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Rules for Fantastic Medieval Wargames 
Campaigns Playable with Paper and Pencil 
and Miniature Figures 



Price $10.00 


Rules for Fantastic Medieval Wargames 
Campaigns Playable with Paper and Pencil 
and Miniature Figures 




Volume I 



Dedicated to all the fantasy wargamers who have enthusiastically 
played and expanded upon the CHAINMAIL® Fantasy Rules, with 
thanks and gratitude. Here is something better! Special thanks to the 
Midwest Military Simulation Association, the Lake Geneva Tactical 
Studies Association, Rob Kuntz, and Tom Keogh (in memoriam). 


Illustrations By 
Keenan Powell, Greg Bell, C. Corey, D. Arneson, 
T. Keogh, and David Sutherland 



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ONCE UPON A TIME, long, long ago there was a little group known as the 
Castle and Crusade Society. Their fantasy rules were published, and to this writ 
er’s knowledge, brought about much of the current interest in fantasy wargaming. 
For a time the group grew and prospered, and Dave Arneson decided to begin 
a medieval fantasy campaign game for his active Twin Cities club. From the map 
of the “land” of the “Great Kingdom” and environs — the territory of the C & C 
Society — Dave located a nice bog wherein to nest the weird enclave of “Black- 
moor,” a spot between the “Great Kingdom” and the fearsome “Egg of Coot.” 
From the CHAINMAIL® fantasy rules he drew ideas for a far more complex and 
exciting game, and thus began a campaign which still thrives as of this writing! 
In due course the news reached my ears, and the result is what you have in your 
hands at this moment. While the C & C Society is no longer, its spirit lives on, and 
we believe that all wargamers who are interested in the medieval period, not just 
fantasy buffs, will enjoy playing DUNGEONS & DRAGONS®. Its possibilities go 
far beyond any previous offerings anywhere! 

While it is possible to play a single game, unrelated to any other game events 
past or future, it is the campaign for which these rules are designed. It is relatively 
simple to set up a fantasy campaign, and better still, it will cost almost nothing. In 
fact you will not even need miniature figures, although their occasional employment 
is recommended for real spectacle when battles are fought. A quick glance at the 
Equipment section of this booklet will reveal just how little is required. The most ex- 
tensive requirement is time. The campaign i eee will have to have sufficient time to 
meet the demands of his players, he will have to devote a number of hours to laying 
out the maps of his “dungeons” and upper terrain before the affair begins. The third 
booklet of this set will be of great help in this respect, for a number of helpful sug- 
gestions regarding how to accomplish it all have been given in order to help you 
accomplish the task with a minimum of time and effort. There should be no want of 
players, for there is unquestionably a fascination in this fantasy game — evidenced 
even by those who could not by any stretch of the imagination be termed ardent 
wargamers. The longevity of existing campaigns (notably “Blackmoor” in the Twin 
Cities and “Greyhawk” in Lake Geneva) and the demand for these rules from people 
outside these campaigns point towards a fantastic future. Tactical Studies Rules be- 
lieves that of all forms of wargaming, fantasy will soon become the major contender 
for first place. The section of this booklet entitled Scope will provide an idea of just 
how many possibilities are inherent in DUNGEONS & DRAGONS. 

These rules are strictly fantasy. Those wargamers who lack imagination, those 
who don’t care for Burroughs’ Martian adventures where John Carter is groping 
through black pits, who feel no thrill upon reading Howard’s Conan saga, who do 
not enjoy the de Camp & Pratt fantasies or Fritz Leiber’s Fafhrd and the Gray Mouser 
pitting their swords against evil sorceries will not be likely to find DUNGEONS & 
DRAGONS to their taste. But those whose imaginations know no bounds will find 
that these rules are the answer to their prayers. With this last bit of advice we invite 
eae read on and enjoy a “world” where the fantastic is fact and magic really 

E. Gary Gygax 1 November 1973 
Tactical Studies Rules Editor Lake Geneva, Wisconsin 


These rules are as complete as possible within the limitations imposed by the 
space of three booklets. That is, they cover the major aspects of fantasy campaigns 
but still remain flexible. As with any other set of miniatures rules they are guidelines 
to follow in designing your own fantastic-medieval campaign. They provide the 
framework around which you will build a game of simplicity or tremendous com- 
plexity — your time and imagination are about the only limiting factors, and the 
tact that you have purchased these rules tends to indicate that there is no lack of 
imagination — the fascination of the game will tend to make participants find more 
and more time. We advise, however, that a campaign be begun slowly, following 
the steps outlined herein, so as to avoid becoming too bogged down with unfamiliar 
details at first. That way your campaign will build naturally, at the pace best suited 
to the referee and players, smoothing the way for all concerned. New details can 
be added and old “laws” altered so as to provide continually new and different situ- 
ations. In addition, the players themselves will interact in such a way as to make the 
campaign variable apconieies and this is quite desirable. 

If you are a player purchasing the DUNGEONS & DRAGONS rules in order to 
improve your situation in an existing campaign, you will find that there is a great 
advantage in knowing what is herein. If your referee has made changes in the 
rules and/or tables, simply note them in pencil (for who knows when some flux of 
the cosmos will make things shift once again!), and keep the rules nearby as you 
play. A quick check of some rule or table may bring hidden treasure or save your 
game “life.” 

Men & Magic (Vol. |) details what characters can be played, potentials, 
limitations, and various magical spells. Monsters & Treasure (Vol. Il) describes 
the beasts and creatures which will be encountered, as well as the kind and amount 
of treasure they are likely to guard, including magical items. Finally, The Under- 
world & Wilderness Adventures (Vol. Ill) tells how to set up and actually play 
the campaign. It is presented last in order to allow the reader fo gain the perspective 
necessary — the understanding of the two preceding booklets. Read through the 
entire work in the order presented before you attempt to play. 



With the various equipage listed in the following section, DUNGEONS & 
DRAGONS will provide a basically complete, nearly endless campaign of all 
levels of fantastic-medieval wargame play. Actually, the scope need not be re- 
stricted to the medieval; it can stretch from the prehistoric to the imagined future, 
but such expansion is recommended only at such time as the possibilities in the 
medieval aspect have been thoroughly explored. The use of paper, pencil and 
map boards are standard. Miniature figures can be added if the players have 
them available and so desire, but miniatures are not required, only esthetically 
pleasing; similarly, unit counters can be employed — with or without figures — 
although by themselves the bits of cardboard lack the eye-appeal of the varied 
and brightly painted miniature figures. 

Age Level: 12 years and up. 

Number of Players: At least one referee and from four to fifty players can be 
handled in any single campaign, but the referee to player ratio should be about 
1:20 or thereabouts. 

Dungeons & Dragons (you have it!) 

Dice — The following different kinds of dice: 
1 pair 4-sided dice 1 pair 20-sided dice 
1 pair 8-sided dice 1 pair 12-sided dice 
A to 20 pairs 6-sided dice 

Chainmail miniature rules, latest edition 

1 3-Ring Notebook (referee and each player) 
Graph Paper (6 lines per inch is best) 

Sheet Protectors (heaviest possible) 

3-Ring Lined Paper 

Drafting Equipment and Colored Pencils 
Scratch Paper and Pencils 


1 Patient Referee 



The referee bears the entire burden here, but if care and thought are used, the 
reward will more than repay him. First, the referee must draw out a minimum of 
half a dozen maps of the levels of his “underworld,” people them with monsters of 
various horrid aspect, distribute treasures accordingly, and note the location of the 
latter two on keys, each corresponding to the appropriate level. This operation will 
be more fully described in the third volume of these rules. When this task is completed 
the participants can then be allowed to make their first descent into the dungeons 
beneath the “huge ruined pile, a vast castle built by generations of mad wizards and 
insane geniuses.” Before they begin, players must decide what role they will play 
in the campaign, human or otherwise, fighter, cleric, or magic-user. Thereafter they 


will work upwards — if they survive — as they gain “experience.” First, however, it 
is necessary to describe fully the roles possible. 


There are three (3) main classes of characters: 

Fighting-Men includes the characters of elves and dwarves and even halflings. 
Magic-Users includes only men and elves. Cleries are limited to men only. All 
non-human players are restricted in some aspects and gifted in others. This will be 
dealt with in the paragraphs pertaining to each non-human type. 

Fighting-Men: All magical weaponry is usable by fighters, and this in itself is a 
big advantage. In addition, they gain the advantage of more “hit dice” (the score 
of which determines how many points of damage can be taken before a character 
is killed). They can use only a very limited number of magical items of the non- 
weaponry variety, however, and they can use no spells. Top-level fighters (Lords and 
above) who build castles are considered “Barons,” and as such they may invest in 
their holdings in order fo increase their income (see the INVESTMENTS section of 
Vol. Ill). Base income for a Baron is a tax rate of 10 Gold Pieces/inhabitant of the 
barony/game year. 

Magic-Users: Top level magic-users are perhaps the most powerful characters in 
the game, but it is a long, hard road to the top, and to begin with they are weak, so 
survival is often the question, unless fighters protect the low-level magical types until 
they have worked up. The whole plethora of enchanted items lies at the magic-user’s 
beck and call, save the arms and armor of the fighters (see, however, Elves); Magic- 
Users may arm themselves with daggers only. Wizards and above may manufacture 
for their own use (or for sale) such items as potions, scrolls, and just about anything 
else magical. Costs are commensurate with the value of the item, as is the amount of 
game time required to enchant it. 

Examples of costs are: 

Item Cost 

Scroll of Spells 100 Gold Pieces/Spell/Spell Level/Week 
(a 5th-level spell would require 500 GP and 
5 weeks) 

Potion of Healing 250 Gold Pieces + 1 week 

Potion of Giant Strength 1,000 Gold Pieces + 4 weeks 
Enchanting 20 Arrows 1,000 Gold Pieces + 4 weeks 
Enchanting Armor to +1 2,000 Gold Pieces + 2 months 
Wand of Cold 10,000 Gold Pieces + 6 months 
X-Ray Vision Ring 50,000 Gold Pieces + 1 year 

Research by magical types can be done at any level of experience, but the level of 
magic involved dictates the possibility of success, as well as the amount of money 
necessary to invest. Assume that a Magic-User can use a 4th-level spell (explained 
later), therefore he could develop a new spell provided it was equal to or less than 
Ath level. All this will be explained fully in the section dealing with SPELLS. 

Clerics: Clerics gain some of the advantages from both of the other two classes 
(Fighting-Men and Magic-Users) in that they have the use of magic armor and 
all non-edged magic weapons (no arrows!), plus they have numbers of their own 
spells. In addition, they are able to use more of the magical items than are the 
Fighting-Men. When Clerics reach the top level (Patriarch) they may opt to build 
their own stronghold, and when doing so receive help from “above.” Thus, if 
they spend 100,000 Gold Pieces in castle construction, they may build a fortress 
of double that cost. Finally, “faithful” men will come to such a castle, being fanat- 
ically loyal, and they will serve at no cost. There will be from 10-60 heavy cav- 
alry, 10-60 horsed crossbowmen (“Turcopole”-type), and 30-180 heavy foot. 

Note that Clerics of 7th level and greater are either “Law” or “Chaos,” and 
there is a sharp distinction between them. If a Patriarch receiving the above benefits 
changes sides, all the benefits will immediately be removed! 

Clerics with castles of their own will have control of a territory similar to the 
“Barony” of fighters, and they will receive “tithes” equal to 20 Gold Pieces/Inhabit- 

Dwarves: Dwarves may opt only for the fighting class, and they may never prog- 
ress beyond the 6th level (Myrmidon). Their advantages are: 1) they have a high 
level of magic resistance, and they thus add four levels when rolling saving throws 
(a 6th-level dwarf equals a 10th-level human); 2) they are the only characters able 
to fully employ the +3 Magic War Hammer (explained in Vol. Il); 3) they note 
slanting passages, traps, shifting walls and new construction in underground set- 
tings; and 4) they are able to speak the languages of Gnomes, Kobolds and Gob- 
lins in addition to the usual tongues (see LANGUAGES in this volume). 

Elves: Elves can begin as either Fighting-Men or Magic-Users and freely switch 
class whenever they choose, from adventure to adventure, but not during the 
course of a single game. Thus, they gain the benefits of both classes and may 
use both weaponry and spells. They may use magic armor and still act as Magic- 
Users. However, they may not progress beyond 4th level Fighting-Man (Hero) 
nor 8th level Magic-User (Warlock). Elves are more able to note secret and hid- 
den doors. They also gain the advantages noted in the CHAINMAIL rules when 
fighting certain fantastic creatures. Finally, Elves are able to speak the languages 
Ons. Hobgoblins, and Gnolls in addition to their own (Elvish) and the other 
usual tongues. 

Halflings: Should any player wish to be one, he will be limited to the Fighting- 
Men class as a halfling. Halflings cannot progress beyond the 4th level (Hero), 
but they will have magic-resistance equal to dwarves (add four levels for sav- 
ing throws), and they will have deadly accuracy with missiles as detailed in 

Other Character Types: There is no reason that players cannot be allowed to 
play as virtually anything, provided they begin relatively weak and work up to 
the top, i.e., a player wishing to be a Dragon would have to begin as, let us say, 
a “young” one and progress upwards in the usual manner, steps being predeter- 
mined by the campaign referee. 

Character Alignment, Including Various Monsters and Creatures: Be- 
fore the game begins it is not only necessary to select a role, but it is also necessary 
to determine what stance the character will take — Law, Neutrality, or Chaos. 

Character types are limited as follows by this alignment: 







Neutrality Chaos 

Men* Men* 


Pixies Evil High Priests 

Dryads Goblins/Kobolds 

Griffons Hobgoblins/Gnolls 

Animals Ores 

Elves* Ogres 

Rocs* Trolls 

Dwarves/Gnomes* Wights 

Lycanthropes* Lycanthropes* 

Ores Ghouls 


Dragons Wraiths 

Wyverns Mummies 

Centaurs* Spectres 

Hydrae Vampires 

Purple Worms Medusae 

Sea Monsters Manticores 

Chimeras Gargoyles 

Minotaurs Gorgons 

Giants Minotaurs 

* An asterisk indicates that the name appears in both the Law and Neutrality 


An underline indicates that the name appears in both the Neutrality and 

Chaos columns. 

Changing Character Class: While changing class (for other than elves) is not 
recommended, the following rule should be applied: In order for men to change 
class they must have a score of 16 or better in the prime requisite (see below) of 
the class they wish to change to, and this score must be unmodified. A Cleric with 
a “strength” of 15, for example, could not become a Fighting-Man. In any event 
Magic-Users cannot become Clerics and vice-versa. 


Prior to the character selection by players it is necessary for the referee to roll 
three six-sided dice in order to rate eel, as to various abilities, and thus aid them in 
selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Constitu- 
tion, Dexterity, and Charisma. Each player notes his appropriate scores, obtains a 
similar roll of three dice to determine the number of Gold Pieces (Dice score x 10) 
he starts with, and then opts for a role. A sample of the record of a character ap- 
pears like this: 

Name: Xylarthen Class: Magic-User 
Strength: 6 Intelligence: 11 = Wisdom: 13 
Constitution: 12 Dexterity: 9 Charisma: 8 
Gold Pieces Experience 

70 Nil 

This supposed player would have progressed faster as a Cleric, but because 
of a personal preference for magic opted for that class. With a strength of only 
6 there was no real chance for him to become a fighter. His constitutional score 
indicates good health and the ability to take punishment of most forms. A dexter- 
ity of 9 (low average) means that he will not be particularly fast nor accurate. He 
is below average in charisma, but not hopelessly so. 

Explanation of Abilities: 

The first three categories are the prime requisites for each of the three classes: 
Fighting-Men, Magic-Users, and Clerics. (See the Bonuses and Penalties to 
Advancement due to Abilities table which appears hereafter.) 

Strength is the prime requisite for fighters. Clerics can use strength on a 3 for 1 
basis in their prime requisite area (wisdom), for purposes of gaining experience 
only. Strength will also aid in opening traps and so on. 

Intelligence is the prime requisite for magical types. Both fighters and Clerics can 
use it in their prime requisite areas (strength and wisdom respectively) on a 2 for 
1 basis. Intelligence will also affect referees’ decisions as to whether or not certain 
action would be taken, and it allows additional languages to be spoken. 

Wisdom is the prime requisite for Clerics. It may be used on a 3 for 1 basis by 
fighters, and on a 2 for 1 basis by Magic-Users, in their respective prime requisite 
areas. Wisdom rating will act much as does that for intelligence. 

Constitution is a combination of health and endurance. It will influence such things 
as the number of hits which can be taken and how well the character can withstand 
being paralyzed, turned to stone, etc. 

Dexterity applies to both manual speed and conjuration. It will indicate the 
character's missile ability and speed with actions such as firing first, getting off a 
spell, etc. 

Charisma is a combination of appearance, personality, and so forth. Its primary 
function is to determine how many hirelings of unusual nature a character can at 
tract. This is not to say that he cannot hire men-atarms and employ mercenaries, but 
the charisma function will affect loyalty of even these men. Players will, in all prob- 
ability, seek fo hire Fighting-Men, Magic-Users, and/or Clerics in order to strengthen 
their roles in the campaign. A player-character can employ only as many as indi- 
cated by his charisma score: 

Charisma Score Maximum # Hirelings Loyalty Base 

3-4 ] - 
5-6 2 -1 
7-9 3 

10-12 A 

13-15 5 +1 

16-17 6 +2 
18 12 +4 

In addition the charisma score is usable to decide such things as whether or not a 
witch capturing a player will turn him into a swine or keep him enchanted as a lover. 

Finally, charisma will aid a character in attracting various monsters to his service. 

Bonuses and Penalties to Advancement due to Abilities: 
(Low score is 3-8; Average is 9-12; High is 13-18) 

Prime requisite 15 or more: Add 10% to earned experience 
Prime requisite 13 or 14: Add 5% to earned experience 
Prime requisite of 9-12: Average, no bonus or penalty 
Prime requisite 8 or 7: Minus 10% from earned experience 
Prime requisite 6 or less: Minus 20% from earned experience 
Constitution 15 or more: Add +1 to each hit die 

Constitution 13 or 14: Will withstand adversity 
Constitution of 9-12: 60% to 90% chance of survival 
Constitution 8 or 7: 40% to 50% chance of survival 
Constitution 6 or less: Minus 1 from each hit die* 
Dexterity above 12: Fire any missile at +1 

Dexterity under 9: Fire any missile at -1 

* minimum score of 1 on any die 

Note: Average scores are 9-12. Units so indicated above may be used to increase 
pime requisite total insofar as this does not bring that category below average, i.e. 
elow a score of 9. 

LANGUAGES: The “common tongue” spoken throughout the “continent” is known 
by most humans. All other creatures and monsters which can speak have their own 
language, although some (20%) also know the common one. Law, Chaos and 
Neutrality also have common languages spoken by each respectively. One can at- 
tempt to communicate through the common tongue, language particular to a crea- 
ture class, or one of the divisional languages (law, etc.). While not understanding 
the language, creatures who speak a divisional tongue will recognize a hostile 
one and attack. Characters with an Intelligence above 10 may learn additional 
languages, one language for every point above 10 intelligence factors. Thus, a 
man with an intelligence level of 15 could speak 7 languages, i.e. the common 
tongue, his divisional language, and 5 creature languages. Of course, Magic- 
Users’ spells and some magic items will enable the speaking and understanding 
of languages. 


In all probability the referee will find it beneficial to allow participants in the 
campaign to “hire into service” one or more characters. At times this may be noth- 
ing more than a band of mercenaries hired to participate in and share the profits 
from some adventure. However it is likely that players will be desirous of acquiring a 
regular entourage of various character nes, monsters, and an army of some form. 
Non-player characters can be hired as follows: 

Only the lowest level of character types can be hired. The player wishing to 
hire a non-player character “advertises” by posting notices at inns and taverns, 
frequents public places seeking the desired hireling, or sends messengers to what- 
ever place the desired character type would be found (elf-land, dwarf-land, etc.). 
This costs money and takes time, and the referee must determine expenditures. 
Once some response has been obtained, the player must make an offer to tempt 
the desired character type into his service. As a rule of thumb, a minimum offer of 
100 Gold Pieces would be required to tempt a human into service, dwarves are 
more interested in gold, Magic-Users and elves desire magical items, and Clerics 
want some assurance of having a place of worship in which to house themselves. 

Monsters can be lured into service if they are of the same basic alignment as 
the player-character, or they can be Charmed and thus ordered to serve. Note, 
however, that the term “monster” includes men found in the dungeons, so in this 
way some high-level characters can be brought into a character's service, charisma 
allowing or through a Charm spell. Some reward must be offered to a monster in 
order fo induce it into service (not just sparing its life, for example). The monster will 
react, with aprrorta pluses or minuses, according to the offer, the referee rolling 

two six-sided dice and adjusting for charisma: 
Dice Score Reaction 
2 Attempts to attack 
3-5 Hostile reaction 
6-8 Uncertain 
9-11 Accepts offer 
12 Enthusiast, Loyalty +3 

An “Uncertain” reaction leaves the door open to additional reward offers, but 
scores under 6 do not. 

Capture of Non-Player Monsters: Morale dice can cause a man or intelligent 
monster to attempt to surrender or become subdued. When this happens an offer of 
service can be made (assuming that communication is possible) as outlined above. 
Subdued monsters will obey for a time without need to check their reactions, and 
such monsters are salable (see Vol. Il). 

Loyalty of Non-Player Characters (Including Monsters): Men, dwarves 
and elves will serve as retainers with relative loyalty so long as they receive their 
pay regularly, are treated fairly, are not continually exposed to extra-hazardous 
duty, and receive bonuses when they are taking part in some dangerous venture. 
Judgement of this matter is perforce subjective on the part of the campaign referee, 
but there is a simple guideline: When one or more of such characters are taken into 
service a loyalty check is made by rolling three-six-sided dice. Adjustments are made 
for charisma and initial payments for service, and the loyalty of the character(s) 
noted by the referee. (The p I ayer will not have any knowledge of what it is without 
some method of reading maids) 

Loyalty Score Morale 

3 or less Will desert at first opportunity 
4-6 —2 on morale dice 
7-8 -1 on morale dice 
9-12 Average morale dice 

13-14 +1 on morale dice 

15-18 +2 on morale dice 

19 and above Need never check morale 

Non-player characters and men-at-arms will have to make morale checks (using the 
above reaction table or “Chainmail”) whenever a highly dangerous or unnerving situa- 
tion arises. Poor morale will mean that those in question will not perform as expected. 

Periodic re-checks of loyalty should be made. Length of service, rewards, etc. 
will bring additional pluses. Poor treatment will bring minuses. 

Relatives: The referee may allow players fo designate one relative of his character 
to inherit his possessions if tor any reason the participant unexpectedly disappears, 
with or without “death” being positively established, for a period of one game 
month, let us say. At this time the relative would inherit the estate of the character, 
paying a 10% tax on all goods and monies. The relative must start at the lowest level 
of the class he opts for, but he will have the advantage of the inheritance. 

If the character returns, he takes possession of his estate once more (referee's 
option as to willingness of the relative to give it up) but must pay an additional 10% 
tax in order to regain his own. Optionally the relative may be allowed to stay on as 
a non-player character in the service of the player-character. Loyalty of the relative 
in such a circumstance would be at a penalty of from 0 to -6, and he would possibly 
intrigue to regain control. 

Characters without a relative will lose all their possessions should they disappear 
and not return before whatever period is designated as establishing death. 


It will be necessary for players to equip their characters with various basic items 
of equipment. Selection of items is strictly up to the players, and Gold Pieces are 

taken away accordingly (players may sell fo one another, of course, and then Gold 

Pieces would be transferred). 



Hand Axe 



Battle Axe 

Morning Star 



Pole Arm 

Two-Handed Sword 


Short Bow 

Long Bow 
Composite Bow 
Light Crossbow 
Heavy Crossbow 
Quiver of 20 Arrows 
Case with 30 Quarrels 
20 Arrows/30 Quarrels 
Silver Tipped Arrow 

Draft Horse 

Light Horse 
Warhorse, Medium 
Warhorse, Heavy 

Saddle Bags 




Small Boat 

Small Merchant Ship 
Large Merchant Ship 
Small Galley 

Large Galley 



RwWhND —-> oN UR DND — 








Leather Armor 

Chain-type Mail 

Plate Mail 



Barding (Horse Armor) 

50’ of Rope 

10’ Pole 

12 Iron Spikes 

Small Sack 

Large Sack 

Leather Back Pack 

Water/Wine Skin 

6 Torches 


Flask of Oil 

3 Stakes & Mallet 

Steel Mirror 

Silver Mirror, Small 

Wooden Cross 

Silver Cross 

Holy Water/Vial 

Wolvesbane, bunch 

Belladonna, bunch 

Garlic, bud 

Wine, quart 

lron Rations (for dungeon 
expeditions) 1 person/1 week 

Standard Rations for 1 person, 

1 week 

Other items’ cost may be 

calculated by comparing to 

similar items listed above. 



— = =) D> NO — = 
aAe-anooananaawdnodorrans-—r-- - 

(Weight which can be carried) 

Weight of a man - - 1,750 
Load in Gold Pieces Equal to Light Foot Movement (12”) - - 750 
Load in Gold Pieces Equal to Heavy Foot Movement (9”) - - 1,000 
Load in Gold Pieces Equal to Armed Foot Movement (6”) - - 1,500 
Leather Armor or Saddle - - 250 
Chain-Type Armor - - 500 
Plate Mail or Horse Armor - - 750 
Helmet - - 50 
Shield - - 150 
Pole Arms, Halberd, Pike, Two-Handed Sword (each) - - 150 
Morning Star, Flail, Battle Axe (each) - - 100 
Sword, Mace, Hand Axe, Bow & Arrows (each) - - 50 
Dagger - - 20 
Miscellaneous Equipment (rope, spikes, bags, etc.) - - 80 
Maximum Load/Person at half normal movement - - 3,000 

Example Employing Encumbrance: A character equips himself with the 

Plate Armor 750 
Helmet 50 
Shield 150 
Flail 100 
Bow, Quiver & 20 Arrows 50 
Dagger 20 
Misc. Equipment 80 
TOTAL 1,200 

The character would move at the speed of an Armored Footman (6”/turn). 
He could pick up an additional 300 Gold Pieces weight of treasure and incur no 
movement penalty. Weight over 1,500 would incur the penalty of half-speed noted 
above, although equipment could be discarded in order to avoid this penalty. 


1 Coin (Copper, Silver, or Gold) ] 
1 Small Sack Holds 50 
1 Large Sack or Back Pack Holds 300 
1 Scroll or Piece of Jewelry 20 
1 Potion or Wine Skin 30 
1 Flagon or Chalice 50 
1 Wand with Case 100 
1 Staff with Case 300 
1 Gem ] 



Fighting-Men Magic-Users Clerics 
Veteran O Medium 0 Acolyte 0 
Warrior 2,000 Seer 2,500 Adept 1,500 
Swordsman 4,000 Conjurer 5,000 Village Priest 3,000 
Hero* 8,000 Theurgist 10,000. Vicar 6,000 
Swashbuckler 16,000 Thaumaturgist 20,000 Curate 12,000 
Myrmidon** 32,000 Magician 35,000 Bishop 25,000 
Champion 64,000 Enchanter 50,000 Lama 50,000 
Superhero 120,000 Warlock* 75,000 Patriarch 100,000 
Lord 240,000 Sorcerer 100,000 

Necromancer 200,000 

Wizard 300,000 

*highest level for elf 
**highest level for dwarf 




Super Hero 

Lord, 10th Level 






Wizard, 12th Level 
Wizard, 13th Level 
Wizard, 14th Level 
Wizard, 15th Level 
Wizard, 16th Level 

Dice for Accu- _ Fighting 
mulative Hits | Capability 
1+] Man + 1 
2 2 Men + 1 
3 3 Men or Hero — 1 
4 Hero 
5 +1 Hero + 1 or 5 Men 
6 Hero + 1 or 6 Men 
in| Superhero — ] 
8+2 Superhero 
9+3 Superhero + ] 
10+ 1 Superhero + ] 
] Man 
1+] Man + 1 
2 2 Men 
2+1 2 Men + 1 
3 3 Men 
34+] 3 Men + 1 
4 Hero — 1 
5 Hero 
6+] Hero + 1 
7 Wizard 
8+1 Wizard 
8+2 Wizard 
8+3 Wizard 
8+4 Wizard + 1 
9+] Wizard + 1 
9+2 Wizard + 2 


Spells & Level 



Acolyte 1 Man HH = 
Adept 2 Man + 1 ]----- 
Village Priest 3 2 Men 2----- 
Vicar 4 3 Men 21---- 
Curate 4+] 3 Men + 1 22---- 
Bishop 5 Hero — 1 2211-- 
Lama 6 Hero 22211- 
Patriarch 7 Hero + 1 22222- 
Patriarch, 9th Level 7 +1 Superhero — 1 33322- 
Patriarch, 10th Level 7+2 Superhero — ] 33333- 

Experience Points: Experience points are awarded to players by the referee 
with appropriate bonuses or penalties for prime requisite scores. As characters 
meet monsters in mortal combat and defeat them, and when they obtain various 
forms of treasure (money, gems, jewelry, magical items, etc.), they gain “experi- 
ence.” This adds to their experience point total, gradually moving them upwards 
through the levels. Gains in experience points will be relative; thus an 8th-level 
Magic-User operating on the 5th dungeon level would be awarded 5/8 experi- 
ence. Let us assume he gains 7,000 Gold Pieces by defeating a troll (which is a 
7th-level monster, as it has over 6 hit dice). Had the monster been only a Sth-level 
one, experience would be awarded on a 5/8 basis as already stated, but as the 
monster guarding the treasure was a 7th-level one, experience would be awarded 
on a 7/8 basis thus; 7,000 GP + 700 for killing the troll = 7,700 divided by 8 
= 962.5 x 7 = 6,037.5. Experience points are never awarded above a 1 for 1 
basis, so even if a character defeats a higher-level monster he will not receive 
experience points above the total of treasure combined with the monster's kill 
value. It is also recommended that no more experience points be awarded for any 
single adventure than will suffice to move the character upwards one level. Thus 
a “veteran” (1st level) gains what would ordinarily be 5,000 experience points; 
however, as this would move him upwards two levels, the referee should award 
only sufficient points to bring him to “warrior” (2nd level), say 3,999 if the char- 
acter began with O experience points. 

Levels: There is no theoretical limit to how high a character may progress, i.e. 
20th-level Lord, 20th-level Wizard, etc. Distinct names have only been included for 
the base levels, but this does not influence progression. 

Dice for Accumulative Hits (Hit Dice): This indicates the number of dice which 
are rolled in order to determine how many hit points a character can take. Pluses are 
merely the number of pips to add to the total of all dice rolled not to each die. Thus 
a Superhero gets 8 dice + 2; they are rolled and score 1, 2, 2, 3, 3, 4, 5, 6/totals 
26 + 2 = 28, 28 being the number of points of damage the character could sustain 
before death. Whether sustaining accumulative hits will otherwise affect a character 
is left to the discretion of the referee. 

Fighting Capability: This is a key to use in conjunction with the CHAINMAIL fan- 
tasy rule, as modified in various places herein. An alternative system will be given 
later for those who prefer a different method. 


Spells & Levels: The number above each column is the spell level (complexity, a 
somewhat subjective determination on the part of your authors). The number in each 
column opposite each applicable character indicates the number of spells of each 
level that can be used (remembered during any single adventure) by that character. 
Spells are listed and explained later. A spell used once may not be reused in the 
same day. 

Levels Above those Listed: Progressions of Dice for Accumulative Hits, Fight- 
ing Capability, and Spells & Levels may not be evident. An 11th-level Lord would 
get 10 + 3 dice and fight as he did at the 10th level; but at 12th level, he could 
get 11 + 1 dice and fight at Superhero + 2. At 13th level dice would be 11 + 3 
with Fighting Capability at Superhero + 2. A 17th-level Wizard would get 9 + 
3 dice and fight as at 16th level, just as an 18th-level Wizard would get dice of 
10 + 1 with no change in Fighting Capabilities — the change coming at the 19th 
level, fighting then being done at Wizard + 3. An 11th-level Patriarch would get 
dice of 7 + 3 with Fighting oy unchanged; at 12th level dice would be 
8 + 1 with no change in fighting; and at 13th level the Patriarch would get 8 + 
2 and fight as a Superhero — the next change in Fighting Capability coming at 
the 17th level. 

Spell progression for Magic-Users is: 17th-level Wizard — 6, 6, 6, 5, 5, 5; 18th- 
level Wizard — sizes across the board; and so on. Spell progression for Clerics is: 
11th-level Patriarch — 4, 4, 4, 3, 3; 12th-level Patriarch — fours across the board; 
13th-level Patriarch — 5, 5, 5, 4, 4; and so on. 


This system is based upon the defensive and offensive capabilities of the combat- 
ants; such things as speed, ferocity, and weaponry of the monster attacking are 
subsumed in the matrixes. There are two charts, one for men versus men or monsters 
and one for monsters (including kobolds, goblins, orcs, etc.) versus men. 



Armor 20-Sided Die Score to Hit by Level* 

Class Description Level 1-3 4-6 7-9 10-12 13-15 16&+ 
2 Plate Armor & Shield 17 15 12 10 8 5 
3. Plate Armor 16 14 1] 9 7 A 
4 = Chain Mail & Shield 15 13. 10 8 6 3 
5 — Chain Mail 14 12 9 7 5 2 
6 Leather & Shield 13 1] 8 6 4 ] 
7 — Leather Armor 12 10 7 5 3 ] 
8 Shield Only 11 9 6 4 2 ] 
9 No Armor or Shield 10 8 5 3 ] ] 

*Fighting-Men: Magic-Users advance in steps based 

on ve levels/group (1-5, 6-10, etc.), and Clerics in steps 
based on four levels/group (1-4, 5-8, etc.). Normal men 
equal 1stlevel fighters. 

All attacks which score hits do 1-6 points damage unless otherwise noted. 



20-Sided Die Score to Hit by Monster’s Dice # 

Armor Dice Up 
Class Description tol 1+1 2-3 3-4 4-6 6-8 9-10 11&+ 

2 Allas in Table 17 16 15 13 12 1] 9 7 
3. 1. above... 16 15 14 12 11 10 8 6 
4 15 14 13 1] 10 9 7 5 
5 14 13 12 10 9 8 6 4 
6 13 12 1] 9 8 7 5 3 
7 12 1] 10 8 7 6 4 2 
8 1] 10 9 - 6 5 3 ] 
9 10 9 8 6 5 A 2 0 

All base scores to hit will be modified by magic armor and weaponry. Missile 
hits will be scored by using the above tables at long range and decreasing Armor 
Class by 1 at medium and 2 at short range. 


All Wands — 

Including Staves 
Class & Death Ray Polymorph or Dragon & 
Level or Poison Paralyzation Stone Breath Spells 
Fighting-Men 1-3 12 13 14 15 16 
Magic-User 1-5 13 14 13 16 15 
Cleric 1-4 1] 12 14 16 15 
Fighter 4-6 10 1] 12 13 14 
Magic User 6-10 1] 12 1] 14 12 
Cleric 5-8 9 10 12 14 12 
Fighter 7-9 8 9 10 10 12 
Magic-User 11-15 8 9 8 11 8 
Cleric 9-12 6 7 9 11 9 
Fighter 10-12 6 i 8 8 10 
Magic-User 16+ 5 6 5 8 3 
Cleric 13+ 3 5 7 8 7 
Fighter 13+ A 5 5 5 8 

Failure to make the total indicated above results in the weapon having full effect, 
i.e. you are turned to stone, take full damage from dragon's breath, etc. Scoring the 
total indicated above (or scoring higher) means the weapon has no effect (death ray, 
polymorph, paralyzation, stone, or spell) or one-half eftect (poison scoring one-half 
of the total possible hit damage and dragon's breath scoring one-half of its full dam- 
age). Wands of cold, fire balls, lightning, etc. and staves are treated as indicated, 
but saving throws being made result in one-half damage. 




Ist Level 2nd Level 3rd Level 
1. Detect Magic Detect Invisible Fly 
2. Hold Portal Levitate Hold Person 
3. Read Magic Phantasmal Forces _—_ Dispel Magic 
4. Read Languages Locate Object Clairvoyance 
5. Protection/Evil Invisibility Clairaudience 
6. Light Wizard Lock Fire Ball 
7. Charm Person Detect Evil Lightning Bolt 
8. Sleep ESP Protection/Evil, 10’ r. 
9. Continual Light Invisibility, 10’ r. 
10. Knock Infravision 
11. Slow Spell 
12. Haste Spell 
13. Protection/Normal Missiles 
14. Water Breathing 
4th Level 5th Level 6th Level 
1. Polymorph Self Teleport Stone to Flesh 
2. Polymorph Others Hold Monster Reincarnation 
3. Remove Curse Conjure Elemental Invisible Stalker 
4. Wall of Fire Telekinesis Lower Water 
5. Wall of Ice Transmute Rock-Mud_ Part Water 
6. Confusion Wall of Stone Projected Image 
7. Charm Monster Wall of Iron Anti-Magic Shell 
8. Growth/Plant Animate Dead Death Spell 
9. Dimension Door Magic Jar Geas 
10. Wizard Eye Contact Higher Plane Disintegrate 
11. Massmorph Passwall Move Earth 
12. Hallucinatory Terrain Cloudkill Control Weather 
13. Feeblemind 
14. Growth of Animals 




Ist Level 2nd Level 3rd Level 

1. Cure Light Wounds Find Traps Remove Curse 
2. Purify Food & Water Hold Person Cure Disease 
3. Detect Magic Bless Locate Object 
4. Detect Evil Speak with Animals Continual Light 
5. Protection/Evil 

6. Light 

4th Level 5th Level 

1. Neutralize Poison Dispel Evil 

2. Cure Serious Wounds Raise Dead 
3. Protection/Evil, 10’r. Commune 

A. Turn Sticks to Snakes Quest 
5. Speak with Plants Insect Plague 
6. Create Water Create Food 

Clerics versus Undead Monsters: 


Type Acolyte Adept Priest Vicar Curate Bishop Lama Patriarch 
Skeleton 7 i T D D D D D 
Zombie 9 7 T il D D D D 
Ghoul 11 9 7 T T D D D 
Wight N 1] 9 7 T T D D 
Wraith N N 1] 9 7 T T D 
Mummy N N N 1] 9 7 T T 
Spectre N N N N 1] 9 7 T 
Vampire N N N N N 1] 9 7 
Numbers are the score to match or exceed in order to turn away, rolled with two 
six-sided dice. 

T = Monster turned away, up to two dice in number. 
D = Dispelled/dissolved, up to two dice in number. 
N = No Effect. 

A full explanation of each spell follows. Note that underlined Clerical spells are 
reversed by evil Clerics. Also, note the Clerics versus Undead Monsters table, indi- 
cating the strong effect of the various clerical levels upon the undead; however, evil 
Clerics do not have this effect, the entire effect being lost. 


1st Level: 

Detect Magic: A spell to determine if there has been some enchantment laid on 
a person, place or thing. It has a limited range and short duration. It is useful, for 
example, to discover if some item is magical, a door has been “held” or “wizard 
locked,” etc. 

Hold Portal: A spell to hold a door, gate or the like. It is similar to a locking spell 
(see below) but it is not permanent. Roll two dice to determine the duration of the 
spell in turns. Dispel Magic (see below) will immediately negate it, a strong anti- 
magical creature will shatter it and a Knock (see below) will open it. 

Read Magic: The means by which the incantations on an item or scroll are read. 
Without such a spell or similar device magic is unintelligible to even a Magic-User. 
The spell is of short duration (one or two readings being the usual limit). 

Read Languages: The means by which directions and the like are read, particu- 
larly on treasure maps. It is otherwise like the Read Magic spell above. 

Protection from Evil: This spell hedges the conjurer round with a magic circle to 
keep out attacks from enchanted monsters. It also serves as an “armor” from various 
evil attacks, adding a +1 to all saving throws and taking a -1 from hit dice of evil 
opponents. (Note that this spell is not cumulative in effect with magic armor and 
rings, although it will continue to keep out enchanted monsters.) Duration: 6 turns. 

Light: A spell to cast light in a circle 3” in diameter, not equal to full daylight. It lasts 
for a number of turns equal to 6 + the number of levels of the user; thus, a 7th-level 
Magic-User would cast the spell for 13 turns. 

Charm Person: This spell applies to all two-legged, generally mammalian figures 
near to or less than man-size, excluding all monsters in the “Undead” class but 
including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins and Gnolls. 
If the spell is successful it will cause the charmed entity to come completely under 
the influence of the Magic-User until such time as the “charm” is dispelled (Dispel 
Magic). Range: 12”. 

Sleep: A Sleep spell affects from 2-16 1stlevel types (hit dice of up to 1 + 1), from 
2-12 2nd-level types (hit dice of up to 2 + 1), trom 1-6 3rd-level types, and but 
1 Ath-level type (up to 4 + 1 hit dice). The spell always affects up to the number of 
creatures determined by the dice. If more than the number rolled could be affected, 
determine which “sleep” by random selection. Range: 24”. 

2nd Level: 

Detect Invisible (Objects): A spell to find secreted treasure hidden by an Invis- 
ibility spell (see below). It will also locate invisible creatures. Durations: 6 turns. 
Range: 1” x the level of the Magic-User casting it, i.e. a “Wizard” would have a 
range of 11”, more if he was above the base value. 

Levitate: This spell lifts the caster, all motion being in the vertical plane; however, 
the user could, for example, levitate to the ceiling, and move horizontally by use of 
his hands. Duration: 6 turns + the level of the user. Range (of levitation): 2”/level of 
Magic-User, with upwards motion at 6”/turn. 


Phantasmal Forces: The creation of vivid illusions of nearly anything the user 
envisions (a projected mental image so to speak). As long as the caster concentrates 
on the spell, the illusion will continue unless touched by some living creature, so 
there is no limit on duration, per se. Damage caused to viewers of a Phantasmal 
Force will be real if the illusion is believed to be real. Range: 24”. 

Locate Object: In order for this spell to be effective it must be cast with certain 
knowledge of what is to be located. Thus, the exact nature, dimensions, color- 
ing, etc. of some magical item would have to be known in order for the spell to 
work. Well known objects such as a flight of stairs leading upwards can be de- 
tected with this spell however. The spell gives the user the direction of the object 
desired but not the distance. The desired object must be within range. Range: 
6” + 1“/level of the Magic-User employing the spell, i.e. a “Necromancer” has 
a 16” range. 

Invisibility: A spell which lasts until it is broken by the user or by some outside 
force (remember that as in CHAINMAIL, a character cannot remain invisible and 
attack). It affects only the person or thing upon whom or which it is cast. Range: 24” 

Wizard Lock: Similar to a Hold Portal, this spell lasts indefinitely. It can be opened 
by a Knock without breaking the spell. A Wizard Lock can be passed through with- 
out a spell of any kind by a Magic-User three levels above the one who placed the 

Detect Evil: A spell to detect evil thought or intent in any creature or evilly en- 
chanted object. Note that poison, for example, is neither good nor evil. Duration: 
2 turns. Range: 6”. 

ESP: A spell which allows the user to detect the thoughts (if any) of whatever lurks 
behind doors or in the darkness. It can penetrate solid rock up to about 2’ in thick- 
ness, but a thin coating of lead will prevent its penetration. Duration: 12 turns. 
Range: 6” 


Continual Light: This spell creates a light wherever the caster desires. It sheds a 
circle of illumination 24” in diameter, but does not equal full daylight. It continues to 
shed light until dispelled. Range: 12”. 

Knock: A spell which opens secret doors, held portals, doors locked by magic, 
barred or otherwise secured gates, etc. Range: 6”. 

3rd Level: 

Fly: By means of this spell the user is able to fly at a speed of up to 12”/turn. The 
spell lasts for the number of turns equal to the level of the Magic-User plus the num- 
ber of pips on a six-sided die which is secretly determined by the referee. 

Hold Person: A spell similar to a Charm Person, but which is of both limited dura- 
tion and greater effect. It will affect from 1-4 persons. If it is cast at only a single 
person it has the effect of reducing the target’s saving throw against magic by —2. 
Duration: 6 turns + level of the caster. Range: 12”. 

Dispel Magic: Unless countered, this spell will be effective in dispelling enchant 
ments of most kinds (referee’s option), except those on magical items and the like. 
This is modified by the following formula. The success of a Dispel Magic spell is 
a ratio of the dispeller over the original spell caster, so if a Sth-level Magic-User 
attempts fo dispel the spell of a 1 Othvevel Magic-User there is a 50% chance of suc- 
cess. Duration: | turn. Range: 12”. 

Clairvoyance: Same as ESP spell except the spell user can visualize rather than 
merely pick up thoughts. 

Clairaudience: Same as Clairvoyance except it allows hearing rather than visu- 
alization. This is one of the few spells which can be cast through a Crystal Ball (see 
Vol. Il). 

Fire Ball: A missile which springs from the finger of the Magic-User. It explodes 
with a burst radius of 2” (slightly larger than specified in CHAINMAIL). In a confined 
space the Fire Ball will generally conform to the shape of the space (elongate or 
whatever). The damage caused by the missile will be in proportion fo the level of its 
user. A 6th-level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. 
(Note that Fire Balls from Scrolls (see Vol. II) and Wand are 6-die missiles and those 
from Staves are 8-die missiles. Duration: 1 turn. Range: 24” 

Lightning Bolt: Utterance of this spell generates a lightning bolt 6” long and up 
to 3/4” wide. If the space is not long enough to allow its full extension, the missile 
will double back to attain 6”, possibly striking its creator. It is otherwise similar to 
a Fire-Ball, but as stated in CHAINMAIL the head of the missile may never extend 
beyond the 24” range. 

Protection from Evil, 10’ Radius: A Protection-fromvi} spell which extends 

to include a circle around the Magic-User and also lasts for 12 rather than 6 turns. 

Invisibility, 10’ Radius: An Invisibility spell with an extended projection but 
otherwise no different from the former spell. Infravision: This spell allows the 
recipient to see infrared light waves, thus enabling him to see in total darkness. 
Duration: 1 day. Range of infravision: 40-60’. 

Infravision: This spell allows the recipient to see infrared light waves, thus enabling 
him to see in total darkness. Duration: 1 day. Range of infravision: 40-60’. 


Slow Spell: A broad-area spell which affects up to 24 creatures in a maximum 
area of 6” x 12”. Duration: 3 turns. Range: 24”. 

Haste a ici This is exactly the opposite of a Slow Spell in effect, but otherwise like 
it. Note that it will counter its opposite and vice-versa. 

Protection from Normal Missiles: The recipient of this charm becomes imper- 
vious fo normal missiles. This implies only those missiles projected by normal (not 
above normal) men and/or weapons. Duration: 12 turns. Range: 3”. 

Water Breathing: A spell whereby it is possible to breathe underwater without 
harm or difficulty. Duration: 12 turns. Range 3”. 

4th Level: 

Polymorph Self: A spell allowing the user to take the shape of anything he de- 
sires, but he will not thereby acquire the combat abilities of the thing he has poly- 
morphed himself to resemble. That is, while the user may turn himself into a dragon 
of some type, he will not gain the ability to fight and breathe, but he will be able to 
fly. Duration: 6 turns + the level of the Magic-User employing it. 

Polymorph Others: Unlike the spell to Polymorph Self, this spell lasts until it is 
dispelled. The spell gives all characteristics of the form of the creature, so a creature 
polymorphed into a dragon acquires all of the dragon's ability — not necessarily 
mentality, however. Likewise, a troll polymorphed into a snail would have innate 
resistance to being stepped on and crushed by a normal man. Range: 6”. 

Remove Curse: A ae to remove any one curse or evil sending. Note that using 
this spell on a “cursed sword,” for example, would make the weapon an ordinary 
sword, not some form of enchanted blade. Range: Adjacent to the object. 

Wall of Fire: The spell will create a wall of fire which lasts until the Magic-User 
no longer concentrates to maintain it. The fire wall is opaque. It prevents creatures 
with under four hit dice from entering/passing through. Undead will take two dice of 
damage (2-12) and other creatures one die (1-6) when breaking through the fire. 
The shape of the wall can be either a plane of up to 6” width and 2” in height, or it 
can be cast in a circle of 3” diameter and 2” in height. Range: 6”. 

Wall of Ice: A spell to create a wall of ice six inches thick, in dimensions like that 
of a Wall of Fire. It negates the effects of creatures employing fire and/or fire spells. 
It may be broken through by creatures with four or more hit dice, with damage 
sonalie one die (1-6) for non-ire employing creatures and double that for fire-users. 
Range: 12” 

Confusion: This spell will immediately affect creatures with two or fewer hit-dice. 
For creatures above two hit dice the following formula is used to determine when 
the spell takes effect: score of a twelve-sided die roll less the level of the Magic- 
User casting the spell = delay in effect, i.e. a positive difference means a turn 
delay, while a zero or negative difference means immediate effect. Creatures with 
four or more hit dice will have saving throws against magic, and on those turns 
they make their saving throws they are not confused; but this check must be made 
each turn the spell lasts, and failure means they are confused. The spell will affect 
as many creatures as indicated by the score rolled on two six-sided dice with the 
addition of +1 for each level above the 8th that the Magic-User casting the spell 
has attained. Confused creatures will attack the Magic-User’s party (dice score 
2-5), stand around doing nothing (6-8), or attack each other (9-12). Roll each 
turn. Duration: 12 turns. Range: 12”. 


Charm Monster: The counterpart of a Charm Person spell which is employable 
against all creatures. If animals or creatures with three or fewer hit dice are involved 
determine how many are affected by the spell by rolling three six-sided dice. It is 
otherwise identical to the Charm Person spell. 

Growth of Plants: This spell causes normal brush or woods to become thickly 
overgrown and entangled with creepers, vines, thorns, briars and so on, so as to 
make the area virtually impassable. It will affect an area of up to 30 square inches, 
the dimensions decided by the caster of the spell. Duration: until the spell is negated 

by a Dispel Magic. Range: 12”. 

Dimension Door: A limited Teleport spell which allows the object to be instan- 
taneously transported up to 36” in any direction (including up or down). There is 
no chance of misjudging when using a Dimension Door, so the user always arrives 
exactly where he calls, i.e. 12” upwards, 32” east, etc. Range: 1”. 

Wizard Eye: A spell which allows the user to send a visual sensor up to 24” away 
in order to observe the scene without himself moving. The “eye” is invisible. It moves 
12” /turn. Duration: 6 turns. 

Massmorph: This spell is used to conceal up to 100 men (or creatures of near 
man size) as a woods or orchards. The concealed figures may be moved through 
without being detected as anything other than trees, and it will not affect the spell. It 
will be negated by a command for the caster or by means of a Dispel Magic spell. 
Range: 24”. 

Hallucinatory Terrain: By means of this spell, terrain features can either be hid- 
den or created — an illusion which affects a large area. Thus a swamp, hill, ridge, 
woods, or the like can be concealed or made to appear. The spell is broken when 
the magicked area is contacted by an opponent. Range: 24”. 


5th Level: 

Teleport: Instantaneous transportation from place to place, regardless of the dis- 
tance involved, provided the user knows where he is going (the topography of the 
arrival area). Without certain knowledge of the destination teleportation is 75% un- 
certain, so a score of less than 75% of the percentile dice results in death. If the user 
is aware of the general topography of his destination, but has not carefully studied 
it, there is an uncertainty factor of 10% low and 10% high. A low score (1-10%) 
means death if solid material is contacted. A high score (91-100%) indicates a 
fall of from 10 to 100 feet, also possibly resulting in death. If a careful study of the 
destination has been previously made, then the Magic-User has only a 1% chance 
of teleporting low and a 4% chance of coming in high (10-40 feet). 

Hold Monster: Same as Hold Person but applicable to Monsters. 

Conjure Elemental: A spell to conjure an Air, Water, Fire or Earth Elemental. 
Only one of each type can be conjured by a Magic-User during any one day. The 
Elemental will remain until dispelled, but the Magic-User must concentrate on con- 
trol or the elemental will turn upon its conjurer and attack him (see CHAINMAIL). 
Conjured elementals are the strongest, with 16 hit dice as is explained in Vol. Il, 

Telekinesis: By means of this spell, objects may be moved by mental force. Weight 
limits are calculated by multiplying the level of the Magic-User by 200 Gold Pieces 
weight. Thus, a “Necromancer” is able to move a weight equal to 2,000 Gold 
Pieces. Duration: 6 turns. Range 12”. 

Transmute Rock to Mud: The spell takes effect in one turn, turning earth, sand, 
and, of course, rock to mud. The area affected is up to 30 square inches. Creatures 
moving into the mud will become mired, possibly sinking if heavy enough or losing 
90% of movement otherwise, unless able fo fly or levitate. The spell can only be 
countered by reversing the incantation (requiring a spell) or 
by normal process of evaporation (3-18 days as determined by rolling three six- 
sided dice). Range: 12”. 

Wall of Stone: The creation of a stone wall two feet thick with a maximum length 
and height equalling 10 square inches. The wall will last until dispelled, broken 
down or battered through as a usual stone wall. Range: 6”. 

Wall of Iron: Like a WellefStere, but the thickness of the wall is three inches and 

its maximum area 5 square inches. Duration: 12 turns. Range: 6”. 

Animate Dead: The creation of animated skeletons or zombies. It in no way 
brings a creature back to life. For the number of dead animated simply roll one die 
for every level above the 8th the Magic-User is, thus a “Sorcerer” gets one die or 
from 1-6 animated dead. Note that the skeletons or dead bodies must be available 
in order to animate them. The spell lasts until dispelled or the animated dead are 
done away with. 

Magic Jar: By means of this device the Magic-User houses his life force in some 
inanimate object (even a rock) and attempts to possess the body of any other crea- 
ture within 12” of his Magiedar. The container for his life force must be within 3” of 
his body at the time the spell is pronounced. Possession of another body takes place 
when the creature in question fails to make its saving throw against magic. If the pos- 
sessed body is destroyed, the spirit of the Magic-User returns to the Magic Jar, and 
from thence it may attempt another possession or return to the Magic-User’s body. 


The spirit of the Magic-User can return to the Magic Jar at any time he so desires. 
Note that if the body of the Magic-User is destroyed the life force must remain in a 
possessed body or the Magic Jar. If the Magic Jar is destroyed, the Magic-User is 
totally annihilated. 

Contact Higher Plane: This spell allows the magicaltype to seek advice and 
gain knowledge from creatures inhabiting higher planes of existence (the referee). 
Of course, the higher the plane sonieicted, the greater the number of questions that 
can be asked, the greater the chance that the information will be known, and the 
higher the probability that the question will be answered truthfully. Use the table 
below to determine these factors, as well as the probability of the Magic-User going 
insane. Only questions which can be answered “yes” or “no” are permitted. 

Plane # of Questions Chance of Knowing Veracity Insanity 
3rd 3 25% 30% nil 
Ath 4 30% 40% 10% 
5th 5 35% 50% 20% 
6th 6 40% 60% 30% 
7th 7 50% 70% 40% 
8th 8 60% 75% 50% 
9th 9 70% 80% 60% 

10th 10 80% 85% 70% 

11th 1] 90% 90% 80% 

12th 12 95% 100% 90% 


If a Magic-User goes insane, he will remain so for a number of weeks equal to the 
number of the plane he was attempting to contact, the strain making him totally in- 
capacitated until the time has elapsed. For each level above the 11th, Magic Users 
should have a 5% better chance of retaining their sanity. The spell is usable only 
once every game week (referee’s option). 

Passwall: A spell which opens a hole in a solid rock wall, man-sized and up to 10’ 
in length. Duration: 3 turns. Range: 3”. 

Cloudkill: This spell creates a moving, poisonous cloud of vapor which is deadly 
to all creatures with less than five hit dice. Movement: 6”/turn according to wind 
direction, or directly away from the spell caster if there is no wind. Dimensions: 3” 
diameter. Duration: 6 turns, but the cloud is dispelled by unusually strong winds or 
trees. Note that the cloud is heavier than air, so it will sink to the lowest possible level. 

Feeblemind: A spell usable only against Magic-Users, it causes the recipient to 
become feeble-minded until the spell is countered with a Dispel Magic. Because of 
its specialized nature the Feeblemind spell has a 20% better chance of success, i.e. 
lowers the Magic-User’s saving throw against magic by 4, so that if normally a 12 
or better were required to save against magic, a 16 would be required against a 
Feeblemind. Range: 24”. 

Growth of Animals: A spell which will cause from 1-6 normal-sized animals 
(not merely mammals) to grow to giant-size with proportionate attack capabilities. 
Duration: 12 turns. Range 12”. 

6th Level: 

Stone to Flesh: This spell turns stone to flesh, and it is reversible, so as to turn flesh 
to stone. It is particularly useful in reviving characters who have been “stoned” by 
some monster. It is permanent unless a reversed spell is used. Range: 12”. 

Reincarnation: A spell to bring a dead character back to life in some other form. 
The form in which the character is Reincarnated is dependent upon his former align- 
ment (Law, Neutrality or Chaos). Use a random determination on the Character 
Alignment table, and whatever the result is, the reincarnated character is that crea- 
ture and must play as it. If he comes back as a man, determine which class, and roll 
a six-sided die to determine which level in that class, and similarly check level for 
reincarnation as an elf or dwarf. 

Invisible Stalker: The conjuration of an extra-dimensional monster which can be 
controlled with merely a word from the Magic-User who conjured him. The Invisible 
Stalker will continue on its mission until it is accomplished, regardless of time or 
distance. They cannot be dispelled once conjured, except through attack. Details of 
the Invisible Stalker itself will be found in the next volume. 

Lower Water: Utterance of this spell causes the water level in a river or similar 
body of liquid to drop 50% of its depth for ten turns. Range: 24”. 

Part Water: A spell which will part water up to 10’ deep for a maximum of six 
turns. Range: 12”. 

Projected Image: By means of this spell the Magic-User projects an image of him- 
self up to 24” away, and all spells and the like used thereafter appear to originate 
from the Projected Image. Duration: 6 turns. Range: 24”. 


Anti-Magic Shell: A field which surrounds the Magic-User and makes him totally 
impervious fo all spells. It also prevents any spells from being sent through the shell 
by the Magic-User who conjured it. Duration: 12 turns. 

Death Spell: An incantation which kills from 2-16 creatures with fewer than seven 
hit dice. The creatures must be within an area of 6” x 6” to come under the spell. 
Range: 24”. 

Geas: A spell which forces the recipient to perform some task (as desired by the 
Magic-User casting the Geas). Any attempt to deviate from the performance of 
the task will result in weakness, and ignoring the Geas entirely brings death. The 
referee must carefully adjudicate the casting and subsequent performance of the 
geased individual when this spell is used. Duration: Until the task is completed. 
Range: 3”. 

Disintegrate: This spell will cause material of any kind — other than that of a 
magical nature — to Disintegrate. It will blast a tree, dragon (if it fails to make its 
saving throw against magic), wall section, or whatever. Range: 6” 

Move Earth: When above ground the Magic-User may utilize this spell to move 
prominences such as hills or ridges. The spell takes one turn fo go into effect. The 
terrain affected will move at the rate of 6” per turn. Duration: 6 turns. Range 24”. 

Control Weather: The Magic-User can perform any one of the following weather 
control operations with this spell: Rain, Stop Rain, Cold Wave, Heat Wave, Tor- 
nado, Stop Tornado, Deep Clouds, Clear Sky. 

1st Level: 

Cure Light Wounds: During the course of one full turn this spell will remove hits 
from a wounded character (including elves, dwarves, etc.). A die is rolled, one pip 
added, and the resultant total subtracted from the hit points the character has taken. 
Thus from 2-7 hit points of damage can be removed. 

Purify Food & Water: This spell will make spoiled or poisoned food and water 
usable. The quantity subject fo a single spell is approximately that which would 
serve a dozen people. 

Detect Magic: This spell is the same as that for Magic-Users. 

Detect Evil: This spell is the same as that for Magic-Users except that it has a dura- 
tion of 6 turns and a range of 12”. 

Protection from Evil: This spell is the same as that for Magic-Users except that it 
lasts for 12 turns. 

Light: This spell is the same as that for Magic-Users, except that it has a basic dura- 
tion of 12 turns. 

2nd Level: 

Find Traps: By means of this spell the Cleric will locate any mechanical or magical 
traps within a radius of 3”. The spell lasts 2 turns. 


Hold Person: This spell is the same as that for Magic-Users except that its duration 
is 9 turns and its range 18”. 

Bless: During any turn the prospective recipients of a Bless spell are not in combat 
the Cleric may give them this benison. A blessing raises morale by +1 and also adds 
+1 fo attack dice. The spell lasts six turns. 

Speak with Animals: This spell allows the Cleric to speak with any form of ani- 
mal life, understanding what they say in reply. There is a possibility that the animal(s) 
spoken with will perform services for the Cleric, and they will never attack the party 
the Cleric is with. (The manner of handling the probabilities of action by animals is 
discussed in the next volume). Duration: 6 turns. Range: 3”. 

3rd Level: 
Remove Curse: This spell is the same as that for Magic-Users. 

Cure Disease: A spell which cures any form of disease. The spell is the only 
method to rid a character of a disease from a curse, for example. 

Locate Object: This spell is the same as that for Magic-Users, except that the base 
range is 9”. 

Continual Light: This spell is the same as that for Magic-Users, except that the light 
shed is equal to full daylight. 


4th Level: 

Neutralize Poison: A spell to counter the harmful effects of poison. Note that 
it will not aid a character killed by poison, however. It will affect only one object. 
Duration: 1 turn. 

Cure Serious Wounds: This spell is like a Light Wound spell, but the effects are 
double, so two dice are rolled and one pip is added to each die. Therefore, from 4 
to 14 hit points will be removed by this spell. 

Protection from Evil, 10’ radius: This spell is the same as that for Magic-Users. 

Turn Sticks to Snakes: Anytime there are sticks nearby a Cleric can turn them 
into snakes, with a 50% chance that they will be poisonous. From 2-16 snakes can 
be conjured (roll two eightsided dice). He can command these conjured snakes to 
perform as he orders. Duration: 6 turns. Range 12”. 

Speak with Plants: This spell allows the Cleric to speak with all forms of plant 
lite, understanding what they say in reply. Plants so spoken to will obey com- 
mands of the Cleric, such as part to allow a passage and so on. This spell does 
not give the Cleric the power to command trees as Treants do. Duration: 6 turns. 
Range: 3”. 

Create Water: By means of this spell, the Cleric can create a supply of drinkable 
water sufficient for a party of a dozen men and horses for one day. The quantity 
doubles for every level above the 8th the Cleric has attained. 

5th Level: 

Dispel Evil: Similar to a Dispel Magic spell, this allows a Cleric to dispel any evil 
sending or spell within a 3” radius. It functions immediately. Duration: 1 turn. 

Raise Dead: The Cleric simply points his finger, utters the incantation, and the 
dead person is raised. This spell works with men, elves, and dwarves only. For each 
level the Cleric has progressed beyond the 8th, the time limit for resurrection extends 
another four days. Thus, an 8th-level Cleric can raise a body dead up to four days, 
a 9th-level Cleric can raise a body dead up to eight days, and so on. Naturally, if 
the character’s Constitution was weak, the spell will not bring him back to life. In 
any event raised characters must spend two game weeks’ time recuperating from 
the ordeal. 

Commune: A spell which puts the Cleric in touch with the powers “above” and 
asks for help in the form of answers to three questions. Communing is allowed but 
once each week maximum (referee’s option as to making less frequent). Veracity and 
knowledge should be near total. Once per year a special communing should be al- 
lowed wherein the Cleric can ask double the number of questions. 

Quest: This is similar to the Geas, except that the character sent upon a Quest by 
the Cleric is not killed by failure to carry out the service. However, the Cleric may 
curse him with whatever he desires for failure, and the referee should decide if such 
a curse will take effect if the character ignores the Quest, basing the effectiveness 
of Weiatad on the phrasing of it and the alignment and actions of the character so 

Insect Plague: By means of this spell, the Cleric calls to him a vast cloud of in- 
sects and sends them where he will, within the spell range. They will obscure vision 
and drive creatures with less than three hit dice off in rout. The dimensions of the 


Insect Plague are 36 square inches. Duration: 1 game day. Range: 48”. (Note: 
This spell is effective only above ground.) 

Create Food: A spell with which the Cleric creates sustenance sufficient for a Pay 
of a dozen for one game day. The quantity doubles for every level above the 8 
the Cleric has attained. 

Note: There are Anti-Clerics (listed below) who have similar powers to Clerics. Those 
Clerical spells underlined on the table for Cleric Spells have a reverse effect, all oth- 
ers functioning as noted. The chief exception is the Raise Dead spell which becomes: 

The Finger of Death: Instead of raising the dead, this spell creates a “death 
ray” which will kill any creature unless a saving throw is made (where appli- 
cable). Range: 12”. (A Cleric-type may use this spell in a life-or-death situation, 
but misuse will immediately turn him into an Anti-Cleric.) 

Anti-Cleries: Evil Acolyte, Evil Adept, Shaman, Evil Priest, Evil Curate, Evil Bishop, 
Evil Lama, Evil High Priest. 


Both Magic-Users and Clerics may attempt to expand on the spells listed (as ap- 
plicable by class). This is a matter of time and investment. The level of the magic re- 
quired to operate the spell (determination by referee) dictates the initial investment. 
Investment for 1st level is 2,000 Gold Pieces, 2nd level is 4,000 Gold Pieces, 3rd 
level is 8,000 Gold Pieces, Ath level is 16,000 Gold Pieces, 5th level is 32,000 
Gold Pieces, and 6th level is 64,000 Gold Pieces. The time required is one week 
per spell level. For every amount equal to the basic investment spent there is a 20% 
chance of success, cumulative. An investment of 10,000 Gold Pieces in order to 
develop a new Istlevel spell, for example, has a 100% chance of success after one 
game week. 

The level of the spell researched must be consistent with the level of the Magic- 
User or Cleric involved, i.e. the character must be able to use spells equal to or 
above the level of the one he desires fo create. 

Once a new spell is created the researcher may include it in the list appropriate 
to its level. He may inform others of it, thus enabling them to utilize it, or he may 
keep it to himself. 


Characters who employ spells are assumed fo acquire books containing the spells 
they can use, one book for each level. If a duplicate set of such books is desired, 
the cost will be the same as the initial investment for research as listed above, i.e. 
2,000, 4,000, 8,000, etc. Loss of these books will require replacement at the above 


Other Fantasy Releases by TSR 

On all mail orders, add $1.00 for postage and handling regardless of order size. 

TSR Hobbies. Inc. 
POB 110 
Lake Geneva. WI 53147 

Single Issue - $1.50 
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(incl. Hawaii, 1st Class) 
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Rules for Fantastic Medieval Wargames 
Campaigns Playable with Paper and Pencil 
and Miniature Figures 






Volume II 





Monster and Reference Table............::ccccecceseceeeceeesnceeeeeeeeneeeeesesenseeesteeeennees 3 
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Magic/Maps Determination Table............ccccccccceeseeeeeeeeeeneeeeeseeeetuseeenseeensees 23 
Explanations of Magic Items ...........ccsceeseeecseeeeeseeeteeeteeenseeensestresseeentesteesees 27 
Magical Items’ Saving Throws ........::cecccecsessseeeeesseeseseeetesteesneeeteesneeentennaes 38 
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Special characteristics are dealt with in the separate paragraphs pertaining to each 
monster which follow this table. 

Type or 
Monster Number Armor Move in Hit %In Amount of 

Type Appearing* Class Inches** Dice Lair Treasure 
Men 30-300 All variable - - - - - - - - - --- 15% Type A 

Kobolds 40-400 6/7 6 1-1/% 50% 1-6G.P. ea. 
Orcs 30-300 6 9 1 50% Type D 

Gnolls 20-200 5 9 14+1/2 30% Type D 
Ogres 3-18 5 9 4+1 30% 1,000 G.P. 

+ Type C 
Trolls 2-12 4 12 6+3 50% Type D 
Giants 1-8 4 12. 8-12+2 30% 5,000 GP. 

+ Type E 

Zombies 3-30 7/8 6 /) Nil Nil 
Ghouls 2-24 6 9 2 20% Type B 
Wights 2-24 5 9 3 60% Type B 
Wraiths 2-16 3 12/24 4 20% Type E 
Mummies 1-12 3 6 5+1 30% Type D 
Spectres 1-8 2 15/30 6 25% Type E 
Vampires 1-6 2 12/18 7-9 20% Type F 
Cockatrices 1-8 6 9/18 5 35% Type D 
Basilisks 1-6 4 6 6+1 40% Type F 
Medusae 1-4 8 9 4 75% Type F 
Gorgons 1-4 2 12 8 50% Type E 
Manticores 1-4 4 12/18 6+1 25% Type D 
Hydras 5-12 hds. 5 12 5-12 25% Type B 
Chimeras 1-4 4 12/18 9 50% Type F 
Wyverns 1-6 3 9/24 7 60% Type E 
Dragons* ** 1-4 2 9/24 5-12 60% Type H 
Gargoyles 2-20 5 9/15 A 25% Type C 
lycanthropes*** 2-20 Variable - - ------------- 15% Type C 
Purple Worms 1-4 6 6 15 25% Type D 


Type or 

Monster Number Armor Move in Hit %In Amount of 

Type Appearing* Class Inches** Dice Lair Treasure 
Sea Monsters All variable and at referee’s discretion - ---------------------- 
Minotaurs 1-8 6 12 6 10% Type C 
Centaurs 2-20 5 18 4 05% Type A 
Unicorns 1-4 2 24 4 Nil Nil 
Nixies 10-100 7 12 1 100% Type B 
Pixies 10-100 6 9/18 1 25% Type C 
Dryads 1-6 5 12 2 20% Type D 
Gnomes 40-400 5 6 1 60% Type C 
Dwarves 40-400 A 6 1 50% Type G 
Elves 30-300 5 12 1+1 25% Type E 
Treants 2-20 2 6 8 Nil Nil 
Pegasi 1-12 6 24/48 24+2 ~~ Nil Nil 
Hippogrifts 2-16 5 18/36 341] Nil Nil 
Rocs 1-20 4 6/48 6 20% Type | 
Griffons 2-16 3 12/30 7 10% Type E 

Stalkers Ss = ------- 3 12 8 Nil Nil 
Elemental ] 2 Variable - - - ------ Nil Nil 
Djinn ww eee 5 9/24 7+1 Nil Nil 
Efreet = ~~ -------- 3 9/24 10 Nil Nil 
Ochre Jelly ] 8 3 5 Nil Nil 
Black Pudding 1 6 6 10 Nil Nil 
Green Slime __-------- -- Nil 2 Nil Nil 
Gray Ooze si ---- == - 8 1 3 Nil Nil 
Yellow Mold i - -------- -- -- -- Nil Nil 
Light Horse = -- === 7 24 2 Nil Nil 
Medium Horse _ -------- 7 18 2+1 Nil Nil 
Heavy Horse —-------- 7 12 3 Nil Nil 
DraftHorse —Ss- ---------- 7 12 24+1 Nil Nil 
Mule ewww eee 7 12 2+1 Nil Nil 
Small Insects 

or Animals 6-36 Variable --------+-r rrr rrr crt t ttt rrr 
Large Insects or 

Animals D216 Vaoriable:s-ss*e28sss5588 se ssessesees sss seeeeesee 

*Referee’s option: Increase or decrease according to party concerned (used 
primarily only for outdoor encounters). 
**Number after slash is flying speed. Creature may “charge” also and get bonus 
to normal move. 
***See separate paragraphs regarding each monster for various possibilities. 

Special Ability functions are generally as indicated in CHAINMAIL where not 
contradictory to the information stated hereinafter, and it is generally true that any 
monster or man can see in total darkness as far as the dungeons are concerned 
except player characters. 

Attack/Defense capabilities versus normal men are simply a matter of allowing 
one roll as a man-type for every hit die, with any bonuses being given to only one of 
the attacks, i.e. a Troll would attack six times, once with a +3 added to the die roll. 
(Combat is detailed in Vol. Ill.) 


MEN: There are several categories of men: 

BANDITS: Although Bandits are normal men, they will have leaders who are super- 
normal fighters, magical types or clerical types. For every 30 bandits there will be 
one 4th-level Fighting-Man; for every 50 bandits there will be in addition one 5Sth- or 
6th-level fighter (die 1-3 = 5th level, die 4-6 = 6th level); for every 100 bandits 
there will be in addition one 8th- or 9th-level fighter (die 1-3 = 8th, die 4-6 = 9th). 
If there are over 200 bandits there will be 50% chance for a Magic-User (die 1-4 = 
10th level, die 5-6 = 11th level) and a 25% chance for a Cleric of the 8th level. If 
there are exactly 300 bandits there will absolutely be a Magic-User, and the chance 
for a Cleric goes up to 50%. There is also a chance that there will be magical ac- 
couterments with the super-normal types: 


5% chance for Fighting-Men 
for each level, 
roll for... Armor Shield Sword 

5% chance for Magic-Users 

for each level, 
roll for... Wand/Staff Ring Misc. Magic 

5% chance for Clerics 

for each level, 
roll for... Misc. Weapon* Armor Shield 

*if edged weapon indicated by roll go to Wand/Staff table and roll again, 
but if result not usable by Cleric there is no item in this category. 

Example of Bandits: Assume 183 bandits are encountered. There will be the 
following super-normal types with them: 

six Fighting-Men of 4th level 
three Fighting-Men of 5th or 6th level 
one Fighting-Man of the 8th or 9th level (the leader) 

Using percentile dice a score of 20% or less would indicate that the 4th-level i 
had magical Armor, Shield, and/or Sword (check for each fighter by categor 

roll of 25% or 30% (or less) would indicate the same for the 5th- or 6th-level a 
ers; and a score of 40% or 50% (or less) would indicate the same for the 8th- or 
Oth-level fighter. 

Armor Class: See Composition of Force below. 
Movement in Inches: See Composition of Force below. 
Hit Dice: 1 die/man. 

Composition of Force: Light Foot (Leather Armor & Shield) = 40%; Short Bow 
(Leather Armor) or Light Crossbow (same) = 25%; Light Horse (Leather Armor & 
Shield) = 25%; Medium Horse (Chain Mail & Shield, no horse barding) = 20%. All 
super-normal individuals with the force will be riding Heavy, barded horses. 

Alignment: 50% chance of Neutrality, 50% chance of Chaos. 

BERSERKERS: Berserkers are simply men mad with battle-ust. They will have only 
Fighting-Men with them as explained in the paragraphs above regarding Bandits. 
They never check morale. When fighting normal men they add +2 to their dice score 
when rolling due fo their ferocity. 

Armor Class: Leather Armor. 

Movement in Inches: 12” 

Hit Dice: ] die + 1/man. 

Alignment: Neutrality. 

BRIGANDS: Same as Bandits except +1 morale and Chaos alignment. 

DERVISHES: Dervishes are fanatically religious nomads who fight as Berserkers, 
never checking morale, with +1 on hit dice, and otherwise as Nomads (below), ex- 
cept they will always be led by an 8th—-1 0th level Cleric and are Lawful in alignment. 

NOMADS: These raiders of the deserts or steppes are similar to Bandits as far as 
super-normal types and most other characteristics go: 

Composition of Forces: 

Nomads of the Desert* Nomads of the Steppes 

Light Horse Lancers 50% Light Horse Lancers 20% 

Light Horse Bowmen 20% Light Horse Bowmen 50% 

Medium Horse Lancers 30% Medium Horse Lancers 10% 
Medium Horse Bowmen 20% 

* Encampments will be guarded by an additional 20-40 medium foot with 
composite bows. 

BUCCANEERS: Buccaneers are water-going Bandits in all respects except composi- 
tion of their force. 

Composition of Force: Light Foot = 60%; Light Crossbow = 30%; and Heavy 
Crossbow (Chain Mail) 10%, crossbows are heavy. 

PIRATES: Pirates are the same as Buccaneers except they are aligned with Chaos. 

CAVEMEN: Cavemen fight as 2nd-level Fighting-Men, armed with weapons equal 
to Morning Stars. They have no armor but get 2 Hit Dice. They have -1 morale. 
Alignment is always Neutrality. 

MERMEN: Mermen are similar to Berserkers in most respects, but they fight at —1 
on land. They are armed with tridents and darts (50/50). Armor class is equal to 
Leather Armor. 

GOBLINS: These small monsters are as described in CHAINMAIL. They see well in 
darkness or dim light, but when they are subjected to full daylight they subtract -1 
from their attack and morale dice. They attack dwarves on sight. Their hit dice must 
always equal at least one pip. 

Composition of Force: When in their lair the “goblin king” will be found. He will 
fight as a Hobgoblin in all respects. He will be surrounded by a body of from 5-30 
(roll five six-sided dice) guards as Hobgoblins also. 

KOBOLDS: Treat these monsters as if they were Goblins except that they will take 
from 1-3 hits (roll a six-sided die with a 1 or 2 equalling 1 hit, a 3 or 4 equalling 
2 hits, etc.). 

ORCS: The number of different tribes of Orcs can be as varied as desired. Once 
decided upon, simply generate a random number whenever Orcs are encountered, 
the number generated telling which tribe they belong to, keeping in mind inter-tribal 
hostility. When found in their “lair” it will be either a cave complex (die 1-4) or a 
village (die 5-6). The cave complex will be guarded by seniries. A village will be 
protected by a ditch and palisade defense, 1 light catapult per 50 Orcs, and a high 
central tower of some kind. Orcs found in a cave will possibly have strong leader/ 
protector types, as will those in villages: 

Cave Complex Village 
7th- to 9th-level Fighting-Man Nil 25%/100 Ores 
1 1th-level Magic-User Nil 10%/100 Orcs 
Dragon 10%/100 Ores Nil 
1-6 Ogres 10%/50 Orcs 15%/50 Orcs 
1-4 Trolls 10%/100 Ores Nil 

Orcs will defend their lair without morale checks until they are outnumbered by 3 
to 1. 

If found other than in their lair Orcs may be escorting a wagon train of from 
1-8 wagons. There is a 50% chance for this. Each wagon will be carrying 
from 200-1,200 Gold Pieces. Wagon trains will have additional Orcs guarding 
them, 10 per wagon, and be led by either a Fighting-Man (die 1 = Champion, 
die 2-4 = Superhero, die 5-6 = Lord) or Magic-User (die 1 = Sorcerer, die 2-4 


= Necromancer, die 5-6 = Wizard), 50% chance for either (die 1-3 = fighter, 
die 4-6 = magical type.) 

Note that if Orcs are encountered in an area which ee of a regular campaign 
map their location and tribal affiliation should be recorded, and other Orcs located 
in the same general area will be of the same tribe. 

Orcs do not like full daylight, reacting as do Goblins. They attack Orcs of dif- 
ferent tribes on sight unless they are under command of a stronger monster and 
can score better than 50% on an obedience check (4-6 with a six-sided die for 

HOBGOBLINS: These monsters are large and fearless Goblins, having +1 morale. 
The Hobgoblin king will fight as an Ogre, as will his bodyguard of from 2-4 in 

GNOLLS: A cross between Gnomes and Trolls (. . . perhaps, Lord Sunsany did not 
really make it all that clear) with +2 morale. Otherwise they are similar to Hobgob- 
lins, although the Gnoll king and his bodyguard of from 1-4 will fight as Trolls but 
lack regenerative power. 

OGRES: These large and fearsome monsters range from 7 to 10 feet in height, 
and due to their size will score 1 die +2 (3-8) points of hits when they hit. When 
encountered outside their lair they will carry from 100 to 600 Gold Pieces each. 

TROLLS: Thin and rubbery, loathsome Trolls are able to regenerate, so that begin- 
ning the third melee round after one is hit it will begin to repair itself. Regeneration 
is at the rate of 3 hit points per turn. Even totally sundered Trolls will regenerate 
eventually, so that unless they are burned or immersed in acid they will resume com- 
bat when they have regenerated to 6 or more hit points. In strength they are about 
equal to an Ogre, but as they use only their talons and fangs for weapons, only one 
die of damage is scored when they hit an opponent. 

GIANTS: As stated in CHAINMAIL, Giants act as mobile light catapults with a 20’ 
range. Due to their huge weapons all Giants will score two dice of damage when 
hitting an opponent. Wandering Giants will carry from 1,000 to 6,000 Gold Pieces 
with them in their usual copious shoulder sack. Note that there can be many types 
of Giants including the following: 


Giant Type Hit Dice Lair is Size Unusual Characteristics 
Hill Giant 8 Cave 12’ None 
Stone Giant 9 Cave 15’ Throw as heavy catapult 
Frost Giant 10+] Castle 18’ Impervious to cold 

2 dice + 1 hit damage 
Fire Giant 114+3 Castle 12’ Impervious to fire 

2 dice + 2 hit damage 
Cloud Giant 1242 Castle 20’ Keen sense of smell 

3 dice hit damage 

Hill Giants are the most common (60%) while the others are seldom encountered 
(10% each type, total 40%). Those Giants who abide in castles sometimes have ad- 
ditional guards. There is a 50% chance that some other monster will be there: die 
1-4 = a Hydra of from 5-10 heads; die 5 or 6 is either from 6-36 wolves or from 
3-18 bears. 

SKELETONS/ZOMBIES: Skeletons and Zombies act only under the instructions 
of their motivator, be it a Magic-User or Cleric (Chaos). They are usually only 
found near graveyards, forsaken places, and dungeons; but there is a possibility 
of their being located elsewhere to guard some item (referee’s option). There is 
never any morale check for these monsters; they will always attack until totally 
wiped out. 

GHOULS: As stated in CHAINMAIL for Wights, Ghouls paralyze any normal figure 
they touch, excluding Elves. They otherwise melee in the regular fashion and are 
subject to missile fire. Any man-type killed by a Ghoul becomes one. 

WIGHTS: Wighis are nasty critters who drain away life energy levels when they 
score a hit in melee, one level per hit. Thus a hit removes both the hit die and the 
corresponding energy fo fight, i.e. a 9th-level fighter would drop to 8th level. Wights 
cannot be affected by normal missile fire, but silver-tipped arrows will score normal 
damage, and magic arrows will score double hits upon them. Magical weapons 
will score full hits upon them, and those with a special bonus ss the amount of the 
bonus in hit points to the hits scored. Men-types killed by Wights become yan 
An opponent who is totally drained of life energy by a Wight becomes a Wight. 

WRAITHS: These monsters are simply high-class Wights with more mobility, hit 
dice, and treasure. Hits by silver-tipped arrows will score only 1/2 die of damage, 
and magic arrows only score 1 die of damage when they hit. 

MUMMIES: Mummies do not drain life energy as Wights and Wraiths do, but 
instead their touch causes a rotting disease which makes wounds take ten times 
the usual time for healing. A Cleric can reduce this to only twice as long with 
a Cure Disease spell if administered within an hour. Only magic weaponry will 
hit Mummies, sade hits and bonuses are at one-half value against them. Note, 
however, that Mummies are vulnerable to fire, including the ordinary kind such 
as a torch. 

SPECTRES: These monsters have no corporeal body which makes them totally im- 
pervious to all normal weaponry (but can be struck by all magical weapons), includ- 
ing silver-tipped arrows. They drain two life energy levels when they score a hit. 
Men-types killed by Spectres become Spectres under the control of the one who 
made them. 

VAMPIRES: These monsters are properly of the “Undead” class rather than Lycan- 
thropes. If they are exposed to direct rays of sunlight, immersed in running water, or 
impaled through the heart with a wooden stake they are killed; otherwise they can 
be hit only as Spectres, but such hits do not kill them but only force them to assume 
gaseous form if they lose all hit points. Vampires drain two life energy levels as do 
Spectres when they hit an opponent in combat. They regenerate during combat as 
do Trolls, but they do so immediately upon being hit at the rate of three hit points per 
turn. Vampires can command help by calling to them from 10 to 100 rats or bats or 
from 3 to 18 wolves. They can polymorph themselves into either a huge bat or into 
a gaseous form, doing either at will. They Charm men-types merely by looking into 
their eyes (treat as a Charm Person spell with a minus 2 for the object’s saving throw 
against magic). Vampires cannot abide the smell of garlic, the face of a mirror, or 
the sight of a cross. They will fall back from these if strongly presented. They must 
always return to a coffin whose bottom is covered with soil from their native land 
during the daylight hours. Men-types killed by Vampires become Vampires under the 
control of the one who made them. 

COCKATRICE: The Cockatrice is a less powerful but more mobile Basilisk. It turns 
opponents to stone by touch. The Cockatrice is able to fly. They are not intelligent. 

BASILISK: Although this creature cannot fly, it has the power of turning to stone 
those whom it touches and those who meet its glance, but it in turn can be petrified 
by the reflection of its own eyes if the light is sufficient, and it looks at a good reflec- 
tor. The Basilisk is not intelligent. 

MEDUSAE: A human-type monster with the lower body of a snake, a human torso 
and head, with tresses which are asps. It is able to turn those who look at its eyes to 
stone, while the bite of the snakes which cover its head is deadly (poison). As it is 
intelligent it will cleverly attempt to beguile victims into looking at it. It also is subject 
to the effects of its reflected glance. 

GORGONS: These bull-like monsters have scales of iron covering their hides and a 
breath which is capable of turning fo stone those who are within its 6’ range. 

MANTICORES: Huge, lion-bodied monstrosities with a man’s face, horns, dragon 
wings, and a tail full of iron spikes. There are 24 of these spikes in a Manticore’s 
tail, and they can be fired 6 ata time in any one direction with the range (18”) ac- 
curacy and effect of a crossbow. Their favorite prey is man. 

HYDRAS: Unlike the standard mythological concept of the Hydra being a snake 
with many heads, these beasts are large dinosaurs with multiple heads. Because 
of its size and constitution, each head is represented by one hit die, and the hit 
die per head is generally of six pips. Thus a six-headed Hydra has six hit dice of 
six pips each, or 36 total points. When six hit points are scored on it one head is 
then killed. Hydras of five heads fight as 5th-level fighters, those with six as 6th- 
level fighters, and so on. A ten-headed Hydra would fight as a 10th-level fighter 
even when it had but one head left. Usually all of a Hydra’s heads can attack 

CHIMERAS: Combining the worst of many creatures, a Chimera has the forebody 
of a great cat, the hind quarters of a goat, dragon wings, and three heads. The 
goat’s head can gore with its long and sharp horns, the lion’s head can tear with its 
great fangs, and the dragon’s head can either bite or breathe fire (but with a range 
of only 5” and but three dice damage). 

WYVERNS: These monsters are relatives of Dragons, but they are smaller and have 
but two legs. A Wyvern hasn't the fearsome breath of a true Dragon, but they are 
equipped with a poisonous sting in their tail and poison enough to use it repeatedly. 
It is their primary defense, and they will use it two-thirds of the time (biting otherwise, 
die 5 or 6 indicates the latter). The tail is mobile and can be brought over the back 
to reach any opponent standing before its head. 

DRAGONS: There are six varieties of Dragons, each with separate characteristics 
in particular and other things in common. The varieties will be dealt with first: 

Dragon Type BreathWeapon Range &Shape HitDice Talking/Sleeping 

White Cold 8” x 3” cone 5-7 25% / 60% 
Black Acid 6” x 1/2" line 6-8 40% / 50% 
Green Chlorine Gas 5” x A” cloud 7-9 55% / 40% 
Blue Lightning 10” x 1/2” line 8-10 70% / 30% 
Red Fire 9” x 3” cone 9-11 85% / 20% 
Golden Fire or Gas (as applicable) 10-12 100% / 10% 

Breath Weapons: The Dragon is able to use its breath but three times per day, 
so sometimes it will bite instead. To determine this simply roll two spedided dice a 
score of six or less indicates the Dragon will bite, but a seven or better indicates it 
will breathe. 

Cone-shaped breath weapons originate from the mouth of the Dragon at 1/2” di- 

Line-shaped breath weapons will travel in a straight line beginning at the height of 
the Dragon's head at the time it releases. 

Cloud-shaped breath weapons extend from ground level to a height of 3”. 

Hit Dice: The number of dice is an indication of the size of the creature. Most will 
fall in the middle, but 20% will be small and 20% very large. The value of the hit 
dice, as well as the value of the breath weapon, will be Cs to the maturity of 
the Dragon. 


Die Roll to Value of Hit Dice and 
Determine Description/Age Breath Weapon 

1 Very Young/ 1-5 years 1 per die 

2 Young/6-15 years 2 per die 

3 Sub-Adult/16-25 years 3 per die 

4 Adult/26-75 years A per die 

5 Old/76-100 years 5 per die 

6 Very Old/100+ years 6 per die 

Special Characteristics: 

White Dragons will be found only in cold regions. 

Black Dragons will be found only in swamps and marshes. If the Dragon can talk 
there is a 5% chance it can use magic, 1st level only. 

Green Dragons frequent woods and forests. If the Dragon can talk there is a 10% 
chance it can use magic, 1st and 2nd-level spells. 

Blue Dragons are at home in the deserts and arid lands. There is a 15% chance 
that talking Blue Dragons can use magic spells of 1st and 2nd level. 

Red Dragons inhabit mountainous and hilly regions. If the dragon can talk there 
is a 15% chance it can use magic, 1st through 3rd levels. 

Golden Dragons are able to abide anywhere, as they are actually a class unto 
themselves. These monsters are by far the most intelligent of all their kind, and 
they are able to use magic. They can employ spells up to the 6th level, gain- 
ing one level for each of their stages of maturity, having one spell for each 
hit die they have. Golden Dragons are the only Dragons which are Lawful in 
nature although this exception is not noted on the Alignment table. They will 
often appear as human or in some other guise. They will not usually serve any 

Attacking Dragons: Sleeping Dragons may be attacked with a free melee round 
by the attacker and +2 on hit dice for chances of hitting. 

Certain weapons will be more or less effective than others against the various types 
of Dragons. This is indicated on the following chart, the number indicating the ad- 
dition or subtraction for the probability of hitting as well as the amount of damage 


Type Attack by: Water _‘Fire* Ltng. Air** Earth*** 
White -] +] +] = -1 

Black +] - = -] 

Green — — — +] _ 

Blue | +] -] — = 

Red +] -1 — -1 -1 
Golden — — — i = 

*Includes attack by Efreet or Fire Elementals. 
**Includes “whirlwind,” Air Elemental, or Djinn attack. 
*** Attack by an Earth Elemental. 

Subduing Dragons: Any attack may be to subdue rather than to kill, but this in- 
tent must be announced belore melee begins. When intent to subdue is announced, 
hits scored upon the Dragon are counted as subduing rather than killing points. Each 
round of melee the number of points scored in hits is ratioed over the total number 
the Dragon has (hit point total), the hits obtained being stated as a percentile of the 
total possible, i.e. 12%, 67%, etc. The percentile dice are then rolled to determine 
if the Dragon has been subdued. A roll equal to or less than the percentage of hits 
already obtained means the Dragon is subdued. For example: 


A “Very Old” 11 Hit Dice Red Dragon is encountered asleep in its cavernous 
lair. Three fighters creep in and strike to subdue. All three hit, scoring respec- 
tively 2,3, and 6 points, or 11 points total. 11 ratioed over 66 (the number of 
hit points the Dragon can absorb before being killed or in this case subdued) is 
1/6th or 17%. The referee checks to determine if the Dragon is subdued and 
rolls over 17 on the percentile dice. The Dragon is not subdued, and a check 
is then made to see whether he will bite or use his breath weapon during the 
second melee round. The result indicates he will breathe. The attackers strike 
again and once more alll hit for a total of 12 points. The Dragon breathes and 
as none make their saving throws the attackers are all killed for they take 66 
points of damage from Dragon fire. Subsequently, the referee rolls 01 on the 
percentile dice (any roll up to 34 would have indicated success) indicating that 
had the attackers survived, they would have subdued the Red Dragon that turn. 

Not more than eight man-sized creatures can attempt to subdue any one Dragon. 

Value of Subdued Dragons: Subdued Dragons can be sold on the open 
market (going out of existence in the game) for trom 500 to 1,000 Gold Pieces 
per hit point it can take. Thus, the Red Dragon in the above example would be 
worth from 33,000 to 66,000 Gold Pieces. Offers are determined by the referee 
merely by rolling a six-sided die to see if the offer will be 500 (die 1), 600 (die 
2), etc. Gold Pieces. Of course the character or characters who subdued the 
Dragon could keep it in their own service or sell it to other players for whatever 
they could get. 

Length of Subdual: A subdued Dragon will remain in that state until such time as 
an opportunity presents itself to escape or kill its master, but as long as the master is 
in a commanding position it will not attempt either course. 

Two or More Dragons: If two Dragons are encountered they will be a mated 
pair of at least the 4th age category. If three or four Dragons are encountered they 
will constitute a family group of a male, female and one or two young. The adults 
will be of the 4th or greater age category, the young of the Ist. If the young are 
attacked both parents will automatically use their breath weapons. If the female is 
attacked the male will attack at double value unless he is simultaneously attacked, 
and vice versa. 

Dragon Treasure: Very Young and Young Dragons are unlikely to have acquired 
treasure. Sub-Adult de will have about half the indicated treasure for Dragons. 
ave as much as twice the indicated amount. 

Very Old Dragons can 

GARGOYLES: As depicted in medieval architecture, the Gargoyle is a reptilian 
beast with horns, talons, fangs, batlike wings, and is often bipedal. They are hostile 
and generally (75%) attack with no provocation regardless of the fact that they may 
be attacking other Chaotic creatures. They are at least semi-intelligent, and usually 
can be relied upon to behave with forethought and planning. Only magical weap- 
ons/attacks affect Gargoyles. 

LYCANTHROPES: There are four kinds of Lycanthropes with varying Armor Class, 
Movement, and Hit Dice. Only silver weapons or magical weapons/attacks affect 

Type Class Movement Hit Dice Alignment 
Werewolf o 15 4 Neutral/Chaos 
Wereboar 4 12 4+] Neutral/Chaos 
Weretiger 3 12 5 Neutral/Chaos 
Werebear 2 9 6 Law/Neutral 

Groups of Lycanthropes are either packs or family packs. Packs are from 2-4. Fam- 
ily packs are from 5-8. Groups of from 8 to 20 are more likely to be packs (two- 
thirds) than several family packs (one-third). 

A family pack will consist of two adults and the balance of young of varying age 
neha to nine-tenths grown). If the young are attacked the Feil adult will fight 
at triple value for four melee rounds, but thereafter drop fo one-half value. If an adult 
female is attacked its mate in the family pack will fight at double value thereafter. 


When adults are killed all young under nine-tenths grown will be subdued, those of 
nine-tenths growth will fight until dead. Anyone seriously wounded by Lycanthropes 
(assume about 50% of total possible damage) will be infected and himself become 
a similar Lycanthrope within 2-24 days unless they are given a Cure Disease spell 
by a Cleric. 

PURPLE WORMS: These huge and hungry monsters lurk nearly everywhere just 
beneath the surface of the land. Some reach a length of 50 feet girth of 
nearly 10 feet diameter. There is a poisonous sting at its tail, but its mouth is the 
more fearsome weapon, for it is so large as to be able to swallow up to ogre- 
sized opponents in one gulp. Any hit which scores over 20% of the minimum total 
required to hit, or 100% in any case, indicates the Purple Worm has swallowed 
its victim. In six turns the swallowed creature will be dead. In twelve turns it will 
be totally digested and irrecoverable. Purple Worms never check morale and will 
always attack. 

SEA MONSTERS: As a general rule these creatures are more for show than any- 
thing else. However, they could guard treasure. The typical Sea Monster of mythol- 
ogy is equal in size to a Purple Worm, and they work upwards from there to double 
or treble that size. The best guide is a book on prehistoric life forms, from which the 
referee can pick a number of suitable forms for his Sea Monster. Typically, hits from 
a Sea Monster would inflict 3 or 4 dice of damage. 

MINOTAURS: The Minotaur is classically a bull-headed man (and all of us who 
have debated rules are well acquainted with such). Assume that they are above hu- 
man size and are man-eaters. Minotaurs need never check morale. They will always 
attack. They will pursue as long as their prey is in sight. 

CENTAURS: At worst these creatures are semi-intelligent, and therefore Centaurs 
will always carry some form of weapon: 50% of a group will carry clubs (equal to 
Morning Stars), 25% will carry lance-like spears, and the balance will be armed 
with bows (composite bow, foottype). In melee the Centaur will attack twice, once 
as a man and once as a medium horse. Centaurs will be found in hidden glens. It 
is there that both their females and young are and where their treasure is hidden. In 
the lair (glen) will be found from 1-6 additional males, females equal in number to 
twice the total number of males, and young equal fo the number of males. Females 
are not generally armed and will not fight, and the young are also non-combatant, 
except in life-and-death situations. 

UNICORNS: Only a maiden (in the strictest sense of the term) of pure and noble 
heart may approach the fierce and elusive Unicorn. Unicorns may be ridden by 
maiden-warriors and will obey them. Otherwise, they will avoid human contact, 
unless pressed. When attacking, the Unicorn fights as a lance on its first charge 
and as spear and heavy horse thereafter. In addition Unicorns are very magical. 
They resist magic as if they were an 11th-level Magic-User. They can sense the 
approach of enemies at 24”. They are able to transport both themselves and their 
riders as if they were using a Dimension Door spell, up to the full 36” distance, 
once per day. 

NIXIES: These water sprites are neutral in nature, but they will always seek to lure 
humans beneath the waters to enslave them for one year. For every 10 Nixies that 
appear there will be one Charm Person spell being cast at any person within 3” of 
their lair. Any charmed character will immediately proceed underwater and remain 
there until the year is up when he is freed. A Dispel Magic spell has a 75% chance 
of succeeding before the charmed character is immersed. Nixies are otherwise 
armed with daggers and javelins (6” throwing range). In the water they will be 


accompanied by a school of the largest and fiercest fish living therein— probably 
muskie, pike, or gar — the size of the school being 10-100 fish. The fish will attack 
on command from the Nixies, but flame (such as a flaming sword) will keep the fish 
back but not the Nixies. 

PIXIES: Air sprites as described in CHAINMAIL, Pixies can be made visible, or 
make themselves visible, but they are naturally invisible to human eyes. Therefore, 
they are able to attack while remaining generally invisible. They can ge seen clearly 
only when a spell to make them visible is employed, although certain monsters such 
as Dragons and high-level fighters will be aware of their presence. 

DRYADS: The beautiful tree sprites of mythology. Dryads are each a part of their 
own respective tree and will stay within 24” of their trees. They are shy and non- 
violent, but they have a powerful Charm Person spell with a +10% chance of suc- 
ceeding, and anyone who approaches/follows a Dryad is likely (90%) to have the 
spell thrown at him. Anyone charmed by a Dryad will never return from the forest. 
Dryads have exact knowledge of the woods around them. 

GNOMES: Slightly smaller than Dwarves, and with longer beards, these creatures 
usually inhabit the hills and lowland burrows as opposed to the mountainous homes 
which Dwarves choose. They are more reclusive than their cousins, but in all other 
respects resemble Dwarves. 

DWARVES: Because of their relatively small size, clumsy monsters like Ogres, Gi- 
ants and the like will have a difficult time hitting Dwarves, so score only one-half 
the usual hit points when a hit is scored. Any body of Dwarves will have one above 
average fighter for every 40 in the group, and to determine the level simply roll a 
six-sided die, the number of pips equalling the level of fighting of the dwarf. If in their 
lair the score will be adjusted so that 1 or 2 equals 3rd level, 3 or 4 equals 4th level 
and 5 or 6 equals 5th and 6th levels respectively. For every level of fighting ability 
there will be a 10% chance that the dwarf will have a magic shield, magic armor, or 
a magic sword (die 1-4) or hammer (die 5, 6). Unintelligent beasts may sometimes 
be used by Dwarves to form a part of their defenses (domesticated bears, wolves, 
or whatever, at the referee’s option). They are otherwise as outlined in CHAINMAIL. 

ELVES: Elves are of two general sorts, those who make their homes in woodlands 
and those who seek the remote meadowlands. For every 50 Elves encountered there 
will be one of above-normal capabilities. Roll a four-sided die for level of fighting 
and a six-sided die for level of magical ability, treating any 1's rolled as 2's and 6’s 
(magical level), as 5’s. For every 100 encountered there will be a Hero/Warlock. 
One-half of the Elves in any given party will be bow armed, the other half will bear 
spears, and all will have swords in addition. Elves have the ability of moving silently 
and are nearly invisible in their gray-green cloaks. Elves armed with magical weap- 
ons will add one pip to dice rolled to determine damage, i.e. when a hit is scored 
the possible number of damage points will be 2-7 per die. Elves on foot may split 
move and fire. Mounted Elves may not splitmove and fire, for they are not naturally 
adapted to horseback. 

TREANTS: These tree-like creatures are encountered only in forests and woodlands. 
They have the ability to command plants like themselves, so if they are within 6” of 
a tree they may cause it to move 3” per turn, each commanding up to two trees in 
this manner. Although Lawful in nature, Treants are not prone to involve themselves 
in affairs which do not directly concern them. 

PEGASI: Winged horses are wild and shy, being most difficult to capture. They will 
serve only Lawful characters, and once captured Pegasi are the equal to any horse 
in battle, for they fight as heavy horses. 

HIPPOGRIFFS: Although the name would imply a cross between the horse and 
the Griffon, the Hippogriff is another kind of beast entirely. They are fierce fighters, 
attacking with both their hooves and with their sharp beaks. They are otherwise 
similar to Pegasi in nature, although the two creatures do not herd together and will 
normally fight each other. 

ROCS: This term has been used to encompass large and fierce birds; the Roc of 
mythology preys upon elephants! Therefore, the data given for Rocs is understood to 
be that for the small variety, and that for the largest Rocs should be doubled or even 
trebled. All Rocs nest high in the most inaccessible mountains, and if an encounter 
is made when Rocs are in their lair, which is their nest, there is a 50% chance there 
will be from 1-6 young therein (eggs, chicks, or fledglings). Young Rocs can be 
tamed and taught to serve as steeds. Adults are always hostile if there are young 
in the nest. Otherwise they will be positively hostile only to Chaos and Neutrality, 
ignoring (80%) or being friendly (20%) to Lawful characters who do not attempt to 
approach too close. 



GRIFFONS: These creatures are the most prized of steeds, for they are swift, loyal, 
and fierce. However, they are fond of horse flesh above all other foods, so the two 
creatures cannot be mixed or even brought within 36” of each other. In their wild 
state Griffons will attack anyone nearby with little provocation, particularly if their 
lair is nearby. 

INVISIBLE STALKERS: As previously noted (Vol. I) these are monsters created by 
level 6 spells, uttered directly or from scrolls. They are faultless trackers. They follow 
continually until their mission is accomplished at which time they return to the non- 
dimension from whence they came. Until their mission is completed they will never 
vary, and must be A oaneved by attack to be stopped, although a Dispel Magic spell 
will also work. The referee should note, however, that Invisible Stalkers resent mis- 
sions which entail long periods of continuing service such as guarding a Magic-User 
for a month, a year, etc. They will then seek to fulfill the letter of their duties by per- 
verting the spirit. For example: An Invisible Stalker is ordered to: “Guard me against 
all attack, and see that | come to no harm.” In order to faithfully fulfill this endless 
duty the Invisible Stalker will have to take the Magic-User to its non-dimensional 
plane and place him in suspended animation, and assume this is accomplished 
whenever a 12 is rolled with two six-sided dice, checking either daily or weekly as 
the campaign progresses. 

ELEMENTALS: There are four types of Elementals: Air, Earth, Fire, and Water. Each 
will be dealt with separately. There are variations of strength (hit dice) within all four 


Conjured Elementals 16 Hit Dice 
Device* Elementals 12 Hit Dice 
Staff Elementals 8 Hit Dice 

*Those from medallions, stones, gems, or bracelets. 

Regardless of the strength of an Elemental, only one of each type can be brought 
into existence during any “day.” Thus, if a character possessed a device to call 
up an Air Elemental, but before he could employ it an opponent conjured an Air 

Elemental, another could not be created until the next day. Only magical weapons/ 

attacks affect Elementals. 

Air Elementals: Air Elementals move only by flying, moving at a maximum rate of 
36”. When engaged in combat in the air they add +1 to damage scored from hits. 
They normally do one die roll of damage. They can turn into a whirlwind which will 
sweep all creatures under two hit dice away, the whirlwind being conical in shape, 
3” diameter at the base, 6” diameter at the top, and as high as the number of hit 
dice possessed by the Elemental (16”, 12” or 8”). Forming a whirlwind requires one 
full turn as does dissolving it. 

Earth Elementals: Earth Elementals move but 6” per turn and can not cross water. 
However, when they hit they score damage with three dice (3-18 points) against 
any opponent which rests upon the earth, and they score two dice of damage 
against all other opponents. They have the effect of a super battering ram against 
walls, scoring damage as if they were striking an opponent (3-18 points). 

Fire Elementals: Fire Elementals move up to 12” per turn. They score two dice 
of damage against all non-ire-using opponents, and one die —1 (2-7 hit points of 
damage) against fire-using opponents. They act as incendiaries when in contact with 
inflammable material. They cannot cross water. They are brought forth from flame of 
considerable heat, i.e. a large fire, lava pool, etc. 


Water Elementals: Water Elementals are generally confined to water, being able 
to move only 6” from such a body of liquid. They move at a rate of 18” per turn in 
water, 6” outside water. In water they do damage equal to two dice, while out of 
water they do but one die of damage when meleeing. Water Elementals can only 
be brought forth from a considerable body of water, i.e. a pond, stream, or larger 
body of water. 

All elementals must be controlled at all times by the persons who have called them 
forth. Failure to control any elemental will result in its turning upon the one who 
called it up and attacking. The returning/attacking Elemental will move directly 
toward the one who summoned it, attacking anything that gets in its path as it re- 
turns. Note that once control is lost it can never be re-established. Control consists 
merely of the summoner maintaining undivided attention upon the Elemental; and 
being attacked, moving, or any other action will tend to break this concentration. 

No Elemental may be hit by normal men unless magically armed. 

DJINN: All Djinn are aerial creatures and have not the powers typically cred- 
ited to them in fairy tales. They fight as Giants with a —-1 as far as damage is 
concerned, thus doing from 1-11 points of damage when hitting. They can 
carry up to 6,000 Gold Pieces in weight, walking or flying (the latter for short 
periods only). They can create food which is mutitenelly sound. They can cre- 
ate drinkable beverages. They can create soft goods and wooden objects of 

ermanence, but metallic items last but a short time when created by them (the 
harder the metal the shorter its life), so that Djinn-Gold lasts but one day. They 
can create illusions which will remain until dispelled by touch or magic, and 
they need not concentrate upon the illusions to maintain them. They can form a 
whirlwind 1” base diameter, 2” top diameter, and 3” in height which otherwise 
is like that of an Air Elemental. Djinn are also able to become invisible or assume 
gaseous form. 

EFREET: These creatures are similar fo the Djinn, but their basis is in fire and they 
tend to be Chaotic. Their fabled home is the City of Brass. They are enemies of the 
Djinn. The Efreet are otherwise like Djinn, with damage scored equal to that done 
by a Giant (two dice, 2-12 points), and they can carry up to 10,000 Gold Pieces 
weight. In addition they can create a Wall of Fire and they can become incendiar- 
ies. They will serve for 1,001 days. 

OCHRE JELLY: The clean-up crew includes Ochre Jelly and similar weird monsters. 
Ochre Jelly is a giant amoeba which can be killed by fire or cold, but hits by weap- 
onry or lightning bolts will merely make them into several smaller Ochre Jellies. 
Ochre Jelly does not affect stone or metal, but it does destroy wood, and it causes 
one die of damage per turn it is in contact with exposed flesh. It seeps through small 
cracks easily. 

BLACK (or GRAY) PUDDING: Another member of the clean-up crew and 

nuisance monster. Black Puddings are not affected by cold. It is spread into 
smaller ones by chops or lightning bolts, but is killed by fire. Black Puddings 
dissolve wood, corrode metal at a reasonably fast rate, have no effect on stone, 
and cause three dice of damage to exposed flesh. If an armored character runs 
through a Black Pudding the monster’s corrosive power will eat away the foot 
and leg protection of the armor so that it will fall-away next turn. Black Puddings 
can pass through fairly small openings, and they can travel as easily on ceilings 
as on floors. 

GREEN SLIME: A non-mobile hazard, Green Slime can be killed by fire or cold, 
but it is not affected by lightning bolts or striking by weapons. It eats away wood 
and metal but not stone. Green Slime sticks to Hesh and penetrates it in one turn, 
thereafter turning the flesh into Green Slime. Green Slime cannot be scraped off, so 
when it contacts something the item must be discarded or excised in some way. A 
Cure Disease spell will also serve to kill and remove Green Slime, even when it is 
in contact with flesh. 

GRAY OQZE: A seeping horror which closely resembles wet stone and is thus dif- 
ficult to detect. It will not be spread by non-harmful weapons, but it is subject only 
to lightning bolts or cuts and chops by weaponry, for it is impervious to cold or fire. 
It does not harm wood or stone, but it corrodes metal at the same rate that Black 
Pudding does. It does two dice of damage to exposed flesh for every turn it is in 
contact with it. 

YELLOW MOLD: A deadly underground fungus which can be exterminated only 
by fire. It attacks wood and flesh — doing one die of damage if it contacts ex- 
posed skin — but does no harm to metal or stone. However, its worst threat is its 
spores. Rough contact with Yellow Mold will have a 50% chance of causing it 
to break and send forth clouds of asphyxiating spores ina 1” x 1” cloud. Any 
creatures within the spore cloud must make saving throws as if they had been ex- 
posed to poison, and failure to make saving throws results in death for the parties 

HORSES: As explained in CHAINMAIL, war horses melee. The other characteristics 
of Horses (and Mules) are: 

Maximum Load in Gold Pieces Weight: 

Light Horse: 3,000 
Medium Horse: 3,750 
Heavy Horse: 4,500 
Draft Horse: 4,500 
Mules: 3,500 

Horses and Mules are panic-stricken by reging fire and strange smells, although 
those trained for battle are not nearly so likely to be affected. Only mules are agile 
enough to be taken in dungeons. 

INSECTS OR SMALL ANIMALS: These can be any of a huge variety of creatures 
such as wolves, centipedes, snakes and spiders. Any hit will kill the smaller ones, 
while larger beasts (such as wolves) will receive one Hit Die. Generally speaking 
they will be Armor Class 8. 

LARGE INSECTS OR ANIMALS: This category includes giant ants and prehis- 
toric monsters. Armor Class can be anything from 8 to 2. Hit Dice should range 
from 2 to anywhere near 20, let us say, for a Tyrannosaurus Rex. Also included 
in this group are the optionally usable “Martian” animals such as Apts, Banths, 
Thoats, etc. If the referee is not personally familiar with the various monsters in- 
cluded in this category, the participants of the campaign can be polled to de- 
cide all characteristics. Damage caused by hits should range between 2-4 dice 
(2-24 points). 

OTHER MONSTERS: There is no practical limitation to the ey of monsters 
possible. In the campaigns associated with the play-testing of these rules there have 
either appeared or been postulated such creatures as: 



Living Statues: 


Giants with limited magical abilities. 
Super-strength Giants with poor depth perception. 

Huge stone statues on wheels which crush anything in 
their path. They are motivated by some unearthly force. 

Various stone and metal monsters which come to life 
if trespass into a certain area is made. One of these 
monsters was iron, impervious to all weapons save two 
special ones he guarded, had a fiery breath, poison 
sword, and a whip of Cockatrice feathers which turned 
the thing struck by it fo stone. 

Free-willed Fire Elementals of somewhat limited power, 
in reptilian shape. 


Gelatinous Cubes: 

Robots, Golems, 

Underground creatures of near complete transparency 
which fit exactly the typical corridor of a dungeon. Met- 
al objects absorbed into them would be visible thereaf- 
ter within their body. These monsters would be difficult 
to harm and have a large number of Hit Dice. 

Self-explanatory monsters which are totally subjective 
as far as characteristics are concerned. 

1000’s 1000’s 1000's 
of of of 
Type Copper Silver Gold 
Land! 1-6: 25% 1-6: 30% 2-12:35% 
Desert? 1-4: 20% 1-4:25% 1-6: 30% 
Water? Nil Nil 5-30: 60% 
B 1-8: 50% 1-6:25% 1-3:25% 
C 1-12: 20% 1-4: 30% Nil 
D 1-8: 10% 1-12: 15% 1-6: 60% 
E 1-10: 05% 1-12: 30% 1-8: 25% 
F Nil 2-20: 10% 1-12: 45% 
G Nil Nil 10-40: 75% 
H 3-24: 25% 1-100: 50% 10-60: 75% 
| Nil Nil Nil 

Gems and 
Jewelry * 

6-36: 50% 
10-40: 50% 
10-60: 60% 

1-6: 25% 

1-4: 25% 

1-8: 30% 

1-10: 10% 

2-24: 20% 

3-18: 25% 
1-10: 25% 

1-100: 50% 
10-40: 50% 

2-16: 50% 

Maps or 

A0%: any 3 
60%: 3 magic 
50%: 1 map 

10%: Weapon, 
Armor, or misc. 

10%: any 2 

20%: any 2 + 
1 Potion 

30%: any 3 + 
1 Scroll 

35%: no weap- 
ons, any other 3 
+ 1 Potion and 

1 Scroll 

A0%: any 4 + 
1 Scroll 

20%: any 4 + 
1 Potion and 
1 Scroll 

20%: any 1 

*Roll for each category (Gems and Jewelry), probability shown if different for either 



1 Brigands will have only very important prisoners, 1/20 Brigands, while Bandits 
will have prisoners at a ratio of 1/10 Bandits. Both classes will carry Silver Pieces 
on their person, 2-20 each. Berserkers have neither. Cavemen have no treasure. 

2 Nomads will have prisoners at a rate of 1/25. They will have from 5-30 Silver 
Pieces each. Dervishes have neither. 

3 Pirates will have prisoners as do Bandits, and the same holds true for the Buc- 
caneer/Bandit relationship. Pirates and Buccaneers will carry from 2-12 Gold 
Pieces each. Mermen have treasure only underwater in their “Lair.” 

NOTE: All Treasure is found only in those cases where the encounter takes place 
in the “Lair.” 

Roll on 100% Dice 

01-75 = Magic - - 
Roll for each item found 
76-00 = Map - - 
Roll on Roll on 
100% Dice Item 100% Dice Item 
01-20 Swords 01-60 Treasure Map 
21-35 Armor 61-90 Magic Map 
36-40 Misc. Weapons 91-00 Magic & Treasure Map 
41-65 Potions 
66-85 Scrolls 
86-90 Rings 
91-95 Wands/Staves 
96-00 Misc. Magic 
01-35 Sword +1 
36-40 Sword +1, +2 vs. Lycanthropes 
41-45 Sword +1, +2 vs. Magic-Users and Enchanted Monsters 
46-50 Sword +1, Locating Objects Ability 
51-60 Sword +1, +3 vs. Trolls (Clerics) 
61-65 Sword, Flaming: +1 
+2 vs. Trolls (Pegasi, Hippogriffs, + Rocs) 
+3 vs. Undead (Treants) 
66-70 Sword +1, Wishes Included (2-8 Wishes) 
71-75 Sword +1, +3 vs. Dragons 
76-78 Sword +2 
79-80 Sword +2, Charm Person Ability 
81-82 Sword +3 
83 Sword, One Life Energy Draining Ability 
84-00 Sword —2 (Cursed Sword) 



Shield +1 
Armor +1 
Armor & Shield +1 
Shield +2 
Armor +2 
Armor & Shield +2 
Shield +3 





10 Magic Arrows 

3-30 Magic Arrows 

Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins and Kobolds 
Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins and Kobolds 
Magic Bow 

Axe +1 

Mace +2 

War Hammer +1 

War Hammer +2 

War Hammer +3, 6” Throwing Range with Return 

Spear +1 

Spear +2 

Spear +3 

Growth 49-52 Clairvoyance 
Diminution 53-55 Clairaudience 
Giant Strength 56-60 Animal Control 
Invisibility 61-64 Undead Control 
Gaseous Form 65-68 Plant Control 
Polymorph (Self) 69-72 Human Control 
Speed 73-76 Giant Control 
Levitation 77-80 Dragon Control* 
Flying 81-84 Poison* * 

ESP 85-88 Invulnerability 
Delusion 89-92 Fire Resistance 
Healing 93-96 Treasure Finding 
Longevity 97-00 Heroism 

*Referee to roll to determine which of the six types of Dragons will be controlled. 
**Referee will mislead by naming any of the other Potions, but if carefully ques- 
tioned should give it a singular feature. 


1 Spell 61-70 Protection: Lycanthropes 
2 Spells 71-80 Protection: Undead 

3 Spells 81-90 Protection: Elementals 
7 Spells 91-00 Protection: Magic 

1 Curse” 

There is a 25% chance that any scroll of spells found will contain those usable by 



*The referee must take extreme care in handling all Scrolls with an eye towards dup- 
ing the players when a Curse Scroll is found. The curse takes effect immediately 
upon reading the Scroll; therefore having non-Curse Scrolls disappear on occasion 
if not identified will help to force reading of Curse Scrolls. To determine the type of 
curse use the table below: 

Die Roll 
lor 2 
3 0r4 





Curse: (Range 3” diameter) 

Any monster of the referee’s choice 

Disease, fatal in 3 turns unless healed 
Polymorph to insect of referee’s choice 
Transportation 1,000 miles, random direction 
Transportation to another planet 

Invisibility 81-85 Protection, 5’ r. 
Mammal Control 86-90 Regeneration 

Human Control 91-92 Djinn Summoning 
Weakness 93-94 Telekinesis 
Protection 95-96 X-Ray Vision 

Three Wishes 97-98 Spell Turning 
Delusion 99 Spell Storing 

Water Walking 00 Many Wishes (4-24) 

Fire Resistance 

WANDS AND STAVES (All wands usable by Magic-Users only): 


Metal Detection 61-65 Polymorph 

Enemy Detection 66-70 Negation 

Magic Detection 71-80 Staff of Healing* 

Secret Doors & Traps Detection 81-85 Staff of Commanding** 
Illusion 86-90 Snake Statf* 

Fear 91-95 Staff of Striking ** 

Cold 96-97 Staff of Withering * 
Paralyzation 98-99 Staff of Power* ** 

Fire Balls 00 Staff of Wizardry* ** 

Lightning Bolts 

*Clerics only can employ 
**Clerics and Magic-Users may employ 
***Magic-Users only may employ 



Crystal Ball 

Crystal Ball with Clairaudience 

Crystal Ball with ESP 

Medallion of ESP, 3” Range* 

Medallion of ESP, 9” Range* 

Amulet vs. Crystal Balls and ESP* 

Scarab of Protection from Evil High Priests* 
Bag of Holding* 

Censer Controlling Air Elementals 

Stone Controlling Earth Elementals 


32 Brazier Commanding Fire Elementals 

33 Bowl Commanding Water Elementals 
34-35 Efreet Bottle* 
36-38 Displacer Cloak* 
39-47 Elven Cloak and Boots* 
A8-52 Boots of Speed* 
53-57 Boots of Levitation* 
58-62 Boots of Traveling and Leaping* 
63-67 Broom of Flying 
68-72 Helm of Reading Magic and Languages* 
73-75 Helm of Telepathy* 
76 Helm of Teleportation 
77-87 Helm of Chaos (Law)* 
88 Flying Carpet* 
89 Drums of Panic, 24” Range* 
90 Horn of Blasting, 10” Range* 
91-97 Gauntlets of Ogre Power* 
98-99 Girdle of Giant Strength* 
00 Mirror of Life Trapping 

*Usable by all classes 



Die Roll: Map to - Die Roll: Map to - 

] 10,000-40,000 Silver 1-3 Any 1 Item 

2 5§,000-30,000 Gold 4-5 Any 2 ltems 

3 1 & 2 above 6 3 Items, No Swords 
4 1 above + 2-20 Gems 7 A Items, 1 a Potion 
5 2 above + 5-30 Gems 8 5 Items, 1 a Scroll 
6 3 above + 1-100 Gems & 1 a potion 

7 10-60 Gems, 2-20 Jewelry 

8 3 & 7 above 

Die Roll: Map to - 
1 #1 Treasure and #1 Magic 
#2 Treasure and #1 Magic 
#3 Treasure and #4 Magic 
Map to #7 Treasure and #6 Magic (already there) 
#5 Treasure and #4 Magic 
Map to #1 Treasure and #1 Magic (already there) 
#6 Treasure and #8 Magic 
#8 Treasure and #7 Magic 


NOTE: All items will be guarded by appropriate monsters. If the referee desires he 
can simply roll on the Monster Level Tables in Vol. Ill. 


SWORDS: Among magic weaponry swords alone possess certain human (and 
superhuman) attributes; Swords have an alignment (Lawful, Neutral, or Chaotic), an 

factor, and an egoism rating (as well as an optional determination of 
their origin/purpose). These determinations are made as follows: 

Alignment: Roll percentage dice to determine alignment: 

01-65 Sword is Lawful 
66-90 Sword is Neutral 
91-00 Sword is Chaotic 

Note that the above percentages are reversed for the sword which has the ability to 
drain one life energy level (83 on the Sword Table). If the sword is Chaotic it affects 
the creatures in parentheses (Clerics, Pegasi, Hippogriffs, Rocs, Treants) rather than 
those stated before (Trolls and Undead) 

If a character picks up a sword which is not of the same alignment as he, damage 
will be taken as follows: 

Law — Chaos: 2 Dice (2-12 points) 
Neutrality-Law/Chaos: 1 Die (1-6 Points) 

If a non-player character is directed to take up a sword the damage will be only 
one-half that stated above, for the party is not acting as a free agent. Additionally, 
the sword might cause the one who fook it up fo be freed from a spell, change align- 
ment, or otherwise gain powers which woul remove them from the service of their 
former master. 

In addition, if the Intelligence/Egoism of the sword (see below) is 6 or more points 
above that of the character who picks it up, the sword will control the person, even 
causing him to become aligned as the sword is, and he will immediately act ac- 
cordingly. This could mean, for example, that a hireling of a Lawful player-character 
ordered to pick up a Neutral sword and taken over by it would deliberately lie about 
its powers, while if the sword were Chaotic he would attack. 

After determining Alignment the sword’s Intelligence is checked. 


Intelligence: There are two factors considered under Intelligence: mental power 
and communicative ability. These factors are both determined by a single die roll: 

Intelligence Communicative 

(Die Roll) Mental Power Ability 
1-6 None endowed None* 

7 One Primary Power Empathy 

8 Two Primary Powers Empathy 

9 Three Primary Powers Empathy 
10 3 Primary and the ability to use Languages** Speech 
11 As 10 above but also Reads Magic Speech 

12 As 11 above but also has one Extraordinary Ability Telepathy 

*Although the sword cannot communicate it will endow its user with the powers it 
has, but these will have to be discovered by the user. 

**The number of languages, in addition to the language of the alignment of the 
sword, is determined by a dice roll. 

Primary Powers Languages Spoken 

Dice Roll Power Dice Roll #Languages 
01-15 Note Shitting Walls & Rooms 01-50 One 

16-30 Detect Sloping Passages 51-70 Two 

31-40 Locate Secret Doors 71-85 Three 

41-50 Detect Traps 86-95 Four 

51-60 See Invisible Objects 96-99 Five 

61-70 Detect Evil and/or Gold 00 Take two rolls 

71-80 Detect Meal & What Kind ignoring 00 if 
81-90 Detect Magic rolled again 

91-95 Detect Gems (# and Size) 
96-99 Take two rolls ignoring scores 
over 95 except a score of 00 

00 Roll on Extraordinary Ability 
Table instead of this one 


Extraordinary Ability Table 

Die Roll Ability 

01-10 Clairaudience 

11-20 Clairvoyance 

21-30 ESP 

31-40 Telepathy 

41-50 Telekinesis 

51-59 Teleportation 

60-68 X-Ray Vision 

69-77 Illusion Generation 

78-82 Levitation 

83-87 Flying 

88-92 Healing (1 point/6 turns or 6 points/day) 

93-97 1-4 Times Normal Strength for 1-10 Turns Employable 


98-99 Take Two Rolls Ignoring Scores over 97 

00 Take Three Rolls Ignoring Scores over 97 

All Primary and Extraordinary functions are passed on to the sword user. Rolling the 
same Ability twice indicates it is twice normal strength, range, accuracy, etc. 

Egoism: Only those swords Intelligence of 7 or more will have an Egoism rating. 
Egoism ranges from 1-12, the higher the number the greater the Ego of the sword. 
The Egoism of the sword will cause it to do the following: 

1. Lead its user past better weapons, 
2. Lead its user into great danger in order to exalt its role in combat, 

3. Allow itself to be captured by a higher-level creature/character which is 
closer to the sword’s station, 

A. Surrender itself to a creature/character of a lower level in order to exer- 
cise greater control over its user, and 

5. Require a share of captured treasure be given to it in the form of better 
scabbards, jewel encrustation, or magical devices to guard it when not 
in use. 

Whenever any situation arises where any of the above possibilities exist, the Egoism 
of the sword comes into play. It is always exerted in its relationship with its user, 
although true rapport may be gained if the alignment and aims of the character/ 

user coincide with the origin/purpose of the sword. The determination of each of 

these factors is as follows: 

Influence of Egoism in Key Situations: The referee adds the 
Intelligence and the Egoism of the sword (from 8-24 factors), and 
adds an extra 1 for every Extraordinary Ability (from 1-4 if appli- 
cable). This total (8-28) is compared to the total of the character's 
Intelligence and Strength (6-36) modified by a variable based 
upon the physical state of the user. If the character is fresh and 
relatively free from damage (less than 10% damaged) from 1-6 
points are added to his total (trom 7-42 then possible). If mentally 
and/or physically fatigued, or if damage between 10% to 50% 
has been sustained, from 1-4 points are deducted (from 2-35 
then possible). If damage over 50% has been sustained, or the 


character has been under a severe mental strain from some form of 
magic, from 2-8 points are deducted (from 0-34 then possible). 

Difference Result 

6 or more Higher score prevails 

2-5 75% chance the higher score will prevail 
0-1 50% either way 

Egoism in Continuing Relationship with the User: This 
determination is quite simple, being only a matter of comparing 
the Egoism score of the sword (1-12) with the level of the Fight- 
ing-Man using it. Consult the table used for Key Situations above. 
If either party has a positive difference of 6 or more that party 
will always prevail and no other checks (including Key Situations) 
need be made. A positive difference of 2-5 will indicate that the 
higher party generally prevails, and checks will only have to be 
made in Key Situations. A difference of 0-1 indicates a continu- 
ing struggle between the sword and its user, and during any stress 
situation both should be checked as to which will prevail. 

Origin/Purpose: Naturally, the origin of each sword is either Law, Neutrality, 
or Chaos, but some of these weapons are forged by more powerful forces for an 
express purpose. To determine if any sword has such a purpose, roll percentile dice, 
and a score of 91 or higher indicates the sword has a special mission. Swords with 
special purposes automatically have intelligence and ego categories moved to the 
maximum score and they will gain an additional ability: 

Law: The ability to paralyze Chaotic opponents 
Neutrality: Adds +1 to all saving throws 
Chaos: The ability to disintegrate Lawful opponents 

The special ability will only apply to those whom the sword has been endowed to 
destroy, or those serving such a creature. 

Slay Magic-Users Slay Fighting-Men Defeat Law 
Slay Clerics Slay Monsters Defeat Chaos 

Thus a Lawfully endowed sword for the purpose of slaying (Chaotic) Magic-Users 
would paralyze magical types and their minions, but it would not use its paralyza- 
tion power on some wandering Giant. The general purpose swords, however, would 
use their powers to defeat any opponent of Lawtul/Chaotic nature. Neutral spe- 
cial purpose swords will act against either Law or Chaos equally. Special purpose 
swords will always be at their task, and any attempts by their users to go counter to 
them will cause an immediate influence check to be made. 

SWORDS, DAMAGE BONUSES: The swords all receive bonuses as far as the 

robability of hitting an opponent is concerned, but some also gain a damage 
Loa when they do hit. These swords are those with a +2 or +3 against specific 
creatures, but not those with a general bonus of +2 or +3. 

ARMOR: Armor proper subtracts its bonus from the hit dice of the opponents of its 
wearer. If the shield’s bonus is greater than that of the armor there is a one-third chance 
that the blow will be caught by the shield, thus giving the additional subtraction. 


MISCELLANEOUS WEAPONS: Those with bonuses of +1, +2 or +3 gain a bo- 
nus of equal merit on damage scored, except as noted below. 

Magic Arrows have a +1 chance of hitting their target and do additional damage 
to their target unless specified otherwise due to the type of monster being shot. Thus, 
a Magic Arrow normally does from 2-7 points of damage when it hits. 

Magic Bows give all arrows a +1 for hit probability, but they confer no damage 
bonus. A Magic Arrow shot from a Magic Bow has a +2 chance of hitting. 

Axes can be utilized as a hand weapon or thrown 3” with the +1 bonus. Treat 
all targets as at medium range, i.e. there is neither short nor long range for this 

War Hammers of +1 and +2 can be hurled in the same manner as Axes. The 
Hammer +3 has double range (6”) only if being used by a Dwarf, and the same is 
true regarding its automatic return. Any other user of a +3 Hammer will throw it as 
if it were a +1 or +2 weapon as far as range is concerned, and it will not fly back 
to them. When used by a Dwarf it does two dice of damage, and when striking a 
Giant gains a damage bonus of +3 (5-15 damage points when a hit is scored). 
Otherwise it gains no damage bonus when striking, for it already does from 2-12 
points of damage. 

Spears like Axes and Hammers can be hurled and receive a damage bonus of 
from 1 to 3 points. Additionally, if something impales itself upon the spear, damage 
will be double or even treble if the force is sufficient. 

POTIONS: All potions come in a quantity sufficient to perform whatever their end 
is, although a small sample can be taken without affecting the whole. For those 
with limited effect the time will be six turns plus the number of pips rolled on a six- 
sided die. Some potions will not be detailed here as they duplicate magic already 
explained or are self-explanatory. 

Growth: Will cause anyone to reach 30 feet in height if all is quaffed, and other 
growth is proportionate, depending on how much is drunk. 

Diminution: Size will shrink to one-half foot if the full potion is drunk. 

Giant Strength: Gives the recipient full Giant prowess, including two dice of dam- 
age when he scores a hit. 

Gaseous Form: The user retains cohesion over his new gaseous body, and he 
may penetrate any place which isn’t air-tight. Of course, his arms, armor, and so on 
will remain behind. 

Speed: This potion doubles the normal speed attainable by the user, thus allowing an 
encumbered man to move at 6"/turn, a plate armored man to move at 12” and so on. 

Delusion: Makes the user believe the Potion is whatever he desires, and each Po- 
tion looks like some other type of Potion. 

Healing: A Healing potion repairs one six-sided die plus one (2-7) points of dam- 
age, just like a Light Wound spell. 

Longevity: Reduces 10 game-years from the game-age of the character drinking 
it. (Note this will counter the effect of aging caused by a Staff of Withering, q.v.) 


Animal Control: One turn after the potion is consumed the party so doing can con- 
trol from 3-18 small animals, 2-16 medium-sized animals, and from 1-6 large ones. 

Undead Control: As with Animal Control, but the potion affects from 2-8 under 
A Hit Dice, and from 1-4 Undead with 4 or more Hit Dice. 

Plant Control: This allows the imbiber to control plants, including fungoid types, 
from 1-6 in number or in 1” x 1” area where ground covering plants are consid- 
ered. The control extends for 6” in any direction. 

Human Control: This potion has the same general effect as a Charm Person spell, 
but it can affect from 1-12 persons with 3 or fewer Hit Dice, 2-8 with 4-6 Hit Dice, 
1-4 with 7-9 Hit Dice, and 1 with 10 or more Hit Dice. Saving throws are appli- 

Giant Control: A Charm Monster spell which can affect from 1-4 Giants. The Gi- 
ants are allowed saving throws. 

Dragon Control: As Giant Control, but will affect from 1-3. 

Invulnerability: This potion adds +2 to defensive capabilities and saving throws. 
However, more than one dose of this potion during any one week will have a re- 
verse effect. 

Fire Resistance: Normal fires will not have any effect on a person who has gained 
Fire Resistance through drinking this potion. The Wall of Fire spell will not affect such 
a person. It gives a +2 for saving throws against Fire Balls and Dragon Fire and it 
takes —1 away from damage caused by these and other immolation. 

Treasure Finding: A potion which allows the imbiber to be able to locate the 
direction and distance eee treasure being a considerable body of precious 
metal (5,000 or more pieces of copper, silver or gold) or 50 or more gems. It is ef- 
fective up to 36” regardless of intervening substances. 

Heroism: A dual action potion which makes a normal man act like a hero in all 
respects, including morale and combat. The potion will cause fighters of 5th-7th 
level to increase two levels, and 8th-10th level to increase by one level of ability. 

SCROLLS: All Scrolls are spells for Magic-Users, and regardless of the level of the 
spell they can be used by any Magic-User capable of reading them. All “Protec- 
tion” spells can be used by any character who is able to read. Scroll spells are of 
the 6th level unless necessarily higher, in which case they are of the minimum level 
necessary to generate such a spell. After reading a spell from a scroll the writing 
disappears, so the spell is usable one time only! 

To determine what spells are on a scroll of 1-7 spells simply roll one six-sided die for 
each spell thereon, the number rolled being the level of the spell. Thereafter simply 
count the total number of spells for the level in question and roll dice accordingly to 
find which of the possibilities it is. 

Protection: Lycanthropes: The spell will protect the person and those around 
him ina 1” radius from 2-12 Lycanthropes. Spell duration is 6 turns. 

Protection: Undead: As with Protection: Lycanthropes, but it affects the Undead 
according to their Hit Dice: 


1-3 Hit Dice 2-24 affected 
4-5 Hit Dice 2-12 affected 
6 or more Hit Dice 1-6 affected 

Spell duration is 6 turns. 

Protection: Elementals: As with Protection: Lycanthropes, but it protects from but 
1 Elemental. Spell duration is 4 turns. 

Protection: Magic: A super Anti-Magic spell which extends in a 1” radius around 
the user and prevents all magical functions, in or out, for 8 turns. The circle is mobile, 
i.e. it will move with the user. 

RINGS: A ring must be worn to be employed, and only one ring may be worn on 
each hand if the ring is to be operable by the wearer. (the referee should be careful 
to enforce this in order to maintain some balance in the game.) Rings are usable by 
any type of character. Those rings which are not specifically noted below function as 
would a like spell or potion but on an unlimited basis regarding duration. 

Mammal Control: The ring allows the wearer to control from 3-18 small mam- 
mals or from 1-8 large mammals. This does not consider any creatures listed on the 
Monster Reference Table. Control is complete, even to having the controlled mam- 
mals attack the others with it which are not controlled. Range is 6”. 

Weakness: This ring cannot be removed without the application of a Remove 
Curse spell from a Cleric. The ring immediately begins to drain energy from the 
wearer, making him weaker at a rate of 10%/turn until a maximum of 50% is at 
tained. This weakness is reflected in both attack and defense capabilities. 

Protection: A ring which serves as +1 armor would, giving this bonus to defensive 
capabilities and to saving throws. 

Three Wishes: As with any wishes, the wishes granted by the ring must be of lim- 
ited power in order fo maintain balance in the game. This requires the utmost discre- 
tion on the part of the referee. Typically, greedy characters will request more wishes, 
for example, as one of their wishes. The referee should then put that character into 
an endless closed time loop, moving him back to the time he first obtained the wish 
ring. Again, a wish for some powerful item could be fulfilled without benefit to the 
one wishing (“I wish for a Mirror of Life Trapping!”, and the referee then places the 
character inside one which is all his own!). Wishes that unfortunate adventures had 
never happened should be granted. Clues can be given when wishes for powerful 
items or great treasure are made. 

Delusion: A ring which makes the wearer see whatever he desires, i.e. a bummer 
thrown in to fool players. 

Regeneration: The wearer will recover damage at the rate of 1 point/turn. Even if 
he is killed he will regenerate and live again unless treated as a troll and destroyed 
as explained thereunder. 

Djinn Summoning: The Djinni “Servant of the Ring” is a permanent servant of the 
wearer. The Djinni appears immediately when called. 

Telekinesis: Bestows upon the wearer Telekinetic ability equal to that of a 1Oth- 
level Magic-User. 

X-Ray Vision: The wearer of this ring can see through up to ten feet of rock (or 6” 


of iron) for a total distance of 3” beyond. Lead prevents its functioning, as will gold. 
The user will note hidden doors and traps when X-Raying areas they are in. A 1” x 
1” section can be viewed during 1 turn. 

Spell Turning: The spells turned by this ring include those of Dragons and Cler- 
ics, but excludes the “Finger of Death” used by Clerics. Any spell aimed directly 
at the wearer of the ring will be partially turned. Roll percentile dice. The number 
generated is the percentage of the spell which returns to affect the character casting 
the spell; the remainder is the part of the spell which affects the wearer of the ring. 
Note the ring does not function against Wands or Staves, only against spoken spells 
aimed at the ring wearer. 

Spell Storing: A ring containing from 1-6 spells of from the 1st through the 6th 
levels. Upon placing it on a finger and thinking of spells, the wearer will know tele- 
pathically what spells are housed within the ring. This ring is usable by any type of 
character, but the spells within it are restorable only by a Magic-User or a Cleric. 
There is a 20% chance the ring has Clerical spells, and if it is Clerical, there is a 
50% chance the spells therein are Chaotic in nature. 

WANDS AND STAVES: Wands are considered as being endowed with projectiles 
(or rays) of the 6th level (six dice of damage), Staves have 8th level effect. Assume 
Wands to have 100 charges, Staves have 200 charges. Of course, certain Wands 
and Staves would not be subject to the above, i.e. Metal Detection, Enemy Detec- 
tion, Secret Doors & Traps Detection, Healing, Snake Staff, Staff of Striking. 

Metal Detection: When grasped the wand points towards any large body of 
metal (equal to say 1,000 pieces of gold). The reaction from the Wand will also 
tell roughly what form of metal: precious or common such as iron, steel, lead, etc. 
Range is a 2” radius. 

Enemy Detection: Reveals hidden or invisible enemies within a radius of 6”, 
providing the enemies are aware of the Wand user's (or his associates’) presence, 
for it is mental emanations which trigger the detection device. 

Magic Detection: When grasped and employed the Wand will reveal the opera- 
tion of any form of magic within a 2” radius. By selectively concentrating on quad- 
rants the wielder will be able to ascertain some general details of the magic used. 

Secret Doors and Traps Detection: When held the Wand will give warning of 
either thing when it is brought within 2” of it. 

Illusion: This Wand creates an illusion similar to that of a Phantasmal Force spell, 
but the Wand wielder can move while employing the Wand to create the Illusion. 

Fear: The Wand affects all creatures within a cone-shaped area emanating from it 
6” outwards to a base 3” wide. All within it must make their saving throw as against 
magic or be panicked and flee. 

Cold: An icy projection of the same dimensions as a Fear Wand. Creatures take 
half damage if their saving throw is made. 

Paralyzation: A paralyzation ray of the same dimensions as a Fear Wand. Crea- 
tures take half damage if their saving throw is made. 

Fire Balls: A Wand which projects a Fire Ball exactly like the spell of that name. 

Lightning Bolts: A Wand which projects Lightning Bolts like the spell of that name. 


Polymorph: A Wand which projects a Polymorph spell, either “Others” or “Self” 
exactly as the appropriate spell. 

Negation: By means of this Wand the effects of other Wands or Staves, other than 
actually striking with the latter, are nullified. Of course as Staves are basically 8th 
level, the Wand will negate only three-quarters (six dice) of a Staft’s effects. It can 
be employed against only one Wand or Staff at a time, and the one it is being used 
against must be stated. 

Staff of Healing: A Clerical Staff which acts as a spell to Cure Light Wounds (2-7 
points of damage restored). It can be employed to numerous persons during a day, 
but only to once per day to any one person. 

Staff of Commanding: This Staff combines Animal, Plant Control, and Human 

Snake Staff: A Clerical Staff which gives a +1 chance of hitting, and adds +1 to 
damage scored (thus scoring 2-7 points). In addition, if the Cleric orders it the Staff 
will twine itself about an opponent it hits, rendering him helpless if man-sized, or 
preventing counter-attack otherwise, for 1-4 turns. Thereafter it will crawl back fo 
the Cleric who possesses it. 

Staff of Striking: This Staff does not add to hit probability, but due to the energy 
within it, it scores two dice of damage when a hit is made. 

Staff of Withering: A Staff which adds nothing to hit probability, but when a hit is 
scored it scores one die of damage and ages the creature struck by ten years. (This 
is not fo say it matures it, but rather it shortens the life span by ten years.) A man 
struck four times thusly will be doddering, an animal dead of old age, and so on. It 
will have no aging eftect upon Undead, and creatures with very long life spans will 
also be little harmed. 

Staff of Power: A Staff combining the following powers (Wand, Staff or Spell): 

Cold Striking 
Fire Balls Continual Light 
Lightning Bolts Telekinesis 

If the user wishes he may make a “Final Strike” with the Staff, breaking it and releas- 
ing all power within (8 x number of charges remaining). This power is distributed as 
hit points to all creatures within a 3” radius. 

Staff of Wizardry: A Staff with the capabilities of a Staff of Power, plus several ad- 
ditional features. It gives +1 on hit probabilities. The Staff also has these other powers: 

Paralyzation Passwall 
Invisibility Whirlwind (as Djinni) 
Wall of Fire Webs (see below) 

Elementals (roll four-sided die to determine how many and which kind) 

Webs are great sticky masses of strands which are difficult to sever but subject to 
flame. The Staff will generate sufficient webs to cover a 1” x 1” x 2” area in any turn. 
Giants and similarly powerful creatures can break through them in two turns, and 
lesser creatures will take proportionately longer. A Flaming Sword will slash through 
them in one turn. The Statf of Wizardry has a “Final Strike” just as the Staff of Power. 



Crystal Balls: Generally successful operation of these devices will be less likely 
over great distances, when the subject is not exactly known, when spells are used to 
prevent such operation, when eed interposes between the viewer and the subject, 
and so on. Only three attempts per day can be made under the above circumstanc- 
es, without driving the Magic-User mad. Long use of a Crystal Ball during any day 
requires that the Magic-User rest and recuperate the next day. Spells cannot be sent 
through a Crystal Ball, but the operator may, for instance, put an infravision spell 
upon himself and then look into the device and see in the dark. 

Medallions of ESP: These devices are usable by all classes of characters, even 
Dwarves, but the device malfunctions on a roll of 6, so whenever in use roll a six- 
sided die to check it. 

Amulet vs. Crystal Balls and ESP: This device presents the location, sight, or 
thought waves pick-up by Crystal Ball or ESP. It is always effective. 

Scarab of Protection from Evil High Priests: The small scarab acts as a 
charm which absorbs the “Finger of Death” from Evil High Priests for up to a dozen 
times before it disintegrates. 

Bag of Holding: A sack-sized magical bag which will contain 10,000 Gold 
Pieces as if they were only 300. Objects up to 10’ length and 5’ width and 3’ height 
may be stuffed into the bag, but the weight equivalent, regardless of the weight of 
the object, then becomes 600. 

Elemental Control Items: These four devices call up the Elemental indicated. 
Only the owner of the item may use it. All are rather bulky and require one turn to 
set up or store away if they are carried with an expedition. They will summon the 
Elemental in but one turn. No spell is required. Elemental strength is 12 Hit Dice. 

Efreet Bottle: The Efreet will serve only the finder of the bottle, and he will serve 
but for a thousand and one days. 

Displacer Cloak: This device warps light waves to make the wearer appear to be 
up fo 1” away from where he is actually standing. It makes it 10% harder to hit its 
wearer, whether by smiting or Wand (add +2 to defense and saving throws). 

Elven Cloak and Boots: Wearing the Cloak makes a person next to invisible, 
while the Boots allow for totally silent movement. 

Boots of Speed: Allow the wearer to travel at the speed of a Light Horse for up to 
one full day, but he must then rest one day. 

Boots of Levitation: Work as a Levitation spell but with no time limit as to dura- 
tion of effect. 

Boots of Traveling and Leaping: These boots increase the endurance of the 
wearer, making him tireless as far as walking is concerned. Thus speed is increased 
outdoors by 1 haw/ day when walking. Below they allow leaps of up fo 1” vertically 
and 3” horizontally. 

Broom of Flying: This device allows the owner to fly at Dragon speed (24”/turn). 
The user must know the “Word of Command” to make it function. The Broom of Fly- 
ing will come up to 24” when its owner summons it with the command word. It will 
carry two persons but its speed is reduced by one-quarter. 

Helm of Reading Magic and Languages: Wearing this helm allows the per- 
son to read any language or magical writing. It does not protect in the same way 
as Magic Armor, so if it is worn in combat any hit upon its wearer should be given 
a 10% of striking the helm and smashing it. 

Helm of Telepathy: This allows the wearer to read the thoughts of any creature 
within 9”. If his Intelligence rating is greater than that of human or humanoid crea- 
tures within the range of the helm the wearer may attempt to control their mind with 
suggestions implanted telepathically. Such suggestions will have a +2 effect in their 
likelihood of being carried out (see Vol. Ill for random actions of monsters). For 
characters in the game, roll percentile dice adding 10% to the helm’s wearer, and if 
the character fails to beat this score he will follow the suggestion. (The referee must 
use judgement here, for a suggestion to kill oneself would not be likely to be carried 
out in any event.) Treat as non-protective helm if worn into melee. 

Helm of Teleportation: The Magic-User employing this helm must have a 
Teleportation spell in order to take advantage of this device. Having but one such 
spell the Magic-User can Teleport himself endlessly about the universe, but if he tele- 
ports some other person or object the helm does not function and the spell proper 
is used. Thus the helm is good only to transport the Magic-User himself. Treat as a 
non-protective helm if worn into combat. 

Helm of Chaos (Law): The wearer of such a helm reverses alignment (or be- 
comes Chaotic or Lawful if formerly Neutral). It can only be removed with the ap- 
plication of a spell to Dispel Magic; of course the person wearing it will make every 
effort to avoid removal of the helm! 

Flying Carpet: This device carries up to 3 persons at a speed of 18”/turn, while 
one occupant will allow it to move at 30”/turn. It otherwise behaves in all respects 
like a Broom of Flying. 

Drums of Panic: The beating of these kettle drums will cause men and fantastic 
creatures who fail to make their morale throw to flee in rout (for morale throw use 
saving throw vs. magic). Animals with fewer than 5 Hit Dice will automatically 
flee, as will those non-carnivorous animals with more than that number. They may 
be struck while moving provided they are mounted upon some form of carriage or 
steed. They will not af the area immediately around them (1” radius). 


Horn of Blasting: A horn whose sounding has the effect of a double bombard 
(see Vol. Ill and CHAINMAIL) on non-living materials such as walls, gates, etc. 
Creatures which are in its path will sustain two dice of damage and be deafened for 
one turn if not killed. The path of sound is a cone radiating 10” from the horn and 
ending in a 2” base. 

Gauntlets of Ogre Power: These gauntlets give the wearer the ability to strike 
as an Ogre and ey give his hands and arms the strength of an ogre. They do 
not necessarily increase hit probability however. 

Girdle of Giant Strength: Wearing this device bestows the strength and hit prob- 
ability (if greater than the wearer’s own) of a Hill Giant. 

Mirror of Life Trapping: A mirror of about the size of a buckler, which traps the 
life-force of any human (including Elves, Dwarves and Gnomes) who looks into it. 
The person so trapped then remains within the mirror until released by being called 
forth by the Magic-User possessing the mirror or by breaking of the mirror (which 
releases all trapped therein). The corporeal body of trapped persons disappears/ 
appears upon trapping/release. Undead can be fapecd Irapoed persons are held 
in separate areas of the mirror. They can be conversed with without releasing them. 
Undead are powerless within the mirror. A Mirror of Life Trapping will hold up to 20 
lives. If it is openly displayed there is a 90% chance an unsuspecting creature will 
look full within it and be trapped. There is only a 10% chance a knowing person will 
be unable to avoid looking into it. The Magic-User cannot do anything else while 
operating the mirror, but the mirror can be set up to operate untended, such as on 
a wall. Range is about 1”. 


Magical items will, during the course of play, be struck by various forms of weapons. 
For the sake of simplicity it is generally easier to assume they survive unharmed if 
their wearer/user is not killed (exception, Helms). If the wearer is killed, or the items 
are alone, throw for them on the following table if struck by Fire (Dragon or Ball) or 
Lightning (Dragon or Bolt). Those items not listed should be assumed automatically 

Staff of Staff of Fire Ball Wand 
Item - - Power Wizardry Lightning Bolt Wand 
Saving Throw 10 12 14* 
Fire Resistance Ring of Magic Armor, Shield or Weapon 
Item - - Ring Protection (base) +1 +2 +3 
Saving Throw 10** 12 14 12 10 

*minus 2 if hit by the opposite weapon it throws (fire-lightning and vice versa), so 
saving throw becomes 16 or better. 
**minus 2 if hit by lightning so saving throw becomes 12 or better. 

Roll with a twenty-sided die. 

ARTIFACTS: Although not otherwise mentioned, there can be included various 
powerful items of Law and Chaos termed Artifacts. These items are super-powerful 
in comparison to listed magic and must be handled by the referee. Examples of 
Artifacts: Teleportation Machine; Fighter’s Crown, Orb and Scepter; Magic-User’s 
Crown, Orb and Scepter; Cleric’s Crown, Orb and Scepter; Stone Crystallization 


Projector, etc. If such items are included very harmful effects should be incurred by 
any Neutral or Oppositely aligned character who touches one. For example: 

Instant Death 

Paralysis (until freed by designated means) 

Immediate Loss of Six Energy Levels 

Immediate Loss of Four Energy Levels 

Insanity for 1 Month 

Take 10 Hit Dice of Damage 

If saving throws are allowed they should be very limited and require a very high 

Precious Metals: 
The exchange rate for precious metals is: 
1 Gold Piece = 10 Silver Pieces 
1 Silver Piece = 5 Copper Pieces 

If Electrum is added it is optionally worth either twice or half the value of Gold. 
Platinum is five times more valuable than Gold if it is decided to add it to the pre- 
cious metals list. 




The base value for gems is determined by percentile dice: 

01-10 10 Gold Pieces 
11-25 50 
26-75 100 
76-90 500 
91-00 1,000 

Roll a six-sided die for every gem (or group of 5 or 10 gems where large numbers 
are involved); each roll of 1 indicates the gem is of the next higher category. Cat- 
egories above 1,000 are: 

5,000; 10,000; 25,000; 50,000; 100,000; 500,000 
The base value of Jewelry is also determined by percentile dice: 

01-20 3 six-sided dice x 100 Gold Pieces 

21-80 1 six-sided die x 1,000 

81-00 1 ten-sided die x 1,000 

Metal is melted to solid lumps by fire or ern Fire will not destroy Gems (option- 
ally 10% chance of destruction) but lightning will. Both will devalue Jewelry by 25%. 




Rules for Fantastic Medieval Wargames 
Campaigns Playable with Paper and Pencil 
and Miniature Figures 





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Volume III 






Thes Underworld sic: eccisenctresylvavacarawssea divas viece Siduseecdoradventeezen ben cdigonne were neaeeshoes 3 
Distribution of Monsters ANd TreCsure .........c.ccccccsseeeeeeccececeueeeeccceseusaeesescessanaees 6 
The Move Turn in the Underworld ...........ccceeeccccccceeeececceceeueeeeseccseuuuaeeeecseaeanes 8 
Underworld Monsters ..........ccssececcccccceusececcccseuuueceecccsseuaneeeecessuanaeseseeeeenanesess 9 
Monster Determination and Level of Monster Matrix .....0........cseeeeeseeeeeeeeteeseeess 10 
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The Wilderness ............ccceeecccccccceueeeeeecceceuueeesecceseuaueeececeseuauaeesecceeuaaaeneseceees 14 
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Wilderness Monsters .........cc0cccccececeeseececcecceuueeeececesauueesecceeuaaaeeeseceseuaaneesecess 17 
Wilderness Wandering Monsters ........::cscccssreesteesteeenseeneeensesneeeneeentesneeenaees 18 
Evading in the Wilderness............::ccsccccsseseteeeeeeceseeeeeeetesneeeeseesntesteeeententieens 19 
Construction of Castles and Strongholds ........:.cccecceseseesteeetseeneeenteeetteeneeensees 20 
SPECIGIISIS Mecasedscieesuerstcapanecencagabdpe dex, chasen sansa aeebessens tenauncapaenaueeennacteanaadstess 22 
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Player/Character Support and Upkeep............:cccccceceecceeeeeeeeseeeeenseeeenseeeeteeeens 24 
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Before it is possible to conduct a campaign of adventures in the mazey dungeons, it 
is necessary for the referee fo sit down with pencil in hand and draw these labyrinths 
on graph paper. Unquestionably this will require a great deal of time and effort and 
imagination. The dungeons should look something like the example given below, 
with numerous levels which sprawl in all directions, not necessarily stacked neatly 
above each other in a straight line. 


V KEY: Stairs \\ Slanting Passage 
Etc. {| Chut e 

In beginning a dungeon it is advisable to construct at least three levels at once, 
noting where stairs, trap doors (and chimneys) and slanting passages come out 
on lower levels, as well as the mouths of chutes and teleportation terminals. In do- 
ing the lowest level of such a set it is also necessary to leave space for the various 
methods of egress to still lower levels. A good dungeon will have no less than a 
dozen levels down, with offshoot levels in addition, and new levels under construc- 
tion so that players will never grow tired of it. There is no real limit to the number of 
levels, nor is there any restriction on their size (other than the size of graph paper 
available). “Grayhawk Castle,” for example, has over a dozen levels in succession 
downwards, more than that number branching from these, and not less than two 
new levels under construction at any given time. These levels contain such things as 
a museum from another age, an underground lake, a series of caverns filled with 
giant fungi, a bowling alley for 20’ high Giants, an arena of evil, crypts, and so on. 

A sample level is shown below in order to aid the prospective referee in designing 
his own game: 

SAMPLE LEVEL: Under floor ama 
1.) Passage Rock Door Secret Door 
Steps a 
om Up False x Mss 
PX) lean Down Door Pit Trap Secret Door 
ar with two 
e Possible 
ways to 
Trap Door 
U (up) or D 





Note stairs down lead through blind passages and return to circular room with 
wedge-shaped divisions. Unless secret door is located this area will lead no- 

This is a simple room-labyrinth, generally leading nowhere, but “A” would be a 
room containing a monster and treasure, i.e. let us say “4 ogres with 2,000 G.P. 
and 1 magic potion.” 

This area simply illustrates the use of slanting passages to help peal players 
from accurately mapping a level (exact deviation from cardinal points is quite 
difficult for them to ascertain). 

No matter which way west players move they will end up turning into the lair 
of the monster “B,” let us suppose a basilisk. There is a false door in the second 
passage north. The tunnel to the east contains a trap, “C,” a slide to a lower 
level which is disguised as a set of up stairs. 

The combinations here are really vicious, and unless you’re out to get your play- 
ers it is not suggested for actual use. Passage south “D” is a slanting corridor 
which will take them at least one level deeper, and if the slope is gentle even 
dwarves won't recognize it. Room “E” is a transporter, two ways, to just about 
anywhere the referee likes, including the center of the earth or the moon. The 
passage south containing “F” is a one-way transporter, and the poor dupes will 
never realize it unless a very large party (over 50’ in length) is entering it. (This 
is sure-fire fits for map makers among participants.) 

Again, here are a couple of fun items to throw at players. “G” is a shifting sec- 
tion of wall, with a secret die roll to determine which way it will go: 1 = N., 2 
=E.,3=S.,4=W., and 5 & 6 it stays put! Such a section will possibly close 
one of the four corridors, possibly blocking access to/from the trapdoor located 
in the room 20’ square located in the northwest. Point “H” is a two-way secret 
door. On an odd die result, let us suppose, it opens on a room to the west. Oth- 
erwise it opens on a passage south. The same trick can be used with staircases, 
having them go up or down at random. 

This is the nexus for a modular section which will revolve at random periods. 
Although the passages north, south, etc. will always remain the same, the areas 
10’ x 20’ beyond will be different at various times. Again, this will frustrate 
those setting out to map a level. All round rooms must not be nexuses. However, 
the circular structure in example 1. could, with a bit of alteration, be made into 
one, as could any room of any shape, providing the modules were properly 
designed so as to rotate around it. 

Note the pit (X) at the four-way intersection containing a secret door on its 
south surface. A small tunnel will lead discoverers to the room containing mon- 
ster “I”... a true troll or two perhaps. The western portion contains the room 
of some evil man, complete with two secret doors for handy escape. There is 
also a flight of stairs leading down. Falling into the pit would typically cause 
damage if a 1 or a 2 were rolled. Otherwise, it would only mean about one 
turn of time to clamber out, providing the character had spikes or associates 
to pull him out, and providing the pit wasn’t one with a snap-shut door and the 
victim was alone. 

In laying out your dungeons keep in mind that downward (and upward) mobility is 
desirable, for players will not find a game enjoyable which confines them too much. 
On the other hand unusual areas and rich treasures should be relatively difficult to 
locate, and access must be limited. The layout of a level will affect the route most 
often followed by players. Observation of the most frequently used passages and 
explored rooms wuilliguide the referee in preparation of successive levels, which, of 
course, should be progressively more dangerous and difficult. 

Tricks and Traps: Besides those already indicated on the sample level, there are 
a number of other easily added tricks and traps. The fear of “death,” its risk each 
time, is one of the most stimulating parts of the game. It therefore behooves the cam- 
paign referee to include as many mystifying and dangerous areas as is consistent 
with a reasonable chance for survival (remembering that the monster population 
already threatens this survival). For example, there is no question that a player's 
character could easily be killed by falling into a pit thirty feet deep or into a shallow 
pit filled with poisoned spikes, and this is quite undesirable in most instances. Here 
are a few simple items which can be ineluded: 

False stairs, either up or down 

Steps which lead to a slanting passage, so the player may actually 
stay on the same level, descend two levels, or ascend two levels 

Trap steps which lead up a short distance, but then go downwards 
for at least two levels, with the return passage blocked by bars 
or a one-way door 

Intra-level teleportation areas, so that a player will be transport: 
ed to a similar (or dissimilar) area on the same level, possibly 
coun by touching some item (such as a gem, door, or the 

Sinking rooms, including rooms which seem fo sink, while the doors 
remain shut fast for a period of several turns 

Illusion, mind control, and geas rooms 

Sections which dead-end so as to trap players being pursued by 

Doors which are openable from one side only, which resist opening 
from one side, or which appear at random intervals 

Natural passages and caverns which have varying width and 
direction, so that it is virtually impossible to accurately map such 

Space distortion corridors or stairs which seem longer or shorter 
than they actually are 

Distribution of Monsters and Treasure: 

As a general rule there will be far more uninhabited space on a level than there 
will be space occupied by monsters, human or otherwise. The determination of 
just where monsters shoole: be placed, and whether or not they will be guarding 
treasure, and how much of the latter if they are guarding something, can become 
burdensome when faced with several levels to do at one time. It is a good idea to 
thoughtfully place several of the most important treasures, with or without monstrous 
guardians, and then switch to a random determination for the balance of the level. 
Naturally, the more important treasures will consist of various magical items and 
large amounts of wealth in the form of gems and jewelry. Once these have been 
secreted in outof-the-way locations, a random distribution using a six-sided die can 
be made as follows: 

1. Roll the die for every room or space not already allocated. A roll of a 1 or 2 
indicates that there is some monster there. The monster(s) can be selected by use 
of the Monster Determination & Level of Monster Matrix which is given later in 
this volume. The number of monsters is best determined by the level being con- 
sidered and the kind of monster inhabiting the room or space. The Monster Table 
from Vol. ll can be most helpful here. Note that Ochre Jellies, Black Puddings, 
Green Slime, etc. are generally distributed randomly, usually in passages, with- 
out treasure. 

2. Roll again for every room and space. A roll of 1-3 in those rooms or spaces 
with monsters in them indicates some form of treasure is present. A roll of | ina 
room or space which is unoccupied indicates that there is some form of treasure 

3. To determine the kind of treasure use the following table: 

Level Beneath 

Surface Silver Gold Gems/Jewelry Magic 
] 100* 10* 05% each* 05% 
2-3 100** 100* 10% each* 05% 
4-5 ],000* 200* 20% each* 10% 
6-7 2,000* 500* 30% each* 15% 
8-9 5,000* ],000* 40% each** 20% 
10-12 5,000* 2,000* 50% each** 25% 
13 or more 10,000* 5,000* 50% each** 30% 

*multiply by number rolled on a six-sided die 
** multiply by number rolled on a twelve-sided die 

Silver will always be in the treasure. 

Gold will be in the treasure 50% of the time. 

Gems/Jewelry will be in the treasure as indicated by the percent given. 
Magic will be in the treasure as indicated by the percent given. 


Unguarded Treasures should be invisible, hidden behind a secret door or under 
the floor, locked in hard-to-open strong boxes with poison needles or deadly gas 
released when they are opened. (There are many variants of the above possible, 
and many other types of protection which can be devised.) 

Maintaining Freshness: As monsters inhabiting the rooms, spaces, and corri- 
dors of a level are killed or captured, the level will become drab and dull. Coupled 
with this problem, players will x made fairly accurate maps of the level, so it will 
be challengeless this way also. Remembering that egress to lower levels is desirable, 
one must nevertheless revamp worn levels by one or more of the several methods 
suggested below: 

1. Make minor alterations with eraser and pencil, blocking passages, making new 
ones, dividing rooms, and filling in others. 

2. Extend the boundaries of the map, if not already filled to the edges of the paper, 
adding corridors and rooms. 

3. Replace monsters in new areas as well as those less frequented old areas where 
monsters were located and removed sometime previously. 

4. Reverse directions on the map, carefully relocating ways down to lower levels 
so as they still correspond to markings below, and do the same for passages 

5. Add a passage which continues past the established boundary of the level, 
creating a split or sub-level which it leads to, complete with new treasure and 

Using these suggestions, and whatever else you dream up, there is no reason why 
participants in the campaign should not continue to find mystification, enjoyment, ex- 
citement, and amusement in the challenge of the myriad passages of the dungeons. 


In the underworld all distances are in feet, so wherever distances are given in inches 
convert them to tens of feet. 

Movement (distances given in Vol. 1) is in segments of approximately ten minutes. 
Thus it takes ten minutes to move about two moves — 120 feet for a fully armored 
character. Two moves constitute a turn, except in flight/pursuit situations where the 
moves/turn will be doubled (and no mapping allowed). 

Time must be taken to rest, so one turn every hour must be spent motionless, and 
double the rest period must be taken after a flight/pursuit takes place. 

Time spent searching for anything (secret passages, hidden treasure, etc.), loading 
treasure, listening, ESP’ing, hiding, will be adjudged by the referee as to what portion 
of a turn will be used by the activity. Typically, ESP’ing will take but a quarter turn, 
while searching a fen foot section of wall for secret passages will require a full turn. 

Melee is fast and furious. There are ten rounds of combat per turn. 

Secret passages will be located on the roll of a 1 or a 2 (on a six-sided die) by 
men, dwarves or halflings. Elves will be able to locate them on a roll of 1-4. At the 
referee’s option, Elves may be allowed the chance to sense any secret door they 


pass, a 1 or a 2 indicating that they become aware that something is there. Gener- 
ally, doors will not open by turning the handle or by a push. Doors must be forced 
open by strength, a roll of a 1 or 2 indicating the door opens, although smaller and 
lighter characters may be required to roll a 1 to open doors. There can be up fo 
three characters attempting to force open a door, but this will disallow them rapid 
reaction to anything awaiting them on the other side. Most doors will automatically 
close, despite the difficulty in opening them. Doors will automatically open for mon- 
sters, unless they are held shut against them by characters. Doors can be wedged 
open by means of spikes, but there is a one-third chance (die 5-6) that the spike will 
slip and the door will shut. 

Traps are usually sprung by a roll of a 1 or a 2 when any character passes over or 
by them. Pits will open in the same manner. 

When characters come to a door they may “listen” to detect any sound within. Note 
“Undead” never make any sound. A roll of 1 for humans, and 1 or 2 for Elves, 
Dwarves, or Halflings will detect sound within if there is any to be heard. A good 
referee will have noise corridors (moaning, clanking, etc.) and rooms from whence 
come shuffling or muttering sounds. 

In the underworld some light source or an infravision spell must be used. Torches, 
lanterns and magic swords will illuminate the way, but they also allow monsters 
to “see” the users so that monsters will never be surprised unless coming through 
a door. Also, torches can be blown out by a strong gust of wind. Monsters are 
assumed to have permanent infravision as long as they are not serving some 

While some referees allow Fire Balls and Lightning Bolts to be hurled in confined 
spaces, blasting sections of the stone equal to the remainder of their normal shape, 
it is suggested that the confined space cause these missiles to rebound toward the 
sender, i.e. a Lightning bolt thrown down a corridor 40 feet long will rebound so as 
to reach its stated length of 6” (60 feet underground), and this will mean the sender 
is struck by his own missile. It may also be compromised, allowing say two feet of 
stone wall to be destroyed (allowing one foot of stone destroyed for every ten feet the 
space is short of full distance) and rebounding the missile one-half the distance short. 


Sighting Monsters: Players will see monsters at 20-80 feet (roll a pair of four- 
sided dice to determine the distance) unless they are surprised by the monster. 

Surprise: A Condition of surprise can only exist when one or both parties are 
unaware of the presence of the other. Such things as ESP’ing, light, and noise will 
negate surprise. If the possibility for surprise exists roll a six-sided die for each 
party oneness A roll of 1 or 2 indicates the party is surprised. Distance is then 
10-30 feet. 

Surprise gives the advantage of a free move segment, whether to flee, cast a spell 
or engage in combat. If monsters gain surprise they will either close the distance 
between themselves and the character(s) (unless they are intelligent and their prey 
is obviously too strong to attack) or attack. For example a Wyvern surprises a party 
of four characters when they round a corner into a large open area. It attacks as it 
is within striking distance as indicated by the surprise distance determination which 
was a 2, indicating distance between them was it 10 feet. The referee rolls a pair 
of six-sided dice for the Wyvern and scores a 6, so it will not sting. It bites and hits. 
The Wyvern may attack once again before the adventurers strike back. 


Wandering Monsters: At the end of every turn the referee will roll a six-sided 
die to see if a “wandering monster” has been encountered. A roll of 6 indicates a 
wandering monster has appeared. The direction of appearance is determined by 
random number generation considering the number of possible entries. Distance 
and surprise are decided in the usual manner. The kind of monster is determined on 
the table below. (For wilderness encounters an entirely different table will be used). 


Level Beneath Consult Monster Level Table Number 

the Surface 1 2 3 4 5 6 
1 Die 1-2 3-4 5 6 — = 
2 3-4 5 6 - 
3 2 3-4 5 6 
A-5 1 2-3 4-5 6 
6-7 = 1 24 5-6 
8-9 — = 1-2 3-6 
10-12 - = 2-6 
13+ = — = 1-6 
1 Die 2 Die 
Kobolds 1 Hobgoblins 1 
Goblins 2 Zombies 2 
Skeletons 3 Lizards 3 
Ores 4 Warriors A 
Giant Rats 5 Conjurers 5 
Centipedes 6 Gnolls 6 
Bandits 7 Thouls 7 
Spiders 8 Ghouls 8 
Berserkers 9 
Theurgists 0 
3 Die 4 Die 
Wights 1 Wraiths ] 
Heroes 2 Ogres 2 
Giant Hogs 3 Evil Priests 3 
Giant Ants 4 Myrmidons 4 
Ochre Jelly 5 Giant Beetles 5 
Thaumaturgists 6 Giant Scorpions 6 
Swashbucklers 7 Lycanthropes 7 
Magicians 8 Gargoyles 8 
Giant Snakes 9 White Apes 9 
Giant Weasels 0 Enchanters 0 

5 Die 6 Die 
Trolls 1 Giants 1 
Superheroes 2 Hydra (9-12 heads) 2 
Wyverns 3 Dragons 3 
Spectres A Basilisks 4 
Mummies 5 Gorgons 5 
Minotaurs 6 Chimeras 6 
Manticores 7 Vampires 7 
Cockatrices 8 Lords 8 
Sorcerers 9 Spectres 9 
Wyverns 10 Wizards* 10 
Hydra (6-8 Heads) 11 Evil High Priests* 11 
Medusae 12 Purple Worms 12 

*Typically each will be accompanied by from 1-4 apprentices (Enchanters/Evil 
Priests) and 1-6 body-guards (levels 4-6) fighter-type. 

Other monsters to consider, depending upon the level and the surroundings: Giant 
Crabs, Giant Leeches, Giant Octopi, Crocodiles, Giant Squids, Sea Monsters, 
Nixies, Mermen, Griffons, Pterodactyls, Rocs, Invisible Stalkers, Cyborgs, Robots, 
Androids, Shadows, Dopplegangers. 

Number of Wandering Monsters Appearing; If the level beneath the surface 
roughly corresponds with the level of the monster then the number of monsters will 
be based on a single creature, modified by type (that is, Orcs and the like will be in 
groups) and the number of adventurers in Te party. A party of from 1-3 would draw 
the basic number of monsters, 4-6 would bring about twice as many, and so on. The 
referee is advised to exercise his discretion in regard to exact determinations, for the 


number of variables is too great to make a hard and fast rule. There can be places 
where 300 Hobgoblins dwell, but how many can come abreast down a typical pas- 
sage in the dungeons? Allow perhaps 3 in a ten foot wide passage, and the balance 
will either be behind the front rank or fanning out to come upon the enemy by other 
routes. The most fearsome man or monster can be overwhelmed by sheer numbers 
of smaller/weaker creatures provided the latter are able to close! 

Avoiding Monsters: Monsters will automatically attack and/or pursue any char- 
acters they “see,” with the exception of those monsters which are intelligent enough 
to avoid an obviously superior force. There is no chance for avoiding if the monster 
has surprised the adventurers and is within 20 feet, unless the monster itself has 
been surprised. If the adventurers choose to flee, the monster will continue to pursue 
in a straight line as long as there is not more than 90 feet between the two. When 
a corner is turned or a door passed through or stairs up or down taken the monster 
will only continue to follow if a 1 or a 2 is rolled on a 6-sided die. If a secret door 
is passed through the monster will follow only on a roll of 1. Distance will open or 
close dependent upon the relative speeds of the two parties, men according to their 
encumbrance and monsters according to the speed given on the Monster Table in 
Vol. Il. In order to move faster characters may elect to discard items such as trea- 
sure, weapons, shields, etc. in order to lighten encumbrance. 

There is a 25% chance that any character surprised by a monster will drop some 
item. If he does, roll for the possibilities remembering that only these items held could 
be so dropped. 

Burning oil will deter many monsters from continuing pursuit. 

Edible items will have a small likelihood (10%) of distracting intelligent monsters 
from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Non-intel- 
ligent monsters will be distracted 90% of the time by food. 

Treasure will have the opposite reaction as food, being more likely to stop intelligent 

Random Actions by Monsters: Other than in pursuit situations, the more intel- 
ligent monsters will act randomly according to the results of the score rolled on two 

(six-sided) dice: 

2-5 negative reaction 
6-8 uncertain reaction 
9-12 positive reaction 

The dice score is to be modified by additions and subtractions for such things as 
bribes offered, fear, alignment of the parties concerned, etc. 


The players, equipped and ready, are assumed fo have located a set of stairs de- 
scending to the first level beneath the ground. The Referee’s part will be indicated 
REF, that of the “Caller” for the players being shown as CAL. 

REF: Steps down to the east. 
CAL: We're going down. 

REF: 10’, 20’, 30’ — a 10’ square landing — steps down to the north and curving 
down southeast. 





















Take those to the southeast. 

10’, and the steps curve more to the south; 20’. Steps end, and you are on 
a 10’ wide passage which runs east, southeast, and west. There is a door to 
your left across the passage on a northwest wall. 

Listen at the door — three of us. 

(After rolling three dice) You hear nothing. (At this time a check for wandering 
monsters is also made.) 

Ignore the door and proceed along the corridor southeastwards. 

10’, 20’, 30’, 40’, 50’. “Four way”: Northwest, northeast, south and south- 
west — the south passage is 20’ wide. 

Go south. 

60’, 70’: passage continues, doors east and west. 
Listen at the east door. 

(After appropriate check) You hear shuffling. 

Two of us (specifying which two) will throw our weight against the door to 
open it. All will be ready for combat. 

(After rolling two dice:) The door opens! You can’t be surprised, but the mon- 
sters — you see half-a-dozen gnolls — can be (Here a check for surprise is 
made, melee conducted, and so on.) 

Okay, what does the room look like — we're examining the walls, ceiling, 
floor, and contents of the room itself. 

(After checking to see if dwarves and/or elves are in the party:) The room is 
a truncated pyramid. The east wall is the truncated part, directly opposite the 
door you entered. It is 10’ long with another door in it. The walls connecting 
it to the west wall, the place you entered, are each about 35’ long. The west 
wall, which is where you entered, is 30’ long with a door in the middle of the 
wall. The elf has noted that there seems to be a hollow spot near the east end 
of the southeast wall. The floor and ceiling seem to have nothing unusual. The 
room contains the bodies of the gnolls, a pile of refuse in the north corner of the 
west wall, and two trunks along the wall opposite the one which sounds hollow. 

The elf will check out the hollow sound, one of us will sort through the refuse, 
each trunk will be opened by one of us, and the remaining two (naming ex- 
actly who this is) will each guard a door, listening to get an advance warning 
if anything approaches. 

Another check on the hollow sound reveals a secret door which opens onto a 
flight of stairs down to the south. The refuse is nothing but sticks, ene offal 
and old clothes. One chest is empty; the other had a poison needle on the 
lock. (Here a check to see if the character opening it makes his saving throw 
for poison.) The chest with the poison needle is full of copper pieces — ap- 
pears to be about 2,000 of them. 

Empty out all of the copper pieces and check the trunk for secret drawers or a 
false bottom, and do the same with the empty one. Also, do there seem to be 
any old boots or cloaks among the old clothes in the rubbish pile? 

(Cursing the thoroughness of the Caller!) The seemingly empty trunk has a 
false bottom . . . in it you have found an onyx case with a jeweled necklace 
therein. The case appears to be worth about 1,000, and the necklace 5,000 
Gold Pieces. Amidst the litter the searcher has located a pair of old boots, but 
there is nothing like a cloak there. 

The boots will be tried on now to see if they allow silent movement—we can 
use a set of Elven Boots! | will secure the case and necklace in my back pack, 
while the others will, by turn, fill their packs with coppers. 


REF: This will require four turns. (He checks for monsters wandering in, and on the 
fourth try one is indicated. However, as there was a listener at the door it is 
ppb pang) he also checks fo see if it is detected, allowing a good prob- 
ability that it will be heard.) As you complete your loading, the dwarf at the 
west door detects heavy footsteps approaching. The boots, by the way, are 
Elven-type .. . 

CAL: EXCELLENT! Our Magic-User will cast a HOLD PORTAL on the west door 
while the elf opens the secret one. We will then all beat a hasty retreat down 
the stairs to the south. Onward, friends, to more and bigger loot! 

With appropriate variations for ability to detect and/or see what is around them, 
the adventure will continue in this manner until the party leaves the dungeons or are 
killed therein. 


The so-called Wilderness really consists of unexplored land, cities and castles, not 
to mention the area immediately surrounding the castle (ruined or otherwise) which 
housed the dungeons. The referee must do several things in order to conduct wil- 
derness adventure games. First, he must have a ground level map of his dungeons, 
a map of the terrain immediately surrounding this, and finally a map of the town 
or dillege closest to the dungeons (where acca iee will be most likely to base 

“Blackmoor” is a village of small size (a one-horse town), while “Greyhawk” is a 
large city. Both have maps with streets and buildings indicated, and players can 
have town adventures roaming around the bazaars, inns, taverns, shops, temples, 
and so on. Venture into the Thieves’ Quarter only at your own risk! 

The terrain beyond the immediate surroundings of the dungeon area should be 
unknown to all but the referee. Oft-hand adventures in the wilderness are made on 
the OUTDOOR SURVIVAL playing board (explained below). Exploratory journeys, 
such as expeditions to find land suitable for a castle or in search of some legendary 
treasure are handled in an entirely different manner. 

OUTDOOR SURVIVAL has a playing board perfect for general adventures. Catch 
basins are castles, buildings are towns, and the balance of the terrain is as indi- 

Castles: As stated, the ponds indicate Castles. The inhabitants of these strongholds 
are determined at random. Occupants of these castles will venture out if a party of 
adventurers passes nearby. If passing over the castle hex there is a 50% chance (die 
1-3) that they will come out, if one hex away there is a 33-1/3% chance (die 1-2), 
and if two hexes away there is only a 16-2/3% chance (die 1). If the party is on the 
castle hex and hails the castle, the occupants will always come forth if the party is 
not obviously very strong and warlike. Patriarchs are always Lawful, and Evil High 
Priests are always Chaotic. All other castle inhabitants will be either hostile to the 
adventurers (die 1-3) or neutral (die 4-6). Determine the occupant of a castle as 

Type of Guards/Retainers in Castle 
(The number after indicating the type die to use 

Die Occupant to determine how many) 

Die 1 2 3 4 
] Lord Champions® Griffons*® |= Myrmidons!® Giants4 
2 Superhero Myrmidons® Rocs*4 Ogres‘ Swashbucklers!° 
3. Wizard Dragons Chimeras* =Wyverns4 Basilisks4 
4 Necromancer Chimeras* Manticores® Lycanthropes'? Gargoyles!” 
5 Patriarch Heroes”? Superheroes® Treants!° Hippogrifts*® 
6 Evil High Priest Trolls'° Vampires® | White Apes?° Spectres!° 

*With a like number of Heroes riding these creatures. 

Fighting-Men within castles will demand a jousting match with all passersby of 
like class. Otherwise they will demand a toll of from 100 to 600 Gold Pieces from 
the party. If a joust takes place (use rules from CHAINMAIL) the occupant of the 
castle will take the loser’s armor if he wins, but if the character wins, the castle owner 
will host all in the party for up fo one month, supply them with two weeks of rations, 
and provide warhorses (Heavy) if the party so requires. 

Magic-Users from castles will send passersby after treasure by Geas if they are 
not hostile, with the Magic-User taking at least half of all treasure so gained, the 
Magic-User having first choice of magical items and automatically choosing Miscel- 
laneous Magic, Wands/Staves, or Rings (in that order) in preference to other items. 
Otherwise, the Magic-User will require a magical item from the passersby as toll, 
and if they have no magical items suitable for use the Magic-User will require a toll 
of from 1,000 to 4,000 Gold Pieces. 

Clerics will require passersby to give a tithe (10%) of all their money and jewels. 


If there is no payment possible the Cleric will send the adventurers on some form of 
Lawful or Chaotic task, under Quest. Generally Evil High Priests will simply attempt 
to slay Lawful or Neutral passersby who fail to pay their tithes. 

Guards: In addition to those men or monsters accompanying castle residents, there 
will be a number of men aiding in defense. From 30 to 180 men will man the walls, 
one-half of whom will be crossbow armed light foot, and the balance will be heavy 
foot. Those castle residents who are accompanied by men or creatures capable of 
riding or able to make near equal speed will be mounted on horseback, as will their 
men be mounted. There is also a chance that there will be others in the castle’s party: 

Castle Resident % Chance of Having Level 
Fighting-Men 25% chance for 5-8 
50% chance for 3-6 
Magic-User 25% chance for 5-8 
50% chance for 4-7 
Cleric 50% chance for 4-7 

1-6 Assistants 

REFEREE’S MAP is a wilderness map unknown to the players. It should be for the ter- 
ritory around the dungeon location. When players venture into this area they should 
have a blank hexagon map, and as they move over each hex the referee will inform 
them as to what kind of terrain is in that hex. This form of exploring will eventually 
enable players to know the lay of the land in their immediate area and thus be able 
to select a site upon which to build their castles. (Castle building and its attendant 
requirements will be covered hereafter.) Exploratory adventures are likely to be the 
most exciting, and their incorporation into the campaign is most desirable. Explora- 
tion by foot is at normal speed. Horsed parties will travel at the speed of a draft 
horse, and exploration by air will be at half normal flying speed. 


Type # of Hexes_ Type: (Flying) # of Hexes 
Man on foot 3 

Wagon or Cart 4 Dragon 24 
Draft Horse 5 Griffon 30 
Heavy Horse 6 Hippogriff AO 
Medium Horse 8 Roc A8 
Light Horse 10 Pegasus A8 
Ratt 10 (3) Broom 40 
Boat 15 (5) Carpet 30 
Merchant 12 Efreet 20 
Galley 20 (6) Djinn or Air Elemental 30 

(Numbers in parenthesis are for swamp movement) 

Large Party Movement: Parties numbering over 100, including pack or draft 
animals, will incur a 1 hex penalty. Parties over 1,000 incur a 2 hex penalty. 


Terrain Penalties: All terrain penalties are as stated in OUTDOOR SURVIVAL; 
mountains and swamps cost three movement per hex, crossing rivers at non-ford 
hexes also costs three, and woods or deserts cost two. Tracks through mountainous 
terrain cost two factors per hex moved, and tracks through woods or swamps incur 
no movement penalty. 

Rest: All creatures must rest after six days of movement. Rest must be at least one 
full day. Exception: Dragons who travel for three weeks must sleep one full week if 
their mode of travel was walking, and they must sleep for three full weeks if their 
mode of travel was flight. 

Scale: Assume the greatest distance across a hex is about 5 miles. 
Turn: Each move will constitute one day. Each day is considered a turn. 

Sighting Monsters: Players will see monsters at from 40-240 yards (inches con- 
vert to tens of yards for the wilderness) unless the monster has surprised the charac- 
ters involved. 

Surprise: This is the same as in the underworld, except that the distance is from 10- 
30 yards, and if there are three or more monsters involved they will have moved into 
a circle around the adventurers. Monsters at 10 yards distance will be able to attack. 

Lost Parties: There is a chance of being lost, the chance depending on the type 
of terrain the party begins its turn upon. A lost party must move in the direction indi- 
cated by the die roll (1-6, as shown in the OUTDOOR SURVIVAL rules and on that 
board) and may make only one direction change from that direction. When explor- 
ing the referee should indicate which direction the party is lost in. 

Wandering Monsters: At the end of each day (turn) the referee will check to see 
if a monster has been encountered. The matrix below is for travel afoot or mounted. 
For travel afloat or in the air two die rolls are made — a 5 on the first one indicates 
an adventure in the mid-point of the day with waterborne or aerial monsters; a 6 on 
the second die roll indicates that there is a normal adventure at the end of the day, 


and the table below is used. Exception: Ships which remain continually in water will 
roll but once daily for encounters, with a result of 6 indicating such an encounter. 


Terrain Type Clear Woods River Swamp Mtns. Desert City 

Lost - ------ ] 1-2 ] 1-3 1-2 1-3 

Encounter - 6 5-6 5-6 4-6 4-6 5-6 6 

Die Roll 

for Type 

] Men Men Men Men Men Men Men 
2 Flyer Flyer Flyer Flyer Flyer Flyer Undead 
3 Giant Giant Giant Giant Giant Giant Undead 
4 lycanth. Lycanth. Lycanth. Lycanth. Lycanth. Men Men 
5 Animals Lycanth. Swimmer Swimmer Animals Animals  - - - 
6 Men Men Swimmer Undead Giants Dragon 
i Animals Animals Animals Undead Dragon 
8 Dragon Dragon Dragon Dragon Dragon 


Die Typical Mountain Desert (Mars) Waterborne 

1 Bandits Bandits Nomads Buccaneers 

2 Brigands Berserkers Dervishes Pirates 

3 Necromancer Brigands Nomads Buccaneers 

4 Wizard Lord Lord Pirates 

5 Bandits Wizard Wizard Buccaneers 

6 Berserkers Superhero Nomads Mermen 

7 Lord Cavemen (Red Martians) 

8 Superhero Necromancer (Tharks) 

9 Brigands Evil High Priest — (Black Martians) 

10 Bandits Cavemen (Yellow Martians) 

11 Evil High Priest = Patriarch (Tharks) 

12. Patriarch Berserkers (White Martians) 


1 Pegasi Skeletons Kobolds 

2 Rocs Zombies Goblins 

3 Chimeras Ghouls Orcs 

4 Hippogrifts Wights Hobgoblins 

5 Griffons Wraiths Gnolls 

6 Manticores Mummies Ogres 

7 Rocs Spectres Trolls 

8 Wyverns Vampires Giants 

9 Dragons + Gnomes 

10 Pegasi + Dwarves 

11 Hippogrifts oe Elves 

12 Griffons ee Treants 


] Werewolves Giant Crabs Black Dragons 

2 Wereboars Nixies White Dragons 

3 Weretigers Giant Octopi Green Dragons 

4 Werebears Giant Squid Blue Dragons 

2 Sea Monster Red Dragons 

6 Giant Snakes Gold Dragons 

7 Crocodiles Cockatrices 

8 Giant Leeches Basilisks 

9 Mermen Wyverns 

10 Nixies Chimeras 

11 Giant Fish Hydra (7-9 heads) 

12 Dragon Turtle Hydra (10-12 heads) 
Basic Optional Optional Optional Optional 

Die Animals Woods Swamps Arid Plains Mountains 

] Spiders Centaurs Tyr. Rex Apts Cave Bears 

2 Centipedes — Unicorns Pterodactyl = Banths Dire Wolves 

3 Lizards Minotaurs Triceratops — Thoats Sabre T. Tigs. 

4 Toads Gorgons Brontosaurus Calots Mastodons 

ss) Ants Pixies Stegosaurus White Apes Spotted Lions 

6 Weasels Manticores Tyr. Rex Thoats Woolly Rhinos 

7 Apes Dryads Pterodactyl = Orluks Titanotheres 

8 Beetles Medusae Triceratops — Sith Cave Bears 

9 Scorpions Tharks Mammoths 

10 Lions Darseen Sabre T. Tigs. 

11 Boars Banths Dire Wolves 

12 Snakes Tharks Spotted Lions 


There will be from 2-12 men with any Fighting-Man, Magic-User, or Cleric encoun- 
tered in the wilderness. They will be from the 1st to 4th level of the appropriate class. 
In addition there will be other magical items they might have: 

Fighting-Man Magic-User Cleric 
sword 50% — wand 60% weapon 
shield 25% ring 30% staff 
armor 25% misc. magic 20% shield 


Animals will generally be of the giant variety, although the referee might prefer to 
have small spiders, for example, which attack the party when they are asleep. 


