1 Dragonslayer Classic Fantasy Role-Playing Game Greg Gillespie TM
5 Table of Contents Section 1: Introduction................................. 5 Dragonslayer Character Sheet .......................6 Introduction .................................................8 Terminology .................................................9 Character Generation...................................10 Ability Scores ...............................................10 Character Races...........................................12 Character Classes ........................................18 Multi-Class Characters..................................39 Alignment ....................................................40 Section 2: Equipment................................... 41 Coinage and Conversions.............................41 Weapons.....................................................41 Armor..........................................................42 Equipment List ..............................................43 Equipment Descriptions.................................44 Land and Water Transportation......................45 Section 3: Spells.......................................... 46 Spell Lists.....................................................46 Reading Spell Descriptions ............................52 Spell Descriptions.........................................53 Section 4: Monsters..................................... 118 Reading Monster Descriptions........................118 Monsters .....................................................118 Section 5: Treasure...................................... 202 Treasure Type Table ......................................202 How to Roll for Treasure ................................203 Gems and Jewelry ........................................203 Section 6: Magic Items ................................ 204 Magic Item Tables ........................................204 Potions ........................................................211 Scrolls .........................................................213 Rings...........................................................214 Runestones ..................................................216 Rods............................................................219 Staves..........................................................220 Wands.........................................................221 Miscellaneous Magic Items............................224 Magic Swords ..............................................248 Magic Weapons...........................................249 Magic Armor................................................251 Intelligent Swords..........................................252 Section 7: Combat....................................... 254 Surprise .......................................................254 Combat Round.............................................254 How to Attack ..............................................254 Morale ........................................................255 Critical Hits and Misses.................................255 Bind Wounds................................................255 Damage and Death......................................255 Death and Dying (Optional) ..........................255 Abbreviated Combat & Miniature-Lite Rules ....256 Combat Example..........................................257 Saving Throws (All Classes and Levels)............258 Section 8: Dungeon Exploration................... 260 Light and Sight .............................................260 Time............................................................260 Random Monsters.........................................260 Atmosphere and Silence................................260 Resource Allocation ......................................260 Random Dungeon Restock ............................260 Hidden Treasure ...........................................261 Doors..........................................................261 Bricked Walls and Stone Doors......................261 Traps and Trap Table ....................................261 Trap Descriptions..........................................262 Swimming ....................................................262 Climbing......................................................262 Rest.............................................................262 Examples of Play...........................................263 Section 9: Retainers..................................... 265 Retainer Types..............................................265 NPC Spell-Casting Costs...............................265 Section 10: Adventure Design ