attack Effects


The touch of a rust monster affects up to 100 pounds of metal or within a 5-foot radius,
whichever is less (the same as a Rust Touch spell).

Damage from Submersion in Hot Fluids


Submersion in hot fluids causes d6 hit points of damage per round for every 10° F above 130° F.
For example, being dunked in boiling (220° F) water or oil for 1 segment causes 9d6 / 10
(because there are 10 segments in a round) hit points of damage.

Attacks with Two Weapons


A character may use a weapon in each hand, but attacks with the weak hand are at -4 to hit –
unless the character is ambidextrous (1% chance). Using two weapons does not increase a
character’s number of attacks.
Effects of Intoxication on Spell Casting
Mild intoxication = 5% chance of spell failure, moderate = 15%, great = 30%.

“Animals”
Throughout the 1e manuals, “Animals” generally means non-fantastic chordates of up to low
intelligence.

Digging
The maximum base digging rate through loose material (loam, sand) without a shovel is 5 cubic
feet per round, plus 1 cubic foot for every Strength damage adjustment point. This rate is
doubled if a shovel is used or the creature is a natural excavator. Multiply by 0.6 for soft soil,
0.4 for gravel or hard material (packed dirt), 0.2 for very hard material (clay). Digging in loose
material, soft soil, or gravel is possible using one’s hands, but doing so without implements in
soft soil and gravel will reduce the rate by 60%. Digging rates are decreased by half the ratio of
years past the mature age category (see Dungeon Master’s Guide, page 13) to years of life
remaining (see Dungeon Master’s Guide, page 15) and then half the ratio of lost hit points to
total hit points. See Dig spell for cave-in chances.

A character can dig at their maximum rate for a number of rounds equal to half their Strength
before having to make a Constitution check. Add/subtract 1 round for each Constitution hit point
adjustment. The duration is doubled for each 20% decrease in digging rate. At the end of the
duration, the character must make a Constitution check each round. If they fail, then they must
rest for a turn, reduce their digging rate by at least 20% for at least the same duration, or become
fatigued. If the rate is increased from the lowered one, then the duration at the increased rate is
reduced by 1 round before a Constitution check is required. (This system is useful if a character
is buried and needs to be dug out.) Follow this same procedure for monsters, but do not consider
hit point adjustments. This base system may also be used for chopping wood, if an axe or sword
is available (treat wood as a very hard material and change the units from cubic feet to feet).

Example: A mature (not middle-aged) character with a Strength of 16 (+1 damage), a


Constitution of 16 (+2 hit points), and all their hit points begins digging in soft soil at their
maximum rate using their hands and a dagger as an implement. They can excavate the soil at 3.6
cubic feet per round (5 + 1 x 0.6) for 10 rounds (16 x ½ + 2 = 10) before making a Constitution
check. If they dig at 1.4 cubic feet per round (approximately a 60% decrease), then they can go
for 80 rounds before a Constitution check is required.

Tunneling
The 100-gold piece cost for tunneling on page 107 of Dungeon Master’s Guide is for Humans to
excavate (400 cubic feet of) very soft material (dirt, clay, chalk, limestone). For soft material
(typical, non-porous sedimentary rock), double the rate, and for very hard material (igneous or
metamorphic rock), quintuple the rate. Costs increase by 33% for Halflings, 53% for Gnomes,
and 73% for Dwarves because their average work rates are this much faster (see Dungeon
Master’s Guide, page 106).
Listening at Doors
There is a 5% chance of Ear Seekers in any wooden door. If present, they will attack on the
second listening attempt. They may be avoided if a listening device such as a cup, horn, scope,
etc. is used.

Illusory Creature Experience Points


Experience points for striking and dispelling illusory creatures should be worth the value of the
actual creature with 5 hit points per hit die multiplied by 0.01 for each armor class rating below
10. For example, a character who strikes, and thereby dispels, an illusory Basilisk (armor class
4), should be awarded 75 experience points: (1000 + 248) (10 – 4) 0.01.

NPC Experience Points


Experience points for defeating typical NPCs are equal to the NPC level2 x 100. (Slaying an
enemy 7th level Fighter is worth 4900 experience points.)

Racial Level Limitations


A character who has reached their racial level limit may advance in level with 4x the experience
points needed for a Human to attain the next level.

Wandering NPC Treasure


Roll d4 to determine additional items carried by NPCs.
1 15d4 platinum pieces.
2 Gems equal in value to the NPC’s level2 x 100.
3 Jewelry equal in value to the NPC’s level2 x 100.
4 Gems and jewelry (50% each) equal in value to the NPC’s level2 x 100.