Castle Inhabitants will 
and only ona 1 if they are 
for monsters. 



ursue on a roll of a 1-3 if they are hostile to the party, 
asically neutral. Evasion is the same as described below 

Evading; This action is a function of the size of the party of adventurers and the 
number of monsters, modified by surprise, terrain and comparative speed. Use the 
following table as a guideline. 

Party Size 
(Mounted Number of Monsters Chance of 
or on Foot) Encountered by Party Evading 
1-3 25% or less of possible # 50% 
1-3 26%-60% 70% 
1-3 Over 60% 90% 
4-9 25% or less of possible # 30% 
4-9 26%-60% 50% 
4-9 Over 60% 70% 
10-24 25% or less of possible # 15% 
10-24 26%-60% 30% 
10-24 Over 60% 50% 
25+ 25% or less of possible # 05% 
25+ 26%-60% 20% 
25+ Over 60% 35% 

Surprise by party means that evasion chances are doubled. 

Surprise by monsters negates all chance of evasion unless party is able to use some 
form of magic, or terrain is woods. 

Woods add 25% to evasion chances and give a 10% chance of evasion even if 

If the comparative speed of the two parties is such that one is at least twice as fast 
as the other, the faster will have the effect of increasing/decreasing evasion chances 
by 25%. This includes surprise situations. 

Pursuit: Pursuit will take place whenever it is so indicated with regard to castle 
inhabitants or when a party is unable to evade monsters. A die is rolled, and the 
pursuit then goes in that random direction. If the monster is faster than the party 
involved there is a 50% chance it will catch the party. The party now moves another 
hex in a random direction, and a die is rolled to determine if pursuit will continue. 
If pursuit continues the chances for being caught by a faster monster are exactly the 
same, and the same procedure is repeated if the party is not caught. This procedure 
continues until pursuit is ended or melee occurs. Woods or swamp will reduce the 
chance of being caught by 25%. 

For each hex moved in pursuit, a party must spend one-half day resting (remember, 
a day equals one turn). During a day at rest two dice are thrown for determining if 
wandering monsters are encountered, rather than but one. 


At any time a player/character wishes he may select a portion of land (or a city lot) 
upon which to build his castle, tower, or whatever. The following illustrations are 
noted with the appropriate cost in Gold Pieces. Each player who builds should draw 
an extra set of plans and specifics for the referee. Surprises, intakings, sieges and 
so on can take place. 



Single Double 
To shorten 10’ -10% 

i Wooden Door 10 15 

Gate House & Gate (3,000) To add each 10’ +20% Reinforced Door 20 30 
Portcullus and Draw- i D 7 

pommmene _ bridge (2,000) pon Peer =) 2 

LEA . Stairs, 10’ wood 30 45 

30.000 Stairs, 10’ stone 90 140 

9000 yf Slit or window 10 15 

42,000 + Gate(s) 
Gate House 
— \ 
Barbette Small 
1000 Tower 
O © 4500 
10 15° 


Curtain Wall 3500 

Bldg. = 120’ of wall - 2 stories of 10’ each, 2 doors/floor 
2500 Stories up to 2nd & attic stories + 1 to cellar 

Towers Rnd. Barbican 
eo 14,000 

30’ 40’ 30’ 
Barbican 20,000 


There are a number of specialists available to those in positions of power, i.e. with 
their own strongholds. The list is merely typical, and the referee can modify it as he 

Specialist Cost Specialist Cost 
Alchemist 1,000/month Sage 2,000/month 
Armorer 100/month Seaman 10/month 
Assassin 2,000/mission Ship Captain 250/month 
Animal Trainer 500/month Smith 25/month 
Engineer 750/month Spy 500/mission 

Alchemist: Given a formula, the Alchemist can duplicate it to make a similar po- 
tion at a cost of one-half the potion’s value. Alchemists may conduct research, but 
the time and expense are twice that of a Magic-User, and they may only work on 

Armorer: |t is mandatory that there be one Armorer for every 50 fighters in a 
player/character’s employ in order to maintain the arms and armor of such men, 
elves, or what have you. An armorer can also make arms and armor, providing he 
has no maintenance duties to perform. Unassisted he can make one suit of armor, or 
three shields, or five weapons per month. With two assistants (one must be a Smith) 
he can double this volume, and with six assistants (two must be Smiths) the volume 
can be trebled. 

Assassin: The role of this hireling is selfevident. The referee will decide what 
chance there is of his mission being accomplished by noting the precautions taken 
by the intended victim. Assassins are not plentiful, and some limit on the number 
employable during any game year must be enforced. 

Animal Trainer: Each Animal Trainer is capable of training but one kind of ani- 
mal, and one is necessary to train any animal other than horses or mules, for ex- 
ample. Thus if a player wishes to raise a herd of Hippogriffs, a trainer is necessary. 
An Animal Trainer can handle about six animals. The length of time necessary to 
completely train the animals is up to the referee. 

Engineer: It is mandatory to hire an Engineer to build any major stronghold or 
conduct a siege. Any tunneling must be supervised by an Engineer. 

Sage: The Sage can function only in an advisory capacity. They are employable 
only by Fighting-Men. Depending on the willingness of the referee to become in- 
volved, there is no limit to the number of Sages possible. Utmost discretion is re- 
quired when the referee is acting in this role. 

Seaman: All ships must be manned by a crew of Seamen under a Ship Captain. 
The number required is stated in the naval rules section herein. Generally, Seamen 
will not be fighters, but those that are able to fight will receive pay both as a Seaman 
and as a fighter, according to their classification. 

Ship Captain: A self-explanatory role. 


Smith: As already mentioned, a Smith is able to assist an Armorer. For every 50 
horses or mules in a player/character’s force there must be one Smith to maintain 

Spy: There are two ways to acquire a Spy: The Spy can be hired and then await 
inclusion in the desired force, or he can be ordered to make himself available to 
this force. A Spy can also be gained through corruption. In this latter method the 
player/character desiring to acquire a Spy in the enemy's camp offers a bribe 
to some member of that camp. It it is accepted there is a very high probability 
of the Spy then faithfully pertorming his duties thereafter. Chances are only de- 
terminable by the referee. Information gained by any Spy is also passed on by 
the referee. 

Hired fighters can be men, dwarves or elves. Chaotic characters may wish to em- 

ploy Orcs; Ore support and upkeep is only half that of a man. Men-at-Arms require 
support and upkeep as follows: 

Monthly Cost in Gold Pieces 

Classification Man Dwarf Elf Orc 
Non-Fighter 1 

Light Foot 2 oe eats 1 
Heavy Foot 3 4 5 1-1/2 
Archer 5 - 10 3 
Crossbowman 4 5 

Longbowman 10 

Light Horseman 10 

Medium Horseman 15 

Heavy Horseman 20 


In order to hire either of these classes of persons it is necessary to do one or both 
of the following: Post notices in conspicuous places, stating the positions open and 
who is offering such employ; or have servitors circulate in public places, seeking 
such persons as are desired. The weekly cost of either method is from 100-600 
Gold Pieces. The referee must determine the probability of the success of the attempt 
based upon the generosity of the offer made and so on. Elves and Dwarves are not 
common, and specialists are even less so. 


Such activity as advertising will certainly gain the notice of the locals and begin 
a chain of rumors. So will almost any other unusual activity. Even the departure 
of a party from a town is likely to be noticed. Obtaining such news is usually 
merely a matter of making the rounds of the local taverns and inns, buying a 
round of drinks (10-60 Gold Pieces), slipping the barman a few coins (1-10 
Gold Pieces) and learning what is going on. Misinformation is up fo the referee. 
Legends will be devised by the referee as the need arises, but they are generally 
insinuated in order to lead players into some form of activity or warn thetof of a 
coming event. 



Player/Characters must pay Gold Pieces equal to 1% of their experience points for 
support and upkeep, until such time as they build a stronghold. If the stronghold is 
in a wilderness area, all support and upkeep costs then cease, but if it is in a village 
or town not controlled by the player/character, then support and upkeep payments 
must continue. 


Another advantage accruing to those who build their strongholds in the wilderness is 
that they will gain control over the surrounding countryside. Clearing the countryside 
of monsters is the first requirement. The player/character moves a force fo the hex, 
the referee rolls a die to determine if there is a monster encountered, and if there is 
one the player/character’s force must remove it. If no monster is encountered the hex 
is already cleared. Territory up to 20 miles distant from a stronghold may be kept 
clear of monsters once cleared — the inhabitation of the stronghold being consid- 
ered as sufficient fo maintain the monster-free status. 

Within each territory there will be from 2-8 villages of from 100-400 inhabit 
ants each. This populace will bring in annual tax revenue equal to 10 Gold 
Pieces each. The referee may also allow various investments in the territory, 
adjudicating revenue according to investment and area potential. Some be 
investments are: 

Road Building Armories Ship Building 
Canals Animal Breeding Sea Trade 
Inns Farming Land Trade 
Hunting Fishing Trapping 
Religion Exploration Tourism 

Successful investments will also have the effect of increasing the population of the 
investor’s territory, providing the area of investment does not specifically preclude 
such (hunting and trapping would do so, for example). 


Anyone who has viewed a horror movie is aware of how dangerous angry villag- 
ers are. Whenever the referee finds that some player has committed an unforgiv- 
able outrage this rule can be invoked to harass the offender into line. Within the 
realm of angry villagers are thieves from the “thieves’ quarter,” city watches and 
militia, etc. Also possible is the insertion of some character like Conan to bring 
matters into line. 


There should be no “natural laws” which are certain. Space could be passable 
because it is filled with breathable air. On the other hand the stars could be tiny 
lights only a few hundred miles away. Some areas of land could be gates into other 
worlds, dimensions, times, or whatever. Mars is given in these rules, but some other 
fantastic world or setting could be equally as possible. This function is up to the ref- 
eree, and what he wishes to do with it is necessarily limited by his other campaign 
work. However, this factor can be gradually Oiled so that no sudden burden will 
be placed upon the referee. 



The basic system is that from CHAINMAIL, with one figure representing one man 
or creature. Melee can be conducted with the combat table given in Vol. | or by 
the CHAINMAIL system, with scores equalling a drive back or kill equal only to a 
hit. Battles involving large numbers af feles can be fought at a 20:1 ratio, with 
single fantastic types fighting separately at 1:1 or otherwise against but a single 
20:1 figure. 


Many of the most interesting battles take place in the air, so we offer you “Battle in 
the Skies,” or “BITS” (with no apologies to Mike Carr, creator of Fight i ies). 
Most firing and melee is based on CHAINMAIL. 


Paper counters and a hexagon or staggered-square playing board should be used 
in those cases where it is not possible to use miniature figures. It is also necessary 
that height be noted by use of a counter. Counters numbered in 1” increments can 
be prepared, and the appropriate one be placed with the unit when the turn is 
finished, thus indicating height in inches. The board must be large enough to allow 
movement of the fastest flying creature, so it must be at least 48 x 48. If figures are 
used, a playing area of 6’ x 6’ is ideal. 


It is suggested that orders be written so that simultaneous movement is possible. Or- 
ders need only indicate the direction, length, and altitude gain or loss. Firing missiles 
is always allowable at the end of a turn unless the firer is meleed and unable to do 
so; it is therefore unnecessary to record firing instructions. 






Straight Ahead: At the movement rate of the creature. 

Turns: The relative size of the creature dictates how many can be made during 
a move, and how many spaces (inches) must be traveled between each turn. Size 
categories are: 

Number of Turns Number of Spaces 

Category per Move between Turns 

Sprite, Large Bird, or 5 1 
Large Insect 

Man, Flying Broom, or 4 2 
Undead flyer 

Cockatrice, or 3 3 

Pegasus, Hippogriff or 6 3 
Air Elemental 

Flying Carpet, Manticore, 4 A 
or Wyvern 

Chimera, Dragon, Roc, 3 5 
or Giant Insect 

Giant Reptile 2 6 

Diving: Diving movement can be straight ahead or include turns. Altitude lost can- 
not exceed one-half the total movement distance of the creature (or thing), unless a 
Sharp Dive is indicated. A sharp dive allows the creature doing so to add 50% to 
his movement distance, but movement is straight ahead, and is at a rate of but one 
inch for every ten inches dived. 

Climbing; To climb, the creature moves ahead the number of inches equal to the 
number of inches of height climbed. The cost of climbing is twice the number of 
inches climbed plus the number of inches equal to the “Number of Spaces between 
Turns” requirement, i.e. 6 (6”) for a giant reptile. 

Other Maneuvers: Any other maneuvers are optional at the discretion of the 
campaign referee. 


Air-to-Air: Treat as normal missile fire, but include the Chance to Hit Flying Crea- 
ture and Critical Hit Table below. 

Air-to-Ground/Ground-to-Air: Treat as normal, except that the usual form of 
catapult fire will not be allowable. A sling-ended catapult can fire a load of small 
stones in a “shotgun effect.” The flight curve of such fire is considered to reach its 
apex at one-half the total range of the missile and to be equal in height to the full 
range for counterpoised catapults and equal to one-half the range in other forms of 
catapults. Use a spherical “Hit Area” for these if a target is in the curve. Note that a 
tension-type of light catapult can be employed to fire large darts (two dice of dam- 
age) into the air, even straight up, at the maximum range for such catapults, and no 
minimum range is applicable. 

Hit On Flying Creature: 

Attack Hit Location 

Position: Rider Head Wing Body Tail 
Front ]-2 3-4 5-6 7-0 --- 
Side ] 2-3 4-5 6-9 0 
Top ] 2-3 4-7 8-9 0 
Bottom --- 1-2 3-5 6-9 0) 
Tail 1-2 3 4-5 6-8 9-0 

If there is no rider, and the Hit Location indicates that is the area of hit, simply score 
itas a body hit. 

Critical Hit Table: 

Speed Dive Withdraw Crash - 

Hit Probability of Reduced and from Dead In 
Location: Critical Hit One-Half Land Battle Air 
Rider* 25% --- --- 100% --- 
Head 20% 10% 30% 40% 20% 
Wing 20% 50% 20% 30% --- 
Body 10% 30% 30% 30% 10% 
Tail NIL : Sa wis -_ 

*Includes all non-player characters under the third level. 

Crash—for every 1” of height a rider must throw one six-sided die for damage oc- 
curring from the crash, i.e. a crash from 12” means twelve dice must be rolled and 
their total scored as points of damage incurred by the creature's rider. 

Bombing: If necessary this form of attack can be allowed, with the largest flying 
creature able to carry a bomb load equal to the missile from a large catapult, 
smaller creatures carrying proportionately smaller loads. Bombing runs must be 
in a straight line for the whole turn of movement, although diving is allowable. 
To determine where the bomb hits, roll a pair of six-sided dice, a score of 7 indi- 
cating a direct hit. Scores under 7 indicate a hit left and/or short of the target; 
while scores over 7 indicate a hit right and/or long of the target. For each integer 
removed from seven, roll one die for the number of inches away from the target, 
i.e. a score of 4 is three integers removed from 7, so three dice are rolled for the 


distance in inches of the miss. A die is also rolled to determine where the bomb 
lands: 1, 2 it is left or right; 3, 4 it is left or right and short or long; and 5, 6 it 
is short or long. 

Creatures carrying a bomb load will incur a movement penalty of one-third of their 
maximum movement capability. 


When opponents are within the range indicated for melee (3”) then combat takes 
place. Of course if one opponent is in a position where the other cannot strike, then 
only one will be able to attack, just as in combat on land. 


The basic types of vessels and their movement by sail or by oar/pole are given 
below. Note that crew size will affect them, as detailed hereafter. Other types of 
vessels can be added at the referee's discretion. 

Sailed Movement 

Broad Qtr. 

_Oared Movement| = Run- Reach- Reach- Beat- 
Type Slow Cruise Fast ning ing ing  _ing 
Galley, Lg 10 15. «25 +~=«-20/25«15/20 10/15 --- 
Galley, Sm. 15 20 30 25/30 20/25 15/20 
Longship 12 18 25 30/35 25/30 20/25 oe 
Merchant, Lg. - - - 20/30 18/27 15/24 10/20 
Merchant, Sm. - - - 25/35 22/32 20/30 15/25 
Sailed Warship = - - - 25/35 22/32 20/30 15/25 
Boat 10 15 20 15/20 12/17 10/15 5/10 
Raft - 10 - 10/15 6/10 --- --- 

Oared Movement: The three speed classifications are based on a full crew of 
well-rested and strong rowers. The number of turns that a stroke can be kept up is 
based on the fatigue factor. A fresh crew will have 30 fatigue factors to expend 
(Vikings 40). 

Rest: GaN: isc5s, cctagespecastenivelavntdpenarbievard. 1 Fatigue Factor 
Slow Movement expends .........::cccereeeeees 2 Fatigue Factors 
Cruise Movement expends............cccceeees 3 Fatigue Factors 
Fast Movement expends ..........::ccreeeeee 10 Fatigue Factors 

Oared movement with a current is ata 5” bonus, while against current it is ata 5” 

Backing speed is one-half forward speed. 


It is not possible to go from slow to fast speed in an oared ship. The increase in speed 
must be gradual, although it is possible to quickly decrease speed by backing oars: 

From Speed To Speed 
Fast Slow 
Cruise Stop 

Stop Back Slow 
Back Slow Back Cruise 
Stop Slow 

Slow Cruise 
Cruise Fast 

Sailed Movement: The first number given for Sailed Movement is with a light to 
moderate breeze, and the second is for a fresh to strong breeze. Any wind under 
light is considered calm, and only oared movement is possible. Anything above a 
strong breeze makes sailing impossible, and the vessels must simply ieee the 
storm, moving 3” per turn in the direction the wind is blowing. 

Sailing in a river is possible, but at one-half the speeds listed, excluding the bonus/ 
penalty for movement with/against the current. 


Wind Force is determined by rolling two six-sided dice: 


Score Result 

2-3 Calm 

4-8 Light to Moderate Breeze 

9-11 Fresh to Strong Breeze 
12 Gale or Storm 

Galleys in a Fresh to Strong breeze have a 10% chance per turn of shipping water. 
If water is shipped the galley automatically loses 25% of its speed. If a galley ever 
loses 75% of its speed in such a situation it will sink. 

Wind Direction is determined by rolling an eight-sided die: 
1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 = South, 6 = Southwest, 
7 = West, and 8 = Northwest. 


For every 10” moved an oared ship being rowed may turn up to 45 degrees. For 
every 12” of sailed movement a vessel may turn up to 30 degrees. 


Galleys may not operate on the open seas, i.e. ocean, for the waves are too high 
for ships pierced for oars to survive in. This is not true for Viking longships, for they 
were pierced high on the freeboard. 



For movement purposes 1:1200 scale models can be used, so a playing area about 
the size recommended for aerial combat will suffice. For play involving boarding 
and melee it will be necessary to prepare deck plans scaled to the size of figures 
used (or to counters if figures are not used). 

As detailed under Aerial Combat. 

All missile fire, including the various forms of catapult fire, are as in CHAINMAIL. 
Catapult hits will do points of damage to the ships, and when sufficient points have 
been scored the ship sinks. Large ships have from 18-24 points of possible damage 
before sinking, small ships have from 9-15, and a boat but 3 points. 


Medieval ships were not generally ram-equipped, but there is a possibility of run- 
ning into ram-equipped vessels, so we offer brief rules for conducting a ram: 

. The ramming ship must have its mast lowered. 

. Ramming Speed is Fast. 

. Aramming ship must immediately back oars after striking. 

. The rammed ship suffers from 10% to 60% damage, and there is a 25% chance 
that it is holed below the waterline and will sink in 3-18 turns unless patched. 

. Patching a hole below the waterline requires 5 turns of work by ten men, and there 
is a 25% chance the job will not hold, requiring another five turns to replace. 

. A vessel rammed in the side loses 20% of its crew, 15% must be rowers if the 
ship is oared; a vessel rammed astern or bow on loses 5% of its crew, none of 
whom will be rowers. 

7. Ramming does not affect grappling. 

Oo Nn RON 


Any vessel which passes alongside another vessel which has oars will shear these 
off, killing 50% of the rowers on that side of the ship. If the vessel shearing the oars is 
also a rowed ship, its own oars will be sheared off, with the same effect on rowers, 
unless orders specify that the oars on the side affected are to be shipped. 

A ship with sheared oars will be dead in the water for three turns, and thereafter it 
will move at one-half speed maximum. If it has its oars sheared again it will remain 
powerless to move by rowing. 


Whenever ships come within 1” of each other they may attempt to grapple. Each 
vessel has a 20% chance of successfully grappling. Assume grappled ships are 
dead in the water. 

There is a 20% chance that a grapple can be cut. 

It requires only one man to grapple or cut a grapple. Allow three grappling attempts 
per ship to be made during any turn, and a like number of attempts to cut grapples. 

Once grappled, vessels may be boarded. 

To conduct boarding, vessels must be grappled. The deck plans of the vessels in- 
volved should then be placed in the manner indicated by the grappled models. 
For every three feet of deck space parallel to the ship to be boarded, one man per 
turn can board. In addition, persons swimming can climb the sides of a ship and 
board. Once boarders are on the enemy ship, combat takes place on a man-to-man 
basis (CHAINMAIL). Swimmers boarding suffer the penalty of having to fight any 
defender with the latter above him. Command Control will also play a part. 

Use Man-to-Man rules as found in CHAINMAIL. 
General Notes on Melee: 

1. Figures move towards an objective, other than obvious loot, only when their 
leader or one of his lieutenants is able to exercise command control. Men will, 
of course, retreat. 

2. Figures which are forced back with no space fo retreat to are either forced 
overboard, forced off the deck they are on, fall from the rigging or surrender if 
none of the above alternatives apply. Those falling must make saving throws, 
one chance out of six for every level fallen that damage will be sustained, i.e. 
a fall from 40 feet will require a 5 or a 6 to save. Damage is determined by 
rolling a six-sided die for every level, one die for every two levels if the fall is 
broken by water or some yielding substance. Note that any figures struck by 
a falling fare must also make saving throws and are subject to damage, just 
as if they had themselves fallen. 

3. Breaking down doors, chopping through walls or decks, or cutting rigging 

should be set by the referee with an eye towards the players’ individual size 
and strength within any guidelines set down in these rules. So for instance 


when a giant attacks the door on a standard ship it will probably only cost him 
half his movement points while it would take ten men an entire turn to break it 
down. Cutting rigging might be easy for anyone with a battle ax and a strong 
back but a giant would simply tear it apart like so much string rather than take 
the time fo cut it with a dagger. So, again, say it would take a man with a 
sword three turns to cut a piece of rigging, or an anchor rope, while a giant 
would tear it apart in a single turn. 


While barbaric warriors such as Vikings do not suffer from lack of command control, 
more civilized troops do. It is necessary that a leader or one of his lieutenants be 
nearby to issue orders to men involved in shipboard melees. The range of command 
control is the Charisma rating as a radius in inches. A leader may have two lieuten- 
ants to aid him in command, but a lieutenant has a range equal to his leader's minus 
one inch. These additional guidelines are suggested: 

1. Leaders involved in melee have their command control range halved. 

2. Personnel beyond the range of the leader’s or lieutenants’ command control will 
not respond. 

3. Lieutenants must be within command control range of the leader to pass on or- 
ders, or themselves respond. 

4. Monsters and unintelligent creatures do not have command control problems, 
and they will act according to what is going on around them. 

5. leaders in plain view above their men/subordinates will add 1” to their com- 
mand control range radius for every 10’ they are above them. Thus a leader on 
a stern castle would be about 20’ higher than the deck, and he would add 2” to 
his range of command control. 

6. Personnel engaged in melee will only respond to commands when a roll of 1-4 

is made (on a six-sided die). This will be checked each turn. Therefore, orders for 
withdrawal, for example, can be given for three turns later which allows three 
turns for the personnel to respond. 


Men in armor have a chance of drowning. Those in metallic armor must shed their 
armor or be drowned. 

Armor Type Chance of Drowning Must Remove? 
Plate 100% --- 
Chain-type 80% yes 
Leather 20% no 

None 05%* 

Note that in gale and storm conditions there is a 50% chance that any man in the 
water will drown. Roll for this possibility each turn. 

*only if thrown overboard 
Assume that one-half of all sailors can swim. 

Swimming speed is 3” per turn. Survivors swimming can swim to any ship they can 
reach and be picked up if the ship is moving at “slow” oared speed or under 15” 
per turn in any case. Men do not have fo allow themselves to be rescued. 

Only daggers or wooden le which are buoyant can be carried when swim- 
ming. Buoyant weapons: wooden club, quarter statf, spear. 


A ship is captured when the morale of its crew breaks or when all defenders are 
dead or overboard. 


Typical Crew Numbers: 

Large Galley* 100 Rowers 50 Marines 20 Sailors 
Small Galley* * 50 Rowers 20 Marines 10 Sailors 
Longship 75 Crew (64 rowers maximum) 

Large Merchant 20 Crew 

Small Merchant 15 Crew 

Sailed Warshipt 15-20 Crew 40-60 Men-at-Arms 

*Catapult fore and aft 
**Catapult fore 

TCatapults fore and aft in castles, all protection typically superior to other ships 
save the Viking shield wall used only when boarding. 


Rowing: For every oarsman short, simply reduce speed proportionately, ignor- 
ing all fractions. It will typically take about 5% losses to affect speed. 

Stepping/Unstepping Masts: This is done only on Galleys and Longships. 
Ten crew accomplish the task in three turns. 

Making and Taking In Sail: Rowed ships need but three crewmen, other ves- 
sels six, to make or take in sails. 



Mermen: Swimmers will travel 15” per turn, and they have a 10% chance per 
10 Mermen of grappling any ship which is within 1” of them. They may remain 
submerged indehnite but when underwater their move must be written. When on 
the surface they are subject to missile fire. If they grapple a ship they must be on the 
surface. A ship is slowed 2” for every successful grapple. 

Nixies: These creatures operate only in fresh water moving 9” per turn. It takes 
AO of them to make a grappling attempt, which otherwise acts as a grapple by 

Dragon Turtle: The most fearsome monster of the waters, it dwells in large rivers, 
lakes or the ocean. They are exceptionally strong, being able to lift any ship upon 
their back if they happen to come up under it. The Dragon Turtle moves only 9” per 
turn. The Dragon Turtle can breathe steam in an area like that of the fire of a Red 
Dragon. Their number of Hit Dice range from 11-13. It is in all other respects like 
dragons, except the Dragon Turtle cannot fly and moves at 3” per turn on land. 

Bae ill 
Ae fg 

han WY 


oe rly! 


Water Elemental: A Water Elemental can prevent a ship from moving. It can 
overturn small vessels. 

Giant Leeches: Found only in swampy terrain, these monsters move at 6” per turn. 
When they attack, a hit means that rather than score damage to their opponents 
they have attached themselves, and every two turns they will drain one life energy 
level. They can only be killed to detach them. Giant Leeches take from 2-12 hits to 
kill. Armor Class 8. 

Crocodiles (Including Giant Crocodiles): Crocs move 15” per turn in water, 
9” per turn on land. They can upset boats or rafts if of the giant type (20’ or longer). 
They are found in swamps and warm rivers with slow current. Giant crocs score 
two dice of damage when they hit. They can be rammed by ships, killing them, but 
possibly causing damage to the ramming vessel (50% chance) unless the ship is ram 
equipped. Armor Class 5. 

Giant Snakes: Moving at a speed of 20” per turn, the great snakes of the Sea (or 
large lakes) will attack as do Purple Worms. They can take from 6-36 hits, and the 
largest are able to wrap themselves around small ships (Longship or smaller) and 
cause them to suffer 10% per turn due to constriction. Armor Class 6. 

Giant Octopi and Giant Squids: Found only in salt water, these monsters are 
able to move at 9” and 12” per turn respectively, and once per day they can jet — 
triple move and squirt out clouds of ink. Octopi take from 4-24 hits, and squid take 
from 6-36 hits. Note that each arm may attack. The largest squids attack like giant 
snakes, except that damage is double. The octopus has rubbery skin, giving it an 
armor class of 7. The squid has a shell over its stern, so front or arm hits are at Class 
7 Armor, while body hits are at Class 3 Armor. 

Giant Crabs: As these creatures cannot swim, they are a peril only near beaches 
and on land. They travel 6” per turn. They attack twice, once for each pincher, and 
can take from 3-18 points of damage. Due to their shells treat them as Class 2 

Giant Fish: Moving at 30” to 50” per turn, the various forms of giant fish will at- 
tack swimmers, small craft, or other monsters nearby. If they attack a small craft, they 
will become exposed to missile fire for a brief time. Some are able to ram (Moby 
Dick-types . . . ). Harpoons are recommended. 

Final Note: |f sea monsters or monsters of the sea do not get a ship, perhaps it will 
sail off the edge of the world! 


As noted previously, energy levels can only be regained by fresh experience, but 
common wounds can be healed with the passage of time (or the use of magics 
already explained). On the first day of complete rest no hit points will be regained, 
but every other day thereafter one hit point will be regained until the character is 
completely healed. This can take a long time. 


As the campaign goes into full swing it is probable that there will be various groups 
going every which way and all at different time periods. It is suggested that a record 
of each player be kept, the referee checking off each week as it is spent. Reconcile 
the passage of time thus: 


Dungeon expedition = 1 week 
Wilderness adventure = 1 move=1 day 
1 week of actual time = 1 week of game time 

The time for dungeon adventures considers only preparations and a typical, one day 
descent into the pits. 

The time for Wilderness expeditions would include days of rest and recuperation. 

Actual time would not be counted off for players “out” on a Wilderness adventure, 
but it would for those sequestered in their dens, hidey-holes, keeps, castles, etc., as 
well as for those in the throes of some expedition in the underworld. 


There are unquestionably areas which have been glossed over. While we deeply re- 
gret the necessity, space requires that we put in the essentials only, and the trimming 
will often have to be added by the referee and his players. We have attempted to 
furnish an ample framework, and building should be both easy and fun. In this light, 
we urge you fo refrain from writing for ae interpretations or the like unless you are 
absolutely at a loss, for everything herein is fantastic, and the best way is to decide 
how you would like it to be, and then make it just that way! On the other hand, we 
are not loath to answer your questions, but why have us do any more of your imag- 
ining for you? Write to us and tell about your additions, ideas, and what have you. 
We could always do with a bit of improvement in our refereeing. 








