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Published by Capn_Ragnar, 2022-12-24 02:16:36

AD&D Dungeon Master's Adventure Log

AD&D Dungeon Master's Adventure Log

Keywords: Dungeons & Dragons,DnD,AD&D,TTRPG,TSR

TM

FANTASY ADVENTURE GAME

DUNGEON MASTERS
ADVENTURE LOG

Here’s the ADVANCED DUNGEONS & DRAGONS DUNGEON MASTERS ADVENTURE LOG, the second playing aid designed spe-
cifically for the D M of ADVANCED DUNGEONS & DRAGONSTM! No longer need the D M rely on memory and sketchy notes t o keep
track of one’s players in the midst of play. Now all the information needed about the adventurers and their exploits can be kept handy
in front of the D M at all times.

The DUNGEON MASTERS ADVENTURE LOG contains two different sheets (shown on the back cover). The first type is for recording in-
formation about the adventurers, their hit points, armor class, magic items and die roll adjustments. The second provides information
on the marching order of the party, the monsters they encounter, treasures they recover, and any unusual events that occur. In addi-
tion, this book contains many important tables in an easy reference form, includingtables for experience point awards, encounter reac-
tions, movement, surprise, listening, and a new table of collected combat modifiers.

If you find this product useful, you should look into our line of other helpful playing aids, and look for the TSR logo on upcoming publi-
cations from the Came Wizards.

Distributed to the book trade in the United States by Random House, Inc and in Canada by Random Houseof Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.

0 1980, TSR GAMES

PRINTED IN U S A TSR Hobbies, Inc. 9036
The Game Wizards
POB 756
LAKE GENEVA, W I 53147

HOW TO USE THIS PRODUCT

The ADVANCED DUNGEONS A N D DRAGONS DUNGEON MASTERS character was on t o learn the number of charges remaining. Special
ADVENTURE LOG has been designed to assist the Dungeon Master by abilities the D M may wish to include are chances of finding secret doors,
organizing information about the player characters and their adventures detecting traps or slopes, hearing noise, speaking unusual languages, etc.
in his or her campaign. These sheets will provide easy reference about a
character’s abilities and combat adjustments, and at the same time will Combat Adjustments: All alterations t o the character’s chance “to hit”
allow the D M t o precisely check what has occurred in an adventure. and amount of damage caused may be noted here. This will include
Furthermore,, by keeping sheets detailing past adventures, the DM will be magic weapons, strength bonuses and penalties, magical devices and
able t o record secret information without losing it. other things.

These sheets have been drilled for use in a three-ringed binder but have Armor Class and Type: The final adjusted armor class or the base armor
not been perforated for removal. D o not tear these pages out. It is in- class, whichever the D M prefers, may be listed in this space. The type of
tended that all pages remain together t o provide an ongoing history of a armor may also be listed here along with any magical adjustments the
campaign. Each adventure should make use of a two-page set. These armor may have.
have been placed t o face each other when the booklet is opened t o lay
flat. The left-hand sheet contains space for noting information on player Armor type may be abbreviated as follows:
characters, henchmen, and hirelings. The right page i s used t o record
important details of the adventure. Each of these pages is explained in S = Shield
more detail below.
L = Leather
Character Number: Each line i s given a number for the character written SL = Studded leather
there. This number may be used in lieu of a name when noting marching R = Ring mail
orders, light sources, events that happen t o characters and t o randomly SC = Scalemail
determine which character an event affects (i.e. the stirge attacks char- C = Chainmail
acter #3). SP = Splint mail

Class and level: This space is for the character’s class and level. Below is B = Bandedmail
a listing of recommended abbreviations of each character class: P = Plate mail

C = Cleric Marching Order: By writing in the number of the character, marching
D = Druid orders may be arranged for 5’wide, 10 wide and 2O‘wide corridors in the
F = Fighter space allowed It may be convenient t o imagine 1 shaded block as being
P = Paladin equal to 5‘ in width
R = Ranger
M U = Magic-User Monster Number: This helps the D M keep track of the number of en-
I = Illusionist counters a party has had. It may also be used to match treasures found t o
A = Assassin the monsters who guarded them. Alternatively, there may be situations
’ M = Monk where the DM may create wandering encounters ahead of time. These
mav also be listed here.
Level refers t o the current level of the character.
The remaining monster information may be taken directly from the
MONSTER M A N U A L and listed in the spaces provided. Attacks & De-
fenses includes the number of attacks, damage, special attacks and
special defenses.