Magnetism (3rd Level Magic-User Spell)


V, S, M (small magnet). Casting Time: 3 seconds. Range: 1”/level. Duration: 3 segments/level.
Area of Effect: 30-foot radius sphere around target. Creates an extremely powerful magnetic
force around a creature or object up to the size of a giant, causing it and ferrous metal objects to
be drawn together. Ferrous metal objects of lesser mass will be pulled towards the closest target,
and each target will be pulled towards the nearest ferrous metal object (or other target) of greater
mass, with a force equal to 10x its weight. Loose or unrestrained ferrous metal objects with less
mass than the closest target will be drawn to it and stick, adding to its weight. A creature
holding back ferrous metal/a target will be able to restrain its maximum encumbrance (see the
section on Encumbrance above) before being drawn to the nearest target/heavier ferrous metal
object (or target); an unsecured object holding back ferrous metal will only be able to restrain its
own weight. A creature may separate a stuck item if the item’s attractive force is less than the
creature’s maximum encumbrance and the creature makes a successful Strength check.
Creatures stuck together or to an object of greater mass, and those restraining >50% of their
weight allowance, will be unable to attack. Actions of those restraining 30%-50% of their
weight allowance, and attacks by those using ferrous metal weapons, will be at -3 (15% penalty).
Actions of those restraining 20%-30% of their weight allowance will be at -2 (10% penalty);
those restraining 10%-20% will be at -1 (5% penalty).
Cataclysm (9th Level Magic-User Spell)
V, S. Casting Time: 9 seconds. Range: 3”/level. Duration: 2 segments. Empowers an already-
summoned Earth, Water, Fire, or Air Elemental to cause the following disasters, respectively.
 Earthquake (Major) - 7.0 on the Richter scale at the epicenter. 10% of structures/trees/
slopes >45° will completely collapse (see above for details on crushing damage), 10%
will partially collapse, 10% will be severely damaged, 60% will receive minor damage,
±2% for every ±1° in slope, -1%/3 miles from the epicenter. Actions will be at -2 (10%
penalty). If an adversary is not close enough to structures/trees/slopes to receive
crushing damage, and it is within 1”/caster level of the epicenter, then a fissure, 30-60
feet deep, will open beneath it, and it must make a Dexterity check (with a +2 penalty) to
avoid falling in (and taking normal falling damage). Anything that falls into a fissure
will then be buried beneath 20-30 feet of earth and take 20-30 hit points of damage (see
above for details on suffocation and digging). If a creature is climbing, then it must
make a climbing check at -30% (unless it is arboreal or a natural climber, in which case it
checks without penalty).
 Tsunami - 30 feet high, minus a foot of height for every 200 feet from its center, except
on its front side when it hits. It will strike in 2 segments and wash inland at a speed of
20”, losing a foot of height for every foot of ground elevation or 200 feet of distance it
covers. Everything with less height than the wave will be submerged and swept away
(except for reinforced structures). Creatures will be carried inland with the wave until
the depth of the water is less than their height (see above for details on drowning). Once
the wave reaches its limit, the water will recede at a speed of 0.2”/1° of ground slope (see
above for details on swimming). Creatures on a slope >3° will be washed back out with
the receding water, ending up as far out from the shoreline as they were washed inland.
Treat slopes >45° the same as if they were 45°. Creatures will take d8 hit points of
damage for each foot of difference between their height and the height of the wave when
it strikes them, spread across the time they are moved by the water.
 Volcanic Eruption - Rock, ash, poison gas, and lava will explode from the ground,
forming a crater 10 yards wide. Everything within 10 yards of the crater will take 10d10
hit points/construction defensive points damage from the explosion/flying rocks and
20d6 hit points of damage from the heat/lava, and breathing creatures must save versus
breath weapon or die. Everything more than 10 yards from the crater will take 1d less
damage, and save at +1, for every 10 yards of distance. All combustible materials within
200 yards will be set ablaze. A column of ash, poison gas, and smoke will rise (at a
speed of 1”) above the (200-yard-wide) blast zone to a height of 5000 feet (-100 feet/mph
of wind) and travel laterally with the wind (see above for details on toxic clouds). Lava
will flow downhill from the blast zone, following preferential channels, for 1 round after
the eruption at a speed of 0.1”/1° of slope.
 Tornado - F5 (200 mph winds). 40-foot wide x 240-foot-high funnel cloud. It will be
controlled by the caster and move at a maximum speed of 24”, sucking in anything it
touches that is not tornado-resistant. If the caster’s concentration is broken, then the
tornado will continue moving as it was at that time, and control will not be regained.
Creatures will take d20 hit points of damage every second they are in the funnel (save
versus breath weapon for ½ damage) and be lifted the same number of feet into the sky.
New Magic Items
Wand of Popcorn (cursed): This wand appears as another type of the offensive sort. When used,
a stream of popcorn shoots violently from its tip with loud popping for 1 segment. Once it is
used, it will not allow its owner to release it or use any other form of attack until its charges are
expended or a Remove Curse spell is cast upon it.