Dice for Accu- Fighting Spells & Level 
Fighting-Men mulative Hits Capability 123456 
Veteran ] + ] Man +1 NIL 
Warrior 2 2 Men +1 NIL 
Swordsman 3 3 Men or Hero -1 NIL 
Hero A Hero NIL 
Swashbuckler 5+ | Hero +1 or 5 Men NIL 
Myrmidon 6 Hero +1 or 6 Men NIL 
Champion 7+ 1 Superhero -1 NIL 
Super Hero 8 +2 Superhero NIL 
Lord 9 +3 Superhero +1 NIL 
Lord, 10th Level 10 + 1 Superhero +1 NIL 
Medium ] Man I - 
Seer J+] Man +1 2 
Conjurer 2 2 Men 361- 
Theurgist 2+ 1 2 Men +1 42- - 
Thaumaturgist 3 3 Men 4A21- 
Magician J 1 3 Men +1 422 
Enchanter 4 Hero -1 A 3-2) |] 
Warlock 5 Hero 4332- - 
Sorcerer 6+ 1 Hero +1 43321- 
Necromancer 7 Wizard 44332- 
Wizard 8+ ] Wizard 44433 - 
Wizard, 12th Level 8 +2 Wizard A4A4444 ] 
Wizard, 13th Level 8 +3 Wizard 5.5 5.4 AD 
Wizard, 14th Level 8+4 Wizard +1 5.52.5 AA 8 
Wizard, 15th Level 9+ ] Wizard +1 5-5 5 4.4 4 
Wizard, 16th Level 9+2 Wizard +2 HS 20: 1d. 3509 
Acolyte 1 Man 
Adept 2 Man +1 1 - 
Village Priest 3 2 Men 2 
Vicar 4 3 Men 2 1 
Curate 4+] 3 Men +1 26:2 =) = 
Bishop 5 Hero -1 2? lel os Ce 
Lama 6 Hero 22292) 1 = 
Patriarch 7 Hero +1 2-252 2 2. - 
Patriarch, 9th Level 7 + 1 Superhero -1 BES 32522 
Patriarch, 10th Level 7 +2 Superhero -1 33° 32 3Rome 



1st Level 

. Detect Magic 
Hold Portal 
Read Magic 
Read Languages 

Charm Person 


. Sleep 

RON =O 0 

Ath Level 


. Polymorph Self 
. Polymorph Others 
Remove Curse 

. Wall of Fire 
Wall of Ice 

. Confusion 
Charm Monster 
. Growth/Plant 

. Dimension Door 
. Wizard Eye 

. Massmorph 


Ny — Oo 0 

. Hallucinatory Terrain 

KR © 

2nd Level 

Detect Invisible 
Phantasmal Forces 
Locate Object 

Wizard Lock 
Detect Evil 


Continual Light 

5th Level 


Hold Monster 
Conjure Elemental 
Transmute Rock-Mud 
Wall of Stone 

Wall of Iron 
Animate Dead 
Magic Jar 

Contact Higher Plane 




Hold Person 

Dispell Magic 

Fire Ball 

Lightning Bolt 
Protection/Evil, 10! r. 
Invisibility, 10' r. 

Slow Spell 

Haste Spell 
Protection/Normal Missiles 
Water Breathing 

6th Level 

Invisible Stalker 
Lower Water 
Part Water 
Projected Image 
Anti-Magic Shell 
Death Spell 
Move Earth 
Control Weather 



1st Level 2nd Level 
1. Cure Light Wounds Find Traps 
2. Purify Food & Water Hold Person 
3. Detect Magic Bless 
4. Detect Evil Speak with Animals 
5. Protection/Evil 

6. Light 

Ath Level 5th Level 
1. Neutralize Poison Dispell Evil 
2. Cure Serious Wounds Raise Dead 
3. Protection/Evil, 10'r. © Commune 
4. Turn sticks to snakes Quest 

5. Speak with plants Insect Plague 
6. Create Water Create Food 

Clerics verses Undead Monsters: 


3rd Level 

Remove Curse 

Cure Disease 
Locate Object 

Continual Light 

Type Acolyte Adept Priest Vicar Curate Bishop Lama Patriarch 
Skeleton 7 T T D D D D D 
Zombie 9 7 T T D D D D 
Ghoul 1] 9 7 T T D D D 
Wight N11 9 7 T T D D 
Wraith N N 11 9 7 T iT D 
Mummy N N N in| 9 7 T a 
Spectre N N N N 11 9 7 T 
Vampire N N N N N 1] 9 7 

Numbers are the score to match or exceed in order to turn away, rolled with 
two six-sided dice. 

T = Monster turned away, up to two dice in number. 
D = Dispelled/disolved, up to two dice in number. 
N = No Effect. 


It will be necessary for pavers to equip their characters with various basic items 
of equipment. Selection of items is strictly up to the players, and Gold Pieces are 
taken away accordingly (players may sell to one another, of course, and then 

Gold Pieces would be transferred). 

Item Cost Item Cost 
Dagger 3 Leather Armor 15 
Hand Axe 3 Chain-type Mail 30 
Mace 5 Plate Mail 50 
Sword 10 Helmet 10 
Battle Axe 7 Shield 10 
Morning Star 6 Barding (Horse Armor) 150 
Flail 8 50' of Rope 1 
Spear 2 10' Me ] 
Pole Arm 7 12 Iron Spikes 1 
Halberd 7 Small Sack 1 
Two-Handed Sword 15 Large Sack 2 
Lance 4 Leather Back Pack 5 
Pike 5 Water/Wine Skin ] 
Short Bow 25 6 Torches 1 
Long Bow 40 Lantern 10 
Composite Bow 50 Flask of Oil 2 
Light Crossbow 15 3 Stakes & Mallet 3 
Heavy Crossbow 25 Steel Mirror 5 
Quiver of 20 Arrows 10 Silver Mirror, Small 15 
Case with 30 Quarrels 10 Wooden Cross 2 
20 Arrows/30 Quarrels 5 Silver Cross 25 
Silver Tipped Arrow 5 Holy Water/Vial 25 
Mule 20 Wolvesbane, bunch 10 
Draft Horse 30 Belladonna, bunch 10 
Light Horse AO Garlic, bud 5 
Warhorse, Medium 100 Wine, quart 1 
Warhorse, Heavy 200 Iron Rations (for dungeon expeditions) 
Saddle 25 1 person/1 week 15 
Saddle Bags 10 Standard Rations for 1 person, 1 week 5 
Cart 100 

Wagon 200 Other items cost may be 

Raft 40 calculated by comparing to 

Small Boat 100 similar items listed above. 

Small Merchant Ship 5000 

Large Merchant Ship 20000 

Small Galley 10000 

Large Galley 30000 


Armor 20-Sided Die Score to Hit by Level* 
Class Description 13 46 79 10-12 13-15 l16&+4 
2 Plate Armor & Shield 17> Ady oh2 10 8 5 
3 Plate Armor 16 14 °=#11 9 7 4 
4 ChainMail & Shield 15 13 10 8 6 3 
5 Chain Mail 14. 12 9 7 5 2 
6 leather & Shield 1300611 8 6 A 1 
7 Leather Armor 12 10 7 5 3 1 
8 Shield Only 11 9 6 4 2 1 
9 No Armor or Shield 10 8 5 3 1 1 
* Fighting-Men: Mogic-Users advance in steps based on 
five levels/group (1-5, 6-10, etc.), and Clerics in steps 
based on four levels/group (1-4, 5-8, etc.). Normal men 
equal 1st level fighters. 
Armor 20-Sided Dice Score to Hit by Monster's Dice # 
Class. _—_ Description Uptol 1+1 23 34 46 78 910 IJ1&+ 
2 All as in Table 17 16 #15 13, $12 #11 9 7 
3 |. above ... 16 15 14 12 11 #«210 8 6 
4 15 14 13 1] 10 9 7 5 
5 14 13 12 10 9 8 6 4 
6 13 12 ~#11 9 8 7 5 3 
7 12 1] 10 8 7 6 4 2 
8 1] 10 9 7 6 5 3 ] 
9 10 9 8 Oy 25 4 2 0 

All base scores to hit will be modified by magic armor and weaponry. Missile 
hits will be scored by using the above tables at long range and decreasing Armor 
Class by 1 at medium and 1 at short range. 


All Wands — 

Class & Death Ray Polymorph or Dragon Staves & 
Level or Poison Paralization Stone Breath Spells 
Fighting-Men 1-3 12 13 14 15 16 
Magic-User 1-5 13 14 13 16 15 
Cleric 1-4 11 12 14 16 15 
Fighter 4-6 10 1] 12 13 14 
Magic User 6-10 1] 12 11 14 12 
Cleric 5-8 9 10 12 14 12 
Fighter 79 8 9 10 10 12 
Magic-User 11-15 8 9 8 1] 8 
Cleric 9-12 6 7 9 11 9 
Fighter 10-12 6 7 8 8 10 
Magic-User 16 + o 6 5 8 3 
Cleric 13 + 3 5 7 8 7 
Fighter 13 + A 5 5 5 8 

Failure to make the total indicated above results in the weapon having full ef- 
fect, i.e. you are turned to stone, take full damage from dragon's breath, etc. 
Scoring the total indicated above (or scoring higher) means the weapon has no 
effect (death ray, polymorph, paralization, stone, or spell) or one-half effect 
(poison scoring one-half of the total possible hit damage and dragon's breath 
scoring one-half of its full damage). Wands of cold, fire balls, lightning, etc. and 
staves are treated as indicated but saving throws being made result in one-half 


Special characteristics are dealt with in the separate paragraphs pertaining to 
each monster which follow this table. 

Monster Number Armor Move in Hit % |n Type or 
Type Appearing* Class _—_ Inches** Dice Lair © Amount of 
Men 30 — 300 All variable -—————— 15% Type A 
Goblins/Kobolds 40 — A400 6/7 6 1-1/% 50% 146G.P. ea. 
Orcs 30 — 300 6 9 | 50% Type D 
Gnolls 20 — 200 5 9 1+1/2 30% Type D 
Ogres 3. = 18 5 9 4+] 30% 1,000 G.P. 
+ Type C 
Trolls 2 12 4 12 643 50% Type D 
Giants i 8 A 12 8-12+2 30% 5,000 G.-P. 
+ Type E 
Skeletons/ _ 

Zombies 3 30 7/8 6 ¥2/2 Nil Nil 
Ghouls 2 — 24 6 9 2 20% Type B 
Wights 2 — 24 5 9 3 60% Type B 
Wraiths 2 — 16 3 12/24 4 20% Type E 
Mummies 1 — 12 3 6 5 +1 30% Type D 
Spectres Je 8 2 15/30 6 25% Type E 
Vampires 1 = 6 2 12/18 7-9 20% Type F 
Cockatrices 1 = 8 6 9/18 5 35% Type D 
Basilisks 1 -—- 6 A 6 6 +1 40% Type F 
Medusae 1 = A 8 9 4 75% Type F 
Gorgons 1 o=- 4 2 12 8 50% Type E 
Manticores 1 o- 4 A 12/18 6 +] 25% Type D 
Hydras 5-12 heads 5 12 5-12 25% Type B 
Chimeras 1 —- 4 A 12/18 9 50% Type F 
Wyverns 1 -— 6 3 9/24 7 60% Type E 
Dragons* ** i. fe 34 2 9/24 5-12 60% Type H 
Gargoyles 2 — 20 5 9/15 4 25% Type C 
Lycanthropes* ** 2 — 20 Variable — —————— 15% Type C 
Purple Worms 1 - 4 6 6 15 25% Type D 
Sea Monsters All variable and at referee's descretion — —— ———————— 
Minotaurs 1 - 8 6 12 6 10% Type C 







Ochre Jelly 
Black Pudding 
Green Slime 
Gray Ooze 
Yellow Mold 
Light Horse 
Medium Horse 
Heavy Horse 
Draft Horse 

Small Insects 
or Animals 

Large Insects 
or Animals 

Number Armor Move in Hit % \|n Type or 
Appearing* Class —__Inches** Dice Lair © Amount of 

= B50 5 18 4 05% Type A 
J = 4 2 24 4 Nil Nil 
10 — 100 7 12 1 100% — TypeB 
10 — 100 6 9/18 1 25%  TypeC 
1 =— 6 5 12 2 20% Type D 
40 — 400 5 6 1 60% Type C 
40 — 400 A 6 ] 50% Type G 
30 — 300 5 12 1 +1 25% Type E 
2 — 20 2 6 8 Nil Nil 

1 — 12 6 24/48 2 +2 Nil Nil 
2- 16 5 18/36 3+] Nil Nil 

1 &. S20 4 6/486 20% Type | 
Dee HG $. “1/80 7 10%  TypeE 
oe ene 3 12 8 Nil Nil 

1 2 Variable — ——— Nil Nil 
ire are 5 9/24 7 +1 Nil Nil 
gk Ss ee 3 9/24 10 Nil Nil 

1 8 3 5 Nil Nil 

] 6 6 10 Nil Nil 
== - Nil 2 Nil Nil 

a eereas ae 8 ] 3 Nil Nil 
Fiat Sa - = i Nil Nil 
5 7 24 2 Nil Nil 
See 7 18 2 +1 Nil Nil 

Te teehee 7 12 3 Nil Nil 

a a a as 7 12 2 +1 Nil Nil 
Jouve 7 12 2 +1 Nil Nil 

6 — 36 Variable 

2 — 16 Variable 

*Referee's option: increase or decrease according to party concerned (used 
primarily only for out-door encounters). 
**Number after slash is flying speed. Creature may "charge" also and get 
bonus to normal move. 
***See separate paragraphs regarding each monster for various possibilities. 

REFEREE'S MAP is a wilderness map unknown to the players. It should be for 
the territory around the dungeon location. When players venture into this area 
they should have a blank hexagon map, and as they move over each hex the re- 
feree will inform them as fo what kind of terrain is in that hex. This form of 
exploring will eventually enable players to know the lay of the land in their im- 
mediate area and thus be able to select a site upon which to build their castles. 
(Castle building and its attendant requirements will be covered hereafter.) Ex- 
ploratory adventures are likely to be the most exciting, and their incorporation 
into the campaign is most desirable. Exploration by foot is at normal speed. 
Horsed parties will travel at the speed of a draft horse, and exploration by air 
will be at half normal flying speed. 


Type # of Hexes _— Type: (Flying) # of Hexes 
Man on foot 3 

Wagon or Cart A Dragon 24 
Draft Horse 5 Griffon 30 
Heavy Horse 6 Hippogrift 40 
Medium Horse 8 Roc A8 
Light Horse 10 Pegasus A8 
Raft 10 (3) Broom AO 
Boat 15 (5) Carpet 30 
Merchant Ship 12 Efreet 20 
Galley 20 (6) Djinn or Air Elemental 30 

(Numbers in parenthesis are for swamp movement) 


Level Beneath 

Consult Monster Level Table Number 

the Surface ] 2 3 4 5 6 
] Die 1-2 3-4 5 6 ma 7 
2 3-4 5D 6 = 
3 2 3-4 5 6 
A-5 ] 23 45 6 
6-7 Ce a Se 
8-9 — _ 1-2 3-6 
10-12 — = ] 2-6 
13 + 1-6 
] Die 2 Die 
Kobolds ] Hobgoblins ] 
Goblins 2 Zombies 2 
Skeletons 3 Lizards 3 
Orcs 4 Warriors 4 
Giant Rats 5 Conjurers 5 
Centipedes 6 Gnolls 6 
Bandits 7 Ghouls 7 
Spiders 8 Toads 8 
Berserkers 9 
Theurgistists 0 
3 Die A Die 
Wights ] Wraiths ] 
Heroes 2 Ogres 2 
Giant Hogs 3 Evil Priests 3 
Giant Ants 4 Myrmidons A 
Ochre Jelly 5 Giant Beetles 5 
Thaumaturgists 6 Giant Scorpions 6 
Swashbucklers 7 Lycanthropes 7 
Magicians 8 Gargoyles 8 
Giant Snakes 9 White Apes 9 
Giant Weasles 0 Enchanters 0 

5 Die 6 Die 
Trolls 1 Giants 1 
Superheroes 2 Hydra (9-12 heads) 2 
Wyverns 3 Drogons 3 
Spectres A Basilisks A 
Mummies 5 Gorgons 5 
Minotaurs 6 Chimeras 6 
Manticores 7 Vampires 7 
Cockatrices 8 Lords 8 
Sorcerers 9 Spectres 9 
Wyverns 10 Wizards* 10 
Hydra (6-8 heads) 11 Evil High Priests* 11 
Medusae 12 Purple Worms 12 

*Typically each will be accompanied by from 1-4 apprentices (Enchanters/Evil 
Priests) and 1-6 body-guards (levels 4-6) fighter-type. 

Castles: As stated, the ponds indicate Castles. The inhabitants of these  strong- 
holds are determined at random. Occupants of these castles will venture out if a 
party of adventurers passes nearby. If passing over the castle hex there is a 50% 
chance (die 1-3) that they will come out, if one hex away there is a 33 1/3 
chance (die 1 -2), and if two hexes away there is only a 16 2/3% chance (die 1). 
If the party is on the castle hex and hails the castle, the occupants will always 
come forth if the party is not obviously very strong and warlike. Patriarchs are 
always Lawful, and Evil High Priests are always Chaotic. All other castle inha- 
bitants will be either hostile to the adventurers (die 1-3) or neutral (die 4-6). 
Determine the occupant of a castle as follows: 

Type of Guards/Retainers in Castle 
(The number after indicating the type die 

Die Occupant to use to determine how many) 
Die -1 2 3 A 

1 Lord Champs. 8 Griffons *¢ Myrmi's. 1° Giants 4 

2 Superhero Myrmi's. & Rocs *4 Ogres 4 S'bucks. 1° 
3. Wizard Dragons 4 Chmrs. 4 Wyverns 4 Blsks. 4 

4 Necromancer Chmrs. 4 Mntcrs. 6 Lycs, !2 Grgyls. 12 
5 Patriarch Heroes 20 S'heroes 6 Treants '° H'griffs *° 
6 Evil H. P. Trolls 1° Vmprs. ¢ W. Apes 2° Spectres © 

*With a like number of Heroes riding these creatures. 

Fighting-Men within castles will demand a jousting match with all passersby of 
like class. Otherwise they will demand a tal of trom 100 to 600 Gold Preces 
from the party. If a joust takes place (use rules from CHAINMAIL) the occupant 
of the castle will take the loser's armor if he wins, but if the character wins the 
castle owner will host all in the party for up to one month, supply them with 
two weeks of rations, and provide warhorses (Heavy) if the party so requires. 

Magic-Users from castles will send passersby after treasure by Geas if they are 
not hostile, with the Magic-User taking at least half of all treasure so gained, the 
Magic-User having first choice of magical items and automatically choosing Mis- 
cellaneous Magic, Wands/Staves, or Rings (in that order) in preference to other 
items. Otherwise, the Magic-User will require a magical item from the passersby 
as toll, and if they have no magical items suitable for use the Magic-User will re- 
quire a toll of from 1000 to 4000 Gold Pieces. 

Clerics will require passersby to give a tithe (10%) of all their money and jewels. 
If there is no payment possible the Cleric will send the adventurers on some 
form of Lawful or Chaotic task, under Quest. Generally Evil High Priests will 
simply attempt fo slay Lawful or Neutral passersby who fail to pay their tithes. 

Guards: In addition to those men or monsters accompanying castle residents, 
there will be a number of men aiding in defense. From 30 to 180 men will man 
the walls, one-half of whom will be crossbow armed light foot, and the balance 
will be heavy foot. Those castle residents who are accompanied by men or crea- 
tures capable of riding or able to make near equal speed will be mounted on 
horseback, as will their men be mounted. There is also a chance that there will 
be others in the castle's party: 

Castle Resident % Chance of Having Level 
Fighting-Men 25% chance for 5-8 
Magic-User ae 
50% chance for 3-6 
Cleric --- 
Magic-User 25% chance for 5-8 
50% chance for 4-7 
Cleric 50% chance for 4-7 

] -6 Assistants 


TerrainType —— Clear Woods River Swamp Mains. Desert City 
Lost -———— ] 1-2 ] 1-3 1-2 1-3 = 
Encounter ——— 6 5-6 5-6 4-6 4-6 5-6 6 
Die Roll for 
Type Encounter 
1 Men Men Men Men Men Men Men 
2 Flyer Flyer Flyer — Flyer Flyer Flyer Undead 
3 Giant Giant Giant Giant — Giant Giant — Undead 
A Lycs. Lycs. Lyes. Lycs. Lyes. Men Men 
5 Anmls. Lyes. Swim'r Swim'r  Anmls. = Anmls. = — 
6 Men Men Swim'r Undead Giants Dragon — 
Z- Anns. Anmls. = Anmis. Undead Dragon — or 
8 Dragon Dragon Dragon Dragon Dragon = = 
Die —_— Typical Mountain Desert (Mars) Waterbourne 
] Bandits Band its Nomads Buccaneers 
2 Brigands Berserkers Dervishes Pirates 
3 Necromancer Brigands Nomads Buccaneers 
4 Wizard Lord Lord Pirates 
5 Bandits Wizard Wizard Buccaneers 
6 Berserkers Superhero Nomads Mermen 
7 Lord Cavemen (Red Martians) = 
8 Superhero Necromancer __ (Tharks) 
9 Brigands Evil H.P. (Black Martians) 
10 Bandits Cavemen (Yellow Martians} 
11 Evil H.P. Patriarch (Tharks) 
12 Patriarch Berserkers (White Martians) 
] Pegasi Skeletons Kobolds 
2 Rocs Zombies Goblins 
3 Chimerae Ghouls Orcs 
A Hippogriffs Wights Hobgoblins 
5 Griffons Wraiths Gnolis 
6 Manticores Mummies Ogres 
7 Rocs Spectres Trolls 
8 Wyverns Vampires Giants 
9 Dragons = Gnomes 
10 Pegasi = Dwarves 
11 Hippogriffs = Elves 
12 = 









Basic Optional 
Animals Woods 
Spiders Centaurs 
Centipedes Unicorns 
Lizards Minotaurs 
Toads Gorgons 
Ants Pixies 
Weasels Manticores 
Apes Dryads 
Beetles Medusae 
Scorpions == 

Giant Crabs Black Dragons 
Nixies White Dragons 
Giant Octopi Green Dragons 
Giant Squid Blue Dragons 

Sea Monster 
Giant Snakes 
Giant Leeches 



Giant Fish 

Dragon Turtle 


Tyr. Rex 
Tyr. Rex 

Arid Plains 

White Apes 

Red Dragons 
Gold Dragons 

Hydra (7-12 heads) 


Cave Bears 
Dire Wolves 
Sabre T. Tigs. 
Spid. Lions 
Wooly Rhinos 
Cave Bears 
Sabre T. Tigs. 
Dire Wolves 
Sptd. Lions 

There will be from 2-12 men with any FightingMan, Magic-User, or Cleric en- 
countered in the wilderness. They will be from the Ist to Ath level of the appro- 
priate class. In addition there will be other magical items they might have: 

Fighting-Man Magic-User Cleric 
sword 50% wand 60% weapon 40% 
shield 25% 30% staff 30% 
armor 25% misc. mg. 20% shield 20% 
armor 10% 

Animals will generally be of the giant variety, although the referee might prefer 
to have small spiders, for example, which attack the party when they are asleep. 


1000's 1000's 1000's 
of of of Gems and Maps or 
Type Copper Silver Gold Jewelry* Magic 
Land | 1-6:25% 1-6:30% 2-12:35% 6-36:50% A0%: any 3 
Desert? —-1-4:20% 1-4:25% 1-6:30% 10-40:50% 60%: 3 magic 
Water 3 Nil Nil 5-30:60% 10-60:60% 50%: 1 map 
B 1-8:50% 1-6:25% ]-3:25% 1-6:25% 10%: Weapon, 
Armor, or 
misc. Weapon 
Cc 1-12:20% 1-4:30% Nil 1-4:25% 10%: any 2 
D 1-8:10% 1-12:15% 1-6:60% 1-8:30% 20%: any 2+ 
1 Potion 
E 1-10:05% 1-12:30% 1-8:25% 1-10:10% 30%: any 3+ 
1 Scroll 
F Nil 2-20:10% 1-12:45% 2-24:20% 35%: no weap- 
1-12:10% ons, any other 
3+ 1 Potion 
and 1 Scroll 
G Nil Nil 10-40:75% 3-18:25% 40%: any 4+ 
1-10:25% 1 Scroll 
H 3-24:25% 1-100:50% 10-60:75% 1-100:50% 20%: any 4+ 
10-40:50% 1 Potion and 
1 Scroll 
1 Nil Nil Nil 2-16:50% 20%: any 1 

* Roll for each category (Gems and Jewelry), probability shown if different 

for either category. 

' Brigands will have only very important prisoners, 1/20 Brigands, while 
Bandits will have prisoners at a ratio of 1/10 Bandits. Both classes will car- 
ry Silver Pieces on their person, 2-20 each. Berserkers have neither. Cave- 

men have no treasure. 

2 Nomads will have prisoners at a rate of 1/25. They will have 5-30 Sil 

ver Pieces each. Dervishes have neither. 

3 Pirates will have prisoners as do Bandits, and the same holds true for the 

Buccaneer/Bandit relationship. Pirates and Buccaneers will carry from 2-12 
Gold Pieces each. Mermen have treasure only underwater in their "Lair". 

NOTE: All Treasure is found only in those cases where the encounter 
takes place in the "Lair". 

Roll on 100% Dice 

01-75 = Magic —— 
Roll for each item found 
76-00 = Map —— 
Roll on 100% Dice Item Roll on 100% Dice Item 
01-20 Swords 01-60 Treasure Map 
21-35 Armor 61-90 Magic Map 
36-40 Misc. Weapons 91-00 Magic & 
41-65 Potions Treasure Map 
66-85 Scrolls 
86-90 Rings 
91-95 Wands/Staves 
96-00 Misc. Magic 
01-35 Sword +] 
36-40 Sword +1, +2 vs. Lycanthropes 
41-45 Sword +1, +2 vs. Magic-Users and Enchanted Monsters 
46-50 Sword +1, Locating Objects Ability 
51-60 Sword +1, +3 vs. Trolls (Clerics) 
61-65 Sword, Flaming: +1 
+2 vs. Trolls (Pegasi, Hippogriffs, + Rocs) 
+3 vs. Undead Treants 
66-70 Sword +1, Wishes Included (2-8 Wishes) 
71-75 Sword +1, +3 vs. Dragons 
76-78 Sword +2 
79-80 Sword +2, Charm Person Ability 
81-82 Sword +3 
83 Sword, One Life Energy Draining Ability 
84-00 Sword -2 (Cursed Sword) 
01-30 Shield +1 
31-60 Armor +1 
61-75 Armor & Shield +1 
76-83 Shield +2 
84 90 Armor +2 
91-97 Armor & Shield +2 

98-00 Shield +3 


01-25 10 Magic Arrows 
26-40 3-30 Magic Arrows 
41-55 Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins 

and Kobolds 
56-60 Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins 

and Kobolds 
61-65 Magic Bow 
66-70 Axe +1 
71-80 Mace +2 
81-85 War Hammer +1 
86-89 War Hammer +2 

90 War Hammer +3, 6” Throwing Range with Return 
91-96 Spear +1 
97-99 Spear +2 
00 Spear +3 

01-04 Growth A9-52 Clairvoyance 
05-08 Dimenuation 53-55 Clairaudience 
09-12 Giant Strength 56-60 Animal Control 
13-16 Invisibility 61-64 Undeod Control 
17-20 Gaseous Form 65-68 Plant Control 
21-24 Polymorph (Self) 69-72 Human Control 
25-28 Speed 73-76 Giant Control 
29-32 Levitation 77-80 Dragon Control* 
33-36 Flying 81-84 Poison* * 
37-40 ESP 85-88 Invulnerability 
38-40 Delusion 89-92 Fire Resistance 
41-44 Healing 93-96 Treasure Finding 
45-48 Longevity 97-00 Heroism 

* Referee to roll to determine which of the six types of Dragons will be 
** Referee will mislead by naming any of the other Potions, but if care- 
fully questioned should give it a singular feature. 

01-20 1 Spell 61-70 Protection: Lycanthropes 
21-35 2 Spells 71-80 Protection: Undead 
36-45 3 Spells 81-90 Protection: Elementals 
46-50 7 Spells 91-00 Protection: Magic 
51-60 1 Curse* 

*The referee must take extreme care in handling all Scrolls with an eye 
towards duping the players when a Curse Scroll is found. The curse takes ef 
fect immediately upon reading the Scroll; therefore having non-Curse Scrolls 
disappear on occasion if not identified will help to force reading of Curse 
Scrolls. To determine the type of curse use the table below; 

Die Roll Curse: (Range 3" diameter) 
lor2 Any monster of the referee's choice 
3 o0r4 Disease, fatal in 3 turns unless healed 
5 or 6 Polymorph to insect of referee's choice 

7 Transportation 1,000 miles, random direction 
Transportation to another planet 




Mammal Control 
Human Control 

Three Wishes 

Water Walking 
Fire Resistance 


Protection, 5! r. 
Djinn Summoning 

X-Ray Vision 
Spell Turning 
Spell Storing 

Many Wishes (4-24) 

WANDS AND STAVES [All wands usable by Magic-Users only) : 



Metal Detection 
Enemy Detection 
Magic Detection 
Secret Doors & 
Traps Detection 


Fire Balls 
Lightening Bolts 

*Clerics only can employ 

**Clerics and Magic-Users may employ 

***Magic-Users only may employ 






Crystal Ball 

Crystal Ball with Clairaudience 
Crystal Ball with ESP 
Medallion of ESP, 3" Range* 
Medallion of ESP, 9" Range* 



Amulet vs. Crystal Balls and ESP* 

Scarab of Protection from Evil High Priests* 

Bag of Holding* 

Censor Controlling Air Elementals 
Stone Controlling Earth Elementals 
Brazier Commanding Fire Elementals 
Bowl Commanding Water Elementals 

Efreet Bottle* 
Displacer Cloak* 

Elven Cloak and Boots* 

Staff of Healing* 

Staff of Commanding* 

Snake Staff* 
Staff of Striking ** 

Staff of Withering* 

Staff of Power* * * 

Staff of Wizardry** 


Boots of Speed* 

Boots of levitation* 

Boots of Traveling and Leaping* 
Broom of Flying 

Helm of Reading Magic and Languages* 
Helm of Telepathy* 

Helm of Teleportation 

Helm of Chaos (Law)* 

Flying Carpet* 

Drums of Panic, 24" Range* 
Horn of Blasting, 10" Range* 
Gauntlets of Ogre Power* 
Girdle of Giant Strength* 
Mirror of Life Trapping 

* Usable by all classes 



Die Roll: Map to - Die Roll: Map to - 
] 10,000-40,000 Silver 1-3 Any 1 Item 
2 5,000-30,000 Gold A-5 Any 2 Items 
3 1 & 2 above 6 3 Items, No Swords 
4 1 above + 2-20 Gems 7 A Items, 1 a Potion 
5 2 above + 5-30 Gems 8 5 Items, 1 a Scroll 
6 3 above + 1-100 Gems & 1 a Potion 
7 10-60 Gems, 2-20 Jewelry 
8 3 & 7 above 


Die Roll: Map to - 

1 #1 Treasure and #1 Magic 

2 #2 Treasure and #1 Magic 

3 #3 Treasure and #4 Magic 

4 Map to #7 Treasure and #6 Magic (already there) 
5 #5 Treasure and #4 Magic 

6 Map to Treasure and #1 Magic (already there) 

7 #6 Treasure and #8 Magic 

8 #8 Treasure and #7 Magic 

NOTE: All items will be guarded by appropriate monsters. If the referee desires 
he can simply roll on the Dungeon Encounter Matrix, (see Vol. Ill) 
fifth or sixth level monster classes. 

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