Race and Sex: Recornmen-ded abbreviations of Race and Sex are as fol- Light: The type of light carried and who i s carrying i t may be listed by
lows: writing in the character number and the light source on a line. The D M
may also wish to note the round or turn the light was started.
H =Human
D = Dwarf Unusual Events: This space is given to note any occurrence during an ad-
venture that cannot be covered elsewhere This i s especially useful for re-
E = Elf cording deaths, changes in characters’ abilities or prime statistics, al-
%E = Half-Elf liances, enemies made, or other notable deeds of the party.

G =Gnome Treasure Number: This may be the same as the number of the monster
% = Halfling which guards the treasure, or may be entirely different, according to the
% O = Half-Orc DM‘s wishes.

M = Male Treasure Type: I n some situations, the D M may wish t o indicate the
F = Female treasure type found, especially in wilderness situations. This will allow
the D M t o give a more balanced treasure later on when more time to
Magic Items and Special Abilities: This large space may be used t o list think about such things i s available.
magic items a character may possess and any special powers (due t o race
or class) a character may have. When listing magic items with charges,
the total number can be placed afterwards. During the adventure, ap-
propriate changes should be made. When the same character adventures
again, the DM need only refer t o the listing of the last expedition that

COMBAT MODIFIERS

To Hit Modifiers Damage Modifiers

Circumstance Modification Circumstance Modification
Protection from evil -2 Bless
Light -4 Chant +1
Bless Prayer
Chant + 1/-1* Hate (emotion]. + 1/-1*
Prayer + 1/-1* Rage (emotion] + 1/-1*
Holy word + 1/-1* Enchanted weapon
Pain (s ymbo/) Tensor’s transformation +2
Scare -4/-2** weapon set against charge +3
Enchanted weapon -4 opponent immobile +l
opponent slowed -1 thief/assassin, backstabbing +2
Blur +l ranger vs. giant class double
H a t e (emotion) +4 monk with weapon maximum
Rage (emotion] -4/-2t x 2, x 3 , x 4, x 5**
Improvedinvisibility +2 +* 1for party, -1 for opponents +level of ranger
rear attack +I
opponent off balance -4 +’A level of monk
opponent stunned +2
opponent partially immobile +2 **depends on thief/assassin level, see page 27 PLAYERS HANDBOOK
opponent completely immobile +4
opponent invisible +4 Armor Class Modifiers
2 weapons, prime weapon automatic
2 weapons, second weapon -4 Circumstance Modification
charge -2 Otto’s irresistable dance AC -4
moderate intoxication -4 Tensor’s transformation AC -4
great intoxication +2 flank attack AC without shield
thief/assassin backstabbing -1 rear attack AC without shield
giant vs. small -5 flank attack no dexterity bonus
dwarf vs. half-orcs, orcs, goblins, +4 rear attack no dexterity bonus
-4 large missiles no dexterity bonus
& hobgoblins magical attacks no dexterity bonus
gnome vs. kobolds & goblins +1 charge no dexterity bonus
+I charge AC + 1 *
+* 1for party, -1 for opponents great helm AC -1 (head only)

Missile Fire

* * -4 for 8th-11th level creatures, -2 for 12th+ level creatures

t -4 on 1 s t round, -2 thereafter Cover/concealment Armor Class Bonus
Target, 25% cover
Hit Point Modifiers Target, 50% cover +2
Target, 75% cover +4
Circumstance Modification Target, 90% cover
Tensor’s transformation hp x 2 Target, 25% concealment ++ 7
Rage (emotion) hp +5 Target, 50% concealment 10
moderate intoxication hp +1 Target, 75% concealment +1
great intoxication hp + 3 Target, 90% concealment +2
+3
+4