Arrow of Butterflies (cursed): This arrow appears as a +4 weapon. It will always hit its intended
target, whereupon it will burst into a cloud of 50 butterflies without causing any damage. The
insects will be of a common, local type.

Bauble of Ghost Dispelment: This bauble is a two-inch diameter ball of solid crystal covered
with etchings of indecipherable runes. When it gets within 5” of a Ghost, it will begin to glow
light green and vibrate slightly. For the Bauble to work, it must be thrown or slung at a Ghost
while the Ghost is in its semi-materialized state. The Bauble will not work if it is in contact with
any other material while it touches a Ghost or if a Ghost is in its ethereal state. In other words, it
must be thrown or slung at a Ghost, and a successful hit must be made (against the Ghost’s AC
0). If the Bauble hits a Ghost, it explodes, and the Ghost is dispelled forever. If the Bauble
misses its target, it must make a saving throw versus falls to see if it breaks. The saving throw
must be adjusted depending on what the Bauble strikes (+3 if it lands on a soft surface
[outdoors], -3 if it lands on a hard surface [indoors], -3 if it is slung, etc.). If it does not break,
and if it is recoverable, it can be used again.

Rings of Skill: These six rings are gold, and each has a solid/opaque stone (e.g. jasper or agate)
set in it. Two have red stones set in them, two have green stones, and two have blue stones.
When worn, the rings allow their wearer two die rolls, instead of the usual one die roll, as
follows: red - damage, green - to hit, blue - to save. One of each ring pair will allow its wearer to
use the higher of the two rolls, and the other will force its wearer to use the lower of the two
rolls. Once a ring is put on, it cannot be removed unless a Remove Curse or Wish spell is cast on
it. If a ring has a Remove Curse or Wish spell cast on it, then it and its counterpart both turn to
lead and are rendered useless. If both rings of the same type are worn, their magic abilities will
cancel each other out. As with other magic rings, only one ring may be worn on each hand or
they will not function.

Stone of Honing: If touched to a blade, this small whetstone will disappear, and the blade will
then inflict double damage for 10 segments.

Horses
Costs of horses are as follows: Heavy, 300 gold pieces; Medium, 225 gps; Light, 150; Draft, 30;
Mule, 20; Pony, 15.

Iron Golems
A successful saving throw versus breath weapon will reduce the effects of an Iron Golem’s
breath to that of a Stinking Cloud spell.
Torture Resistance
In order to withstand each turn of torture, a successful Constitution check must be made. If a
Constitution check fails, the creature being tortured will break and try to get the torturer to stop
(though not necessarily by being truthful). If the torturer wants information, the victim must
then make a successful Intelligence check every turn or else reveal everything they know.

Attacks Against Slimy Monsters


Attack damage to oozes, slimes, jellies, and puddings that are on a victim are spilt between the
monster and the victim.

Growth Inside Enclosed Areas


If a creature is surrounded by a Wall of Force and then grows or polymorphs into a form with
more volume than the enclosed area, the creature is killed. If the form’s volume is 1% to 50%
greater, then it will become a fluid. If the form’s volume is greater than 50%, then it will
become Type VII ice (that will melt normally after the Wall of Force is removed). Such growth
within an area surrounded by thick, solid, stone walls will also kill a creature, but the stone walls
will expand and fracture to accommodate the volume of fluid. Other types of walls will collapse,
and the Dungeon Master must determine appropriate damage.

Paralyzation
The duration of paralysis as the result of an attack is 3d4 turns unless otherwise stated.

Lich Creation
Liches can be created by Magic-Users at greater than 18th level using a complex potion (30%
success rate, suggested value 1000 xps / 10,000 gps) and Enchant, Trap the Soul, and Magic Jar
spells.

Undead Sources
Lemures are used to create Ghosts, Spectres, Wights, and Wraiths. Manes are used to create
Ghasts, Ghouls, and Shadows. Larvae are used to create Imps and Quasits.

Curses
These curses are primarily intended for use with scrolls, but those with the word “recipient” in
their descriptions may also be used for the Bestow Curse spell (3rd Level Cleric/4th Level Magic-
User, duration of 1 turn per level of caster, type pre-selected and will be the same every time the
spell is cast) or associated with jewelry (that will appear magic; suggested 100% of the time for
these curses).

Effects that do not occur immediately will not be known at the time they are bestowed except as
described below; they will not be known until the recipient takes the appropriate action required
to reveal the curse. Saving throws are not allowed except as described below. Bolded curse
effects cannot be undone by Remove Curse or Dispel Magic spells, but sustained damage can
subsequently be restored normally. Italicized curse effects can also be removed by a Heal spell.
Ability scores can only be reduced to a minimum of 3 (do not include Comeliness).

If the reader is protected by something that will prevent them from being affected (e.g. a magical
protection device, a Wall of Force, or another spell), then the curse will affect their closest,
unprotected, intelligent ally. If all the reader’s intelligent allies are also protected, then the curse
will affect the first one of the group who loses their protection; if multiple group members lose
their protection simultaneously, then the curse will affect one of them at random.

Table 1
01-05 The recipient goes completely bald.
06-10 The reader becomes greatly intoxicated (see Dungeon Master’s Guide, page 82).
Recovery will occur normally.
11-14 The recipient becomes thirsty and must drink 3x the normal volume of water (see
Wilderness Survival Guide, page 52). Tolerance levels and penalty durations are halved,
and checks are made twice as often.
15-18 The recipient can only speak via loud shouting.
19-22 The recipient becomes completely covered in brightly-colored feathers and loses 1 point
of Charisma and 3 points of Comeliness. Roll d20 to determine color:
1. White 6. Orange 10. Light Blue 14. Black
2. Buff/Tan 7. Yellow 11. Dark Blue 15. Brown
3. Pink 8. Light Green 12. Lavender 16. Light Gray
4. Red 9. Dark Green 13. Purple 17. Dark Gray
5. Maroon
18. Roll twice and disregard anything higher than a 17 to
determine multiple colors. Roll d4 to determine secondarily-
affected body part: 1. Backside, 2. Arms, 3. Legs, 4. Head.
19. Roll three times and disregard anything higher than a 17 to
determine multiple colors. Roll d4 then d3 to determine
additionally-affected body parts: 1. Backside, 2. Arms, 3.
Legs, 4. Head (face if backside rolled).
20. Roll four times and disregard anything higher than a 17 to
determine multiple colors. Roll d4 then d3 then d2 to
determine additionally-affected body parts: 1. Backside, 2.
Arms, 3. Legs, 4. Head (face if backside rolled).
23-25 The reader is polymorphed (q.v. the 4th Level Magic-User spell Polymorph Other) into
vermin (i.e. a small [<½ HD], non-fantastic chordate with up to low intelligence like a
rat, bat, pigeon/seagull, toad, lizard, or snake; suggest using d6 to determine type).
System shock checks are not required, and the recipient retains their own personality.
26-28 Bigby’s Clenched Fist (16 hps, AC 0, only struck by magic, movement 24”) springs
from the scroll, punches the reader (once), then disappears. Roll d20: 1-12 = d6 hps
of damage; 13-16 = 2d6 hps of damage; 17-19 = 3d6 hps of damage + stunned (+4 to
be hit) for 1 round; 20 = 4d6 hps of damage + stunned for 3 rounds.
29-31 The recipient’s Comeliness score becomes a negative value. Scores <1 decrease by 2
points. (If >2 points of Comeliness are lost, then Charisma is reduced by the same
amount +2.)
32-34 The recipient’s touch (even through clothing/armor and boots) warps wood within a 5-
foot radius. Warped wood will not be restored after the curse is removed.
35-37 The recipient deducts d6 x 10% from the value of their recovered treasure. If the
recipient is part of a group, the devaluation will occur when the recipient’s share is
allotted. It is suggested that the appropriate percentage of each coin type turn into lead
and every other item become marred. The value will not be restored after the curse is
removed.
38-40 d6 x 5% of the reader’s precious metals and gems turn into lead and glass.
41-43 The recipient becomes fat, doubling in weight, and loses 1 point of Charisma (2 if
female), 3 points of Comeliness (4 if female), and 1 point of Dexterity for every 300-
coins of weight allowance below 1500 in Strength Table II (Player’s Handbook, page 9).
Armor-wearers will burst their straps and take damage as if they experienced a
lycanthropic change to a Weretiger (see Dungeon Master’s Guide, page 23).
44-46 The recipient ages 10 + (d3x10) + d10 years. (See Dungeon Master’s Guide, page 13 for
age penalties.)
47-49 The scroll causes critical wounds (3d8 + 3 hps of damage) to the reader.
50-51 The recipient becomes a coward, and at the onset of any fight, they must save versus
spells or flee in fear for d6 + 6 segments. Each flight after their first will lower their
Charisma by 1 point, with a maximum reduction of 5 points. (If >2 points of Charisma
are lost, then Comeliness is reduced by the same amount +2.)
52-53 The recipient becomes a burly lummox: their Strength and Constitution become 18/00
and 18, but their Dexterity, Intelligence, Wisdom, and Charisma are reduced by half
(round down). (If >2 points of Charisma are lost, then Comeliness is reduced by the
same amount +2.) Alternately, the recipient becomes a nerd: as above, but swap Strength
and Constitution with Intelligence and Wisdom.
54-55 Successful attacks against the recipient will inflict the maximum damage possible.
56-57 The reader becomes magnetized (see the 3rd Level Magic-User spell).
58-59 The reader is polymorphed into a monster of equal HD (q.v. the 4th Level Magic-User
spell Polymorph Other, see Monster Manual II, pages 133+ [Random Encounters], and/or
Dungeon Master’s Guide, Appendices C and M, for suggestions), assumes its
personality, and attacks any other creatures it detects, fighting to the death. System shock
checks are not required. If the reader is wearing armor and changes into a larger form,
then they will burst their straps and take damage as if they experienced a lycanthropic
change to a Weretiger (see Dungeon Master’s Guide, page 23).
60-61 The scroll reverses gravity within a 15-foot radius cylinder, 60 feet tall (oriented
vertically) and centered around the reader, for 1 second.
62-63 An explosion blasts the reader, causing 6d4 + 6 hps of damage. Any creature within
10 feet also takes full damage unless they successfully save versus spells (for half
damage).
64-65 A flame strike envelops the reader for 1 segment, causing 6d8 hps of damage.
66-67 A thunderclap blasts the reader, causing (d8 + 6)d4 hps of damage to them and any
creature within 5 feet per 3 dies of damage, also deafening and dazing (+2 to be hit)
those without hearing protection for a number of segments equal to the dies of
damage. A successful save versus spells will halve damage. A failed saving throw of
1 indicates permanent deafness. Wooden structures and windows within the area of
effect take 6 points of structural damage (see Dungeon Master’s Guide, page 109),
and other glass-like objects weighing <10 pounds must save versus crushing blow or
shatter.
68-69 5d4 Claws of Vengeance rend the reader for 1 segment, causing d4 hps of damage
each.
70-71 4d4 magic missiles shoot from the scroll simultaneously, fly in random paths to the
reader (3+ seconds), and then strike, causing d4 + 1 hps of damage each.
72-73 The recipient becomes stinky, incontinent, and plagued by small swarms of tiny bugs
(gnats, fleas, lice, mites, etc.); acts at -2 (10% penalty); and loses 3 points of Charisma
and 5 points of Comeliness.
74-75 The recipient becomes grotesquely flatulent and is constantly surrounded by a stinking
cloud of noxious farts (20-foot radius; only affects others; causes helplessness [+4 to be
hit] due to extreme nausea; those that escape the cloud will remain helpless for 4 + 1
segments unless they successfully save versus poison, in which case they will remain
helpless for 1 segment; wind will shift the cloud and decrease its radius by 1 foot per
mph).
76-77 The recipient (or, in the case of a scroll, the nearest Fighter class character) loses their
primary weapon proficiency (which can be re-learned when an additional proficiency is
acquired). This essentially deducts one weapon proficiency slot. (Suggest using a helmet
instead of jewelry.)
78-79 The recipient (or, in the case of a scroll, the nearest Fighter class character) incurs a
penalty of 1 per 2 levels of experience on base damage rolls. (Suggest using a helmet
instead of jewelry.)
80-81 The recipient’s armor class increases by 1 per 2 levels of experience (to a maximum of
9).
82-83 (12th Level) chain lightning (see the 6th Level Magic-User spell) strikes the reader.
84-85 The reader loses a level (as if struck by a Wight or a Wraith). The effect can be
countered by a Restoration spell.
86-87 The recipient’s touch (even through clothing/armor and boots) corrodes metal (as a Rust
Monster [magic survives at 10% per plus]; up to 100 pounds or within a 5-foot radius,
whichever is less). Corroded metal will not be restored after the curse is removed.
88-89 The reader sinks into the ground below them in 4 segments and becomes entombed
(per the 8th Level Magic-User spell).
90-91 The reader turns into a gold, gem-encrusted statue worth (in gps) the reader’s entire
monetary value plus xps. The gold/craftsmanship value will equal the reader’s monetary
worth, and the gems will be worth the reader’s xps. (Roll for gem values [see Dungeon
Master’s Guide, pages 25 and 26] until the xp amount is reached to determine the number
of gems.) If the reader’s monetary worth (in gps) is less than the value of their body’s
volume of (22-karat; coin) gold (170 gps per pound of body), then the interior balance of
the statue will be copper. None of the reader’s possessions are changed. If gems are
removed from the statue and then the curse is lifted, the reader will not be physically
harmed, but the gems will become glass, and the reader will lose xps equal to the value
(in gps) of the gems. (If a Dungeon Master wants to eliminate some of an annoying
player’s gems, this is a good explanation for turning them to glass.) If gold is removed
from the statue and then the curse is lifted, the gold will revert to the corresponding flesh.
92-93 One of the reader’s limbs disintegrates (roll d4 to determine which one). The
adjacent shoulder/hip will spurt blood for d4/d6 hps of damage per level of the
reader each round until measures are taken to stop it. The limb will regrow if a
Ring or Potion of Regeneration is used.
94 Poison forms on the reader’s eyes, and they must save versus poison or die (all in 1
segment). A successful save means the reader goes blind.
95 The reader emits a wail (1 segment) that will kill any creature within 3” that hears it
and does not successfully save versus death magic (including themself; hearing
protection will not help the reader).
96 500 + (d4x100) + d100 big, venomous bugs appear on the reader and attack. The
victim must save versus poison each segment, with a -1 cumulative penalty each
subsequent segment, until dead. A number of bugs equal to the victim’s hps will be
killed. The swarm will then crawl to the next-closest, unprotected target at a rate of
1”, covering 1 square foot per 25 bugs. It will disperse in an hour or if a Dispel Evil
spell is successfully cast upon it.
97 The reader disintegrates if they fail to save versus death magic. Possessions on their
person must save versus disintegration or be destroyed.
98 The reader is turned inside out from either the mouth or the anus (roll d2 to
determine which) over 1 segment, dying messily in a welter of gore.
99 The reader spontaneously combusts (from inside their bowels), taking d4 hps of damage
per segment and suffering pain (+2 to be hit, actions at -4 [20% penalty]) until dead. If
the curse is stopped before the reader dies, then the loss of hps is permanent.
00 The scroll holds a Wish spell. However, when used, the reverse of the wish will occur.
(The Dungeon Master may need to exercise some liberty and creativity in determining
the outcome. Permanence depends upon the result.)

Table 2
01-05 The recipient goes deaf.
06-10 The recipient becomes ravenous and must consume 3x the normal amount of food (see
Wilderness Survival Guide, page 50). Tolerance levels and penalty durations are halved,
and checks are made twice as often.
11-14 The recipient becomes tired and must get twice the normal amount of sleep (see
Wilderness Survival Guide, page 64).
15-18 The recipient becomes completely covered in long, Wookiee-like hair (of their natural
color[s]) and loses 1 point of Charisma and 3 points of Comeliness.
19-22 The recipient’s skin glows (faintly; not enough for illumination), and they lose 1 point of
Charisma and 3 points of Comeliness. Roll d20 to determine color as in the feather curse
listed in Table 1 above (Black = blacklight).
23-25 A random monster with hit dice equal to the reader (see Monster Manual II, pages 133+
[Random Encounters], and/or Dungeon Master’s Guide, Appendices C and M, for
suggestions) appears immediately behind the reader and surprise attacks them. It will
fight to the death.
26-28 A spark shower bursts around the reader, causing 4d4 hps of damage.
29-31 The reader and all possessions on their person are turned into gaseous form (as from the
potion; 3” movement rate; moved by wind; only harmed by magical fire and lightning).
32-34 The recipient develops an extreme phobia. Roll d20 to determine the type:
1. Fantastical Monsters 11. Crowds 1. Whites
2. Heights 12. Other Races 2. Reds
3. Tight Spaces 13. Aquatic Creatures 3. Oranges
4. Open Spaces 14. Fire 4. Yellows
5. Reptiles 15. Birds† 5. Greens
6. Bugs* 16. Fungi‡ 6. Blues
7. Water Bodies 17. The Opposite Sex 7. Purples
8. The Dark 18. Plants 8. Blacks
9. The Dead 19. Colors (roll d10 to 9. Browns
10. Non-Fantastical, Non- determine color →) 10. Grays
Aquatic Mammals of 20. Magic Use
up to Low Intelligence
Any time the subject of the phobia is encountered, the recipient must save versus spells at
-5 or flee in fear for d6 + 6 segments or until they reach the safest place in the vicinity
(e.g. a cottage to prevent exposure to open spaces or animals, a well-lit room in a dark
dungeon, an empty building in a crowded city). If the recipient has not escaped the
subject of the phobia at the end of their flight (e.g. they are still in an open, dark, or
crowded area), then they must save (versus spells at -5) or flee again. If the recipient
cannot flee, then their actions will be at -2 (10% penalty). The recipient will not willingly
face the subject of their phobia unless it is absolutely necessary. Each flight after their
first will lower their Charisma by 1 point, with a maximum reduction of 5 points. (If >2
points of Charisma are lost, then Comeliness is reduced by the same amount +2.)
* Suggest a 25% chance per hour of encountering common bugs when underground
(75% of those encountered will be spiders); per turn when outdoors (except in winter,
extremely arid [<5 inches annual precipitation] regions, or >50 miles offshore [-5%
per 10 miles, +5% per 10 mph of headwind], where there will be no bugs, and in
swamps/marshes or jungles, where the chance is per round; -5% per 10° below 72°
F).
† Suggest a 50% chance per hour of encountering birds outdoors; per two hours in arid
(<10 inches annual precipitation) conditions or cold (<40° F) conditions (except
extremely arid conditions or extremely cold [<0° F] conditions, where there will be
none) or >100 miles offshore; per half-hour if there is a fresh water body nearby; per
turn if there is a seashore nearby (-5% per 10 miles offshore).
‡ Suggest a 10% chance per hour of encountering common molds or mushrooms when
underground; per turn when in forests.
35-37 The recipient deducts d6 x 10% from their earned xps. The loss will not be noticed until
xps are added to the recipient’s total after the completion of an adventure. Lost xps will
not be recovered after the curse is removed.
38-40 The recipient becomes covered in large tumors, and their Comeliness is reduced by half
(round down). Comeliness scores <3 decrease by 2 points. (If >2 points of Comeliness
are lost, then Charisma is reduced by the same amount +2.) Their Dexterity is reduced
by 2 points.
41-43 The reader goes mute.