*Penalty only if creature had no dexterity bonus

PROGRESSION ON THE COMBAT TABLES TYPICAL INHABITANTS

A quick glance a t the progression of numbers on the COMBAT TABLES The bulk of the people encountered on an adventure in an inhabited area
will reveal that 20 is repeated. This reflects the fact that a 20 indicates a
“perfect” hit. It also incidentally helps to assure that opponents with high - whether city, town, village, or along the roads through the country-
armor class value are not “hit proof” in most cases. Should any DM find
that this system offends his or her sensibilities, the following modifica- side, will be average folk, with no profession as adventurers know it, and
tion is suggested: Consider the repeated 20 as a perfectly-aimed attack no special abilities for clericism, fighting, magic, or thievery. They are
which does not gain any benefit from strength or magical properties of simply typical, normal people (as you define typical and normal for the
milieu, of course). When dealing with these types, it i s suggested that the
any sort - spell, missile, or weapon. That is, the 20 must be attained by a following factors be used:

roll of natural 20. All bonuses accrue only up to and including a total of General Classification Hit Points Combat Ability
sedentary females 1-3 -3
+20, so that even if a character attacked with a bonus for strength of 3 sedentary males 1-4 -2
+and a 3 magic sword he or she would have to roll a natural 20 in order active females 1-4 -1
active males 2-5
t o score a h i t on any creature normally hit by the second or successive laboring females 2-5 0 level
repetitions of 20, i.e. the bonus ( + 3 in the example) could not exceed a laboring males 2-7 0 level
total score of 20 unless anactual 20 is rolled. Thus, theCOMBAT TABLES 0 level
could be amended to read like this:

+2 1 (natural 20 plus at least 1bonus) Sedentary occupations are those where the individual does nothing, or i s
a clerk, scribe, etc.
20 (natural)

20 (natural)

20 (natural) Active occupations are those involving considerable movement and ac-
tivity such as a serving maid, carpenter, etcT
20 (natural)

20 (natural) bonuses to total) laboring occupations are strenuous and include farming, mining, and
bonuses to total) most menial labor tasks.
+20 (die result
+19 (die result

1

SURPRISE ENCOUNTER REACTIONS

Surprise i s determined by rolling a six-sided die for each party concerned, Any intelligent creature which can be conversed with will react in some
modifying the result by using the most favorable member of the party way to the character that is speaking. Reaction is determined by rolling
concerned, i.e. a ranger, surprised only on a roll of 1, will represent the percentile dice, adjusting the score for charisma and applicable loyalty
whole of a group of other character types. Note, however, the effect of adjustment as if the creature were a henchman of the character speaking,
dexterity as detailed below. The same holds for mixed types of monsters. and the modified score of the percentile dice i s compared t o the table be-
If surprise is indicated for both parties concerned, the party which has low:
lesser surprise subtracts its result from the result of the greater to find the
number of segments the latter are inactive. Nonetheless, i t is possible for Adjusted Reaction
both parties to he surprised equally - with surprise thus having no Die Score Violently hostile, immediate attack*
effect 01 (or less)-05 Hostile, immediate action*
Uncertain but 55% prone toward negative
Surprise Dice Lost 06-25
Difference Segments 26-45 Neutral - uninterested - uncertain
46-55
0 0 56-75 Uncertain hut 55% prone toward positive
l ( 2 - I , 3-2, etc ) 1 76-95 Friendly, immediate action
2 (3-1,4-2, etc.) 2 96-00 (or greater) Enthusiastically friendly, immediate acceptance
3 (4-1, 5-2, etc.) 3
*Or morale check if appropriate
Party‘s Surprise
Die Monster‘s Effect ENCOUNTER DISTANCE
3 to 6 Die none
1 5or6 both surprised +When encounters occur. the distance between concerned Darties will he
2 1 both surprised
1or 2 2 party surprised 5’ t o IO” (d6 4) subjelt to the following modifying facto&:
3 to 6 5or6 monster surprised
1 1to 4 monster surprised 1. Line of Sight: If this i s unobstructed and light is present the distance
2 2 to 4 party surprised possible for determination of another party present is virtually several
1 miles. I t could likewise he sharply restricted due to obstructions.

Example: Party A i s surprised on a roll of 1 or 2, while party B is surprised 2. Noise: If one party is making considerable noise which is discernible
only o n a roll of 1. A rolls 2 and 6 rolls 1, so A is inactive due to surprise by the other party, the latter will have the options of fleeing or seeking
for 1 segment Had B rolled a 2, it would not have been surprised at all, concealment, the former negating the encounter, the latter allowing
and A would have been inactive for 2 segments. distance to he 1” to 4” before discovery by the noisy party.

Example: Party A is surprised only on a roll of 1, but party B surprises on 5 3 Actual Area: If the encountered party is in a small area, distance be-
in 6 (d6, 1-5) due to its nature or the particular set of circumstances which tween the two can he no greater than the maximum distance possible
the D M has noted are applicable to this encounter. The favorable factor for discovery of the one by the other, i.e. opening a door into a 20’ x
normally accruing t o party A is 1, i.e., parties of this sort are normally 20’ room will mean the distance between the two parties can he under
surprised on 1 or 2, but this party is surprised only on a 1 - therefore they IO’, IO’ or thereabouts, or 20’ (d6, 1-2 = striking distance, 3-4 = IO’
have an additional 1 in 6 to their favor (and not a 50% better chance) distance, 5-6 = 20’ distance).
Party B will surprise them on 5 in 6 less 1 in 6, O r 4 in 6. Assume A rolls a 4,
so i t i s surprised for 4 segments unless B rolls a 1, in which case A party’s 4 Planned or Unplanned Appearance: The sudden precipitation of one
inactive period will be only 3 segments, or if B rolls a 2, in which case party upon the other due to any of a number of factors (teleportation,
surprise will last for only 2 segments ( 4 - 1 = 3 , 4 - 2 = 2). dimension door spell, other magical means, a chute, etc ) will cause
distance similar to that found when actual area is a factor
AVOIDING ENCOUNTERS
5 Surprise: Surprise can only he a factor in close encounter situations If
It is always possible t o flee from an undesired confrontation if the other either or both parties are surprised, the distance must he either 1” t o 3”
party is surprised. I t i s never possible t o flee from an encounter where the or it must he less as determined under the actual area modifier Thus if
opponent party is in striking range. A party can always flee an encounter
if i t gains the first initiative Whether or not the opponent party will the actual area were a 40’ x 60’ room, if surprise exists the distance
follow in pursuit of the fleeing party depends on the following factors: between the parties will he 1” t o 3”.

1. What you, the Dungeon Master, have stated in your key concerning 6 light: The illumination factor or visual capability of the concerned
the encounter, if applicable. This is first and foremost in ALL cases. parties will affect encounter distance as follows:

2. What the stated characteristics of the creature(s) involved are That is, A. A light source reliance limits the encounter distance t o twice the
if player characters, do they say they will pursue, or if monsters, does normal vision radius of the party (2 x radius of the light source).
their description say that they will always seek to pursue?
B. lnfravision and/or ultravision operate only to the stated limit of
3. Obvious deterrents t o pursuit, such as a pool of flaming oil, a secured their range and limit encounter distance accordingly.
portal, etc. will modify monster behavior accordingly.
DETECTION OF THE INVISIBLE TABLE
4. Fleeing party behavior and/or possessions noted by the opponent
party will modify pursuit desire. Level or

5 Relative speed will cause the pursuing party t o cease fruitless chase if H i t Dice of Intelligence Ability Rating
they are obviously being outdistanced (except if the pursuers are
player characters who must state they are halting such chase). Creature 0-1 2-4 5-7 8-10 11-12 13-14 15-16 17+
5%
6. Otherwise 50% of the time (d6, 1-3 = pursuit, 4-6 = break off pur- a7/l7a & 7+ - - - - - - -
suit). & 10%
a+ - - - - - - 5% 15%
10% 25%
9/9&9+ - - - - - 5% 20% 35%
15% 30% 45%
10/10 - - - - 5% 25% 40% 55%
15% 35% 50% 75%
11/10+ t o l l - - - 5% 25% 45% 65% 95%
15% 35% 55% 80%
12/11+ to12 - - 5% 25% 45% 65%
10% 35% 55%
13/12+ to13 - 5% 15% 45%
10% 20%
+14/13+ t o 1 4 + 5% 15%
15& IO%

Note: Y o u may give unintelligent creatures with keen hearing or sense of
smell the equivalent of intelligence to reflect detection of invisible
creatures.

2

Race Of listener LISTENING AT DOORS HIRING NON-PLAYER CHARACTERS
Dwarf TO CAST SPELLS OR USE DEVICES
E If I Chance Of Hearing Noise
Gnome I t is a certainty that your players will seek outside aid many times during
Half-Elf 2in20(10%) the course of your campaign. At times a particular spell - or device able
Halfling 3 in 20 (15%)
Half-Orc 4 in 20 (20%) to deliver a magical power - will be necessary or very helpful t o a party,
Human 2in20(10%)
3 in 20(15%) and so they will seek out a cleric or magic-user to hire for the service. The
3 in 20 (15%) most common spells sought are various cures and informational spells.
2 in 20 (10%) The players should know from the outset that there is no free lunch any-
where, and that the performance of any service is going t o cost a "reason-
EXPERIENCE POINTS VALUE OF MONSTERS able'' sum. A few sample prices for spells are listed below. Note that
these charges are based on the assumption that the characters requesting
The following table i s for determination of x p. to be awarded for slain the service are of the same religion and alignment of the cleric and that
opponent creatures. If the monster is particularlv powerful, double the the request is made at the cleric's headauarters.
Exceptional Ability Addition may be awarded

Experience Basic X.P. X.P. Per Special Exceptional Cleric Spell Requested Cost in C o l d Pieces (See Below)
l e v e l or Value Hit Point Ability Ability X.P. astralspell 5,000 per person
Monster's (BXPV) atonement 500 per level of experience of the recipient
Hit Dice* 5 (XP/HP) X.P. Bonus Addition augury 300
uptol-1 10 1 (SAXPB)** (EAXPA)*** bless 5 per person per level of spell caster
I-It01 20 1 commune 1,000 plus 500 per question
1+1to2 35 2 2 25 continual light 500
2+ It03 60 3 4 35 control weather
3+ It04 90 4 45 cure blindness 10,000
4 f It05 150 5 a 55 cure disease 1,000
5+ It06 225 6 65 cure light wounds 1,000
6+ It07 375 8 15 75 cure serious wounds 100
7+ It08 600 25 125 cure critical wounds 3 50
8+ It09 900 10 40 175 detect evil/good 600
9 + 1to10+ 1300 12 75 275 detect magic 100 (assumes device being checked)
11to 12+ 1800 14 125 400 dispel evil/good 150 (assumes device being checked)
13 to 14+ 2400 16 175 600 dispel magic 1,000
15 t o 16+ 3000 18 300 850 divination 100 per level of spell caster
17 t o 18+ 4000 20 450 1200 earthquake 1,000
19 t o 20+ 5000 25 700 1600 exorcise
21 and up 30 950 2000 find the path 10,000
35 1250 2500 gate 1,000 per level of spell caster
1550 3000 glyph of warding 500 per level of spell caster
2100 heal
2600 neutralize poison 50,000
part water 100 per level of spell caster
+*Treat peasants/levies as up to 1 - 1, men-at-arms as 1 1t o 1. and all plane shift 200 per point of healing
levels as the n 1hit dice category. prayer
protection from evil 1,000
**Typical special abilities: 4 or more attacks per round, missile dis- purify food 8,drink 1,000 per level of spell caster
charge, armor class 0 or lower, special attacks (blood drain, hug, raise dead 4,000
crush, etc ), special defenses (regeneration, hit only by special and/or regenerate
magic weapons), high intelligence which actually affects combat, use remove curse 50 per level of spell caster
of minor (basically defensive) spells. resist c o l d 50 per level of spell caster
resist fire 100
***Typical exceptional abilities. energy level drain, paralysis, poison, restoration 1,000 plus 500 per level of spell caster
major breath weapon, magic resistance, spell use, swallowing whole, 15,000
weakness, attacks causing maximum damage greater than 24 singly, silence 500 per level of spell caster
30 doubly, 36 trebly, o r 4 2 in a l l combinations possible in 1 round. slow poison 50 per level of spell caster
speak with dead 100 per level of spell caster
Judicious application of these guidelines will assume that an equitable tongues 10,000 plus a like amount per level of experi-
total number of experience points are given for slaying any given true seeing
monster. Special ability bonus awards should be cumulative, Le., a ence of the recipient
gargoyle attacks 4 times per round and can be hit only by magic 100 per level of spell caster
weapons, so a doublespecial Ability X.P. Bonus should be awarded. Like- 200 per level of spell caster
wise, if there are multiple exceptional abilities, the awards should reflect 100 per level of spell caster
this. If an otherwise weak creature has an extraordinary power, multiply 500
the award by 2,4,8, or even 10 or more. 400 per level of spell caster

MAGICAL AGING CAUSES 3 years Prices can be adjusted for faithful, lower.level characters. Likewise, they
5 years can be upped a bit for those who are not regular attendees of services. If
castingalter reality spell 1year the caster is expected t o travel any distance, but not at risk, factors will
castinggate spell 2 years be as much as doubled. If at any risk, the cleric i s likely to refuse or
casting limited wish spell 3 years charge five or more times the rates shown.
casting restoration spell 3 years
casting resurrection spell 1year Attack spells are not shown in order to discourage hiring of spell casters
casting wish spell 1 year for such purposes As a general rule, no specially hired spell caster w i l l
imbibing a speed potion ever accompany a party o n an adventure of any sort, except in circum-
under a haste spell stances planned and directed by the Dungeon Master.