44-46 The recipient becomes insane (see Dungeon Master’s Guide, page 83). The effect can
also be cured by a Restoration spell.
47-49 The nearest Cleric will be the recipient: all their attempts to turn Undead will fail, and the
undead will attack only the Cleric. Alternately, the nearest Thief will be the recipient,
and all their attempts at any thieving functions will fail.
50-51 All of the recipient’s opponents will only attack them.
52-53 The recipient becomes a pyromaniac. When they are aware of a significant volume of
combustible material nearby, they will elude their party at the first good opportunity and
set it on fire. (The Dungeon Master should not let the recipient know what the curse is.
If not on a campaign, mysterious blazes should begin occurring in their vicinity. If on a
campaign, the recipient should become struck with fear during each combat that occurs
near combustible materials, flee, and then find themself before the burning materials at
the end of their run, unaware of how they got there or how the conflagration started. See
Dungeoneer’s Survival Guide, page 36, concerning underground fires. [Each flight after
their first will lower their Charisma by 1 point, with a maximum reduction of 5 points.
{If >2 points of Charisma are lost, then Comeliness is reduced by the same amount
+2.}])
54-55 Attacks against the recipient will always be successful, but damage (and/or spell effect
duration) will be reduced by half.
56-57 The reader is slowed (to half speed – unable to cast spells and +4 to be hit).
58-59 The recipient becomes a Werewolf (see Dungeon Master’s Guide, page 22, and Monster
Manual, page 63). The Lycanthropy will remain until cured, unless it is caused by a
Bestow Curse spell, in which case it will end when the spell duration expires. If the
Lycanthropy is caused by a piece of jewelry or a similar item, the item may be removed
from the wearer without effort, and it will no longer be cursed.
60-61 The reader goes blind.
62-63 A femur or humerus of the reader fractures (roll d4 to determine which one),
causing d4 hps of damage per level. Broken bones take 6-8 weeks to heal. A
character with a broken bone is +2 to be hit and acts at -4 (20% penalty) for a week
due to the pain.
64-65 A column of cold envelops the reader for 1 segment, causing (d6 + 6)(d4 + 1) hps of
damage.
66-67 A lightning bolt strikes the reader, causing (d6 + 6)d6 hps of damage.
68-69 The scroll drains (d6 + 6)d6 hps from the reader.
70-71 d10 + 6 tentacles (30 feet long, AC 4, hps = number of tentacles) unfurl rapidly from the
surface nearest the reader and surprise attack them and random targets within range (q.v.
the 4th Level Magic-User spell Evard’s Black Tentacles). An attacked target must save
versus spells or become wrapped up, taking 2d4 hps of damage the 1st segment and 3d4
hps of constriction damage each subsequent segment. A successful save means the target
takes d4 hps of damage and the tentacle is destroyed. The tentacles will last for the same
number of segments as there are tentacles or until destroyed. Roll d12 to determine
color:
1. Off-White 4. Dark Mossy Green 7. Brown 10. Light Gray
2. Fleshy Pink 5. Dark Purple 8. Tan 11. Black
3. Dark Reddish 6. Dark Brown 9. Dark Gray 12. Spotted/Streaked*
* Roll twice to determine colors; each additional roll of 12 means an extra color.
72-73 The closest magic item to the scroll (possessed by a character or an intelligent ally),
other than a potion or another scroll, is de-magicked.
74-75 The recipient becomes extremely putrid, exuding a Ghast-like carrion stench. (The
actions of any creature[s] within 10 feet [excluding the recipient] are at -2 [10%
penalty] due to nausea; wind will shift the stench cloud by 1 foot per mph – up to 10.)
76-77 The recipient’s prime requisite ability score is reduced by half (round up).
78-79 The recipient (or, in the case of a scroll, the nearest Fighter class character) incurs a
penalty of 1 per 2 levels of experience on attack rolls. (Suggest using a helmet instead of
jewelry.)
80-81 The recipient incurs a penalty of 1 per 2 levels of experience on saving throws.
82-83 Bigby’s Crushing Hand (18 hps, AC 0, only struck by magic, movement 24”) comes out