3

(Magical Items or PCNlhuaamyrebarecrt er am
N
I I I i i I Personal Abilities I I I) e

CNhaamrea c t e r
CSpRlAeaalcsci giseanlAmannAebddnitlLSieteivxeesl

CAAArondmmjduobsTratytmpCeelnatsss
Hit Points

Number Marching Order
Type Light
Treasure
Number
Number
Type Monster Name
Treasure
Hit Dice

Hit Points
Armor Class
Move

Un usual Eve nts At ta c ks &
De fe n ses

Damage

BECOMING LOST MOVEMENT AFLOAT,
OARED OR SCULLED I N MILES/DAY
Any party not guided by a creature knowledgeable of the countryside
through which the party is moving, or i s not following a well defined Vessel Type lake Marsh River* Sea
course (river, road, or the like), is not using a well-drawn and correct raft 15 15
map, might become lost. This is determined prior t o the commencement boat, small 30 5 35 -
of a day's movement. Determination i s based on the terrain: barge 20 15 20
galley, small 40 40 -
Terrain Type Chance Of Becoming Lost Direction galley, large 30 5 30
Plain 1 in 10 60" left or right merchant, small 10 5 15 -
Scrub 3 in 10 60" left or right merchant, large 10 10
Forest 7 in 10 warship 10 - 10 30
Rough 3 in 10 any 30
Desert 4 in 10 60" left or right - 20
Hills 2 in 10 60" left or right - 15
Mountains 5 in 10 60" left or right 20
Marsh 6 in 10 120" left or right -

anv MOVEMENT AFLOAT, SAILED I N MILES/DAY

To find the direction of movement i f a party i s lost, roll d6, 1-3 indicating Vessel Type Lake Marsh River* Sea
left, 4-6 indicating right. Each hex face is 60". I f a loss of direction of 120" raft 30 10
is possible, roll a second d6, 1-3 indicating a 60" direction loss, 4-6 indi- boat, small 80 20 30 -
barge 50 10 60 -
cating 120". In any direction, roll a single d6, with results being read off galley, small 40
clockwise considering the intended direction of travel as 12 o'clock, and galley, large 70-80 - 60 -
giving 2 chances for complete loss and movement in the exact opposite merchant, small 50-60 50
direction, thus: 1 = right ahead, 2 = right behind, 3-4 = directly behind, merchant, large 50-60 - 50 50
5 = left behind, and 6 = left ahead, i.e. there is N O chance of the party wars hip 25-35 35 50
ever accidentally moving in the desired direction when the die indicates 40-50 - 40 50
the condition of being lost exists. Direction of lost movement i s il- - 35
lustrated below: - 50

*See page 58 DMG for the effects of current and winds on movement

MOVEMENT AFOOT I N MILES/DAY

CHANCE OF ENCOUNTERS Burden Normal Terrain Is Very Rugged
light 30 Rugged 10
average 20 5
heavy 10 20 2
10

5

Population Density Base Chance Of Encounter MOVEMENT MOUNTED I N MILES/DAY
relatively dense 1 in 20
moderate to sparse/patrolled 1 in 12 Mount Normal Terrain Is Very Rugged
uninhabited/wilderness 1in 10 light 60 Rugged
medium 40 5
FREQUENCY OF ENCOUNTER CHANCE TIME CHECKS: heavy 30 25 5
draft 30 20 5
Type Of Check For Encounter At cart* 25 15 5
Terrain wagon* 25 15
Plain Morning Noon Evening Night Midnight Pre-Dawn 15 -
Scrub X X 10
Forest X - X - X-
Desert X - -X *Road, track or open terrain only
Hills X X
Mountains
Marsh - XXXXX E V A D I N G PURSUIT O U DOORS
-- X - X
X X -X -X BASE CHANCE OF EVADING PURSUIT O U DOORS
X -- X --
MOVEMENT SPEED ADJUSTMENT
XXXXX -Pursued is faster
-Both parties are of equal speed
X = check for encounter -Pursuer is faster 80%

- = do not check unless party numbers over 100 creatures TERRAIN ADJUSTMENT +10%
-Plain, desert, open water
ENCOUNTER DISTANCE -Scrub, rough, hills, marsh 0%
-Forest, mountains -20%
If either party is surprised, the encounter distance i s determined by sub-
tracting the value of surprise (as determined by the die which indicated SIZE OF PARTIES INVOLVED ADJUSTMEN7 -50%
that the condition existed) from normal encounter distance. Normal en- -Pursued party totals fewer than 6 creatures
counter distance i s 6" to 24" (6d4). Thus, on a surprise roll of 1, for ex- -Pursued party totals 6-11 creatures + 10%
ample, encounter distance is 5" t o 23" (6d4 -l),on a 2 the distance is 4" -Pursued party totals 12-50 creatures + 30%
t o 22", etc. I n addition t o shortening encounter distance, surprise also al- -Pursued party totals over 50 creatures
lows the surprising party t o have that number of segments as shown on -Pursuing party totals fewer than 12 creatures + 10%
the die as the surprise factor as free and unanswered activity to move, at- -Pursuing party totals 12-24 creatures
tack, flee, etc. (See SURPRISE.) In addition to modification for surprise, -Pursuing party totals over 24 creatures 0%
terrain will also modify encounter distance as follows: -20%
AVAILABLE LIGHT ADJUSTMEN1 -50%
Scrub - -1 per die on all 3's and 4 s -Light equal to full daylight -12%
Forest - -1 per die on all numbers (0's are possible) -Light equal to twilight
Marsh - -1 per die on all 2's, 3's, and 4's -Light equal to bright moonlight + 0Yo
-Light equal to starlight 10%
Plain, desert, hills, and mountains do not alter encounter distance vari- -Light equal to dark night
ables unless one of the three modifying types of terrain also exists. If final -30%
encounter distance is 1" or less, then a confrontation will usually take -10%
place.
0%

+20%
+ 50%

4a

SAMPLE ADVENTURE LOG PAGES It ,t

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1f J (IIAIICAI. mM. 01 ~~~, J 811 ~$ , ., !~
IUIOIIAL AIIUTlEl) ~ 11-151
q ~ ~~
~~ ~~
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of STRIKING

This item is only one of the many popular playing aids for Dungeon Module G I (Steading of the Hill Giant Chief)
ADVANCED DUNGEONS & DRAGONSTMFantasy Adven- Dungeon Module G2 (Glacial Rift of the Frost Giant
ture Game produced b y TSR Hobbies, Inc. Other playing
aids for AD&D currently available include: Jar11
Dungeon M o d u l e G3 (Hall of the Fire Giant King)
Players Handbook (everything the AD&D player needs
to know) Dungeon Module D1 (Descent into the Depths of the
Earth)
Dungeon Masters Guide (essential reference work for
DMs) Dungeon M o d u l e D2 (Shrine of the Kuo-Toa)
Dungeon Module D3 (Vault of the Drow)
Monster Manual (over 350 monsters, profusely illustrat-
ed) Dungeon Module S I (Tomb of Horrors)
Dungeon M o d u l e S2 (White Plume Mountain)
The World of Greyhawk (fantasy world setting ap- Dungeon M o d u l e S3 (Expedition t o the Barrier Peaks)
proved for use with AD&D)
Dungeon Module T I (Village of Hommlet)
AD&D Dungeon Masters Screen (combat and saving
throws reference) Dungeon Module C1 (Hidden Shrine of Tamoachan)

Rogues Gallery (100s of pre-rolled characters for TSR also publishes the DUNGEONS & D R A G O N S 0 Fan-
AD&D) tasy Adventure Game family o f games and playing aids:

AD&D Player Character Record Sheets Dungeon Module B1 (In Search of the Unknown)
AD&D Permanent Character Folder and Adventure Rec- Dungeon M o d u l e B2 (The Keep o n the Borderlands)

ord Sheets Dungeon Geomorphs
AD&D Non-Player Character Record Sheets
Monster & Treasure Assortment

Other releases of additional items relating t o AD&D are planned for the future. TSR Hobbies publishes a complete line of
fantasy, science fiction, and historical games and rules which are available from better hobby, game and department
stores nationwide. I f you desire a complete catalog, write to: TSR Hobbies, POB 756, l a k e Geneva, W I 53147.


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