of the scroll and squeezes the reader for d10 hps of damage the 1st segment, 2d10 hps of
damage the 2nd and 3rd segments, and 4d10 hps of damage each subsequent segment. It
will last for 18 segments or until destroyed. A Remove Curse or Dispel Magic spell will
eliminate the hand but not damage caused.
84-85 The reader’s mind becomes enfeebled, their mental capacity becoming that of a moronic
child. (Intelligence and Wisdom each drop to 6, spells and additional languages are
forgotten, proficiency in Common is reduced, and saving throws will incur a penalty of -
1.) The effect can also be countered by a Restoration spell.
86-87 The reader and any creature within 20 feet (along with all possessions on their
bodies) are teleported 2d6(100) miles in a random direction (to land surfaces only –
or alternately, the reader is teleported a mile directly above the nearest ground
surface [falling damage = 120d6]).
88-89 The reader is incapacitated (+4 to be hit, actions at -4 [20% penalty]) by a disease (see
Dungeon Master’s Guide, page 14) that will be terminal in 2d4 turns.
90-91 The reader and all possessions on their person are turned into stone (of the nearest,
naturally occurring type).
92-93 A Dragon’s breath weapon comes from immediately above the reader and strikes
them (2-3 seconds [except for lightning], save versus breath weapon for half
damage). Roll d6 to determine type:
1. Black / Acid* 3. Red / Fire* 5. Green / Chlorine
(5”x4”x3”)†
2. Blue / Lightning* 4. White / Cold* 6. Turtle / Steam (6”x4”x4”)†
* Possessions on the victim must save against this attack type or be
destroyed.
† Chlorine and steam clouds will be centered around the victim. A chlorine
cloud will last a number of rounds equal to its height (in yards) multiplied
by .66wind speed (in mph).
Next, roll d8 + 4 to determine size category, HD, damage, breath size, and saving
throw penalty per the section on dragons above.
94 An ultrahigh frequency sonic blast emanates from the reader, who will die if they do
not successfully save versus death magic. Any unprotected creature within 60 feet
takes 2d6 hps of damage.
95 A poison cloud with a 1.5” radius appears around the reader. Any creature within
the cloud must save versus poison or die. The cloud will last a number of rounds
equal to its height (in yards) multiplied by .66wind speed (in mph).
96 A Demon Prince or an Arch-Devil will appear and attack the reader in 7 days. This
is made known to the reader, who can only prevent the encounter by getting
someone else to read the scroll (which does not fade and cannot be destroyed).
Someone who has already read the scroll will not be affected by it again if they read
it after somebody else; they cannot draw the curse away from another person.
(Friends cannot re-read the scroll every 6 days to draw the curse off each other.)
Sharing the scroll with an unwilling victim is an evil act which is treated as an
alignment change for those of good alignment (see Dungeon Master’s Guide, page
25). The summoned being is susceptible to a Dispel Evil spell.
97 The reader will commit suicide by the most expeditious means available at the first
good opportunity. (The Dungeon Master should not let the reader know what the
curse is – just inflict it.)
98 The reader dies and withers into a desiccated, extremely fragile corpse (1 segment).
99 The reader dies and turns into Green Slime (1 segment).
00 The reader (including all possessions on their person and any defense mechanisms)
is sucked into the scroll and irrevocably destroyed (annihilated, or possibly
teleported to the bottom of an ocean trench or into the planet’s core?).

(The best defense for the reader of a cursed scroll is to read it outside while standing against an
iron post with another 14 posts spaced 2 feet apart in a line leading away; have a roof 10 feet
overhead; wear any available protection devices that would reduce damage from fire, lightning,
cold, poison, gas, etc.; wear hearing protection; and have all allies, including a spell caster
capable of casting a Remove Curse spell and Fighter classes with bows, stay >162 feet away –
with nets and medical supplies.)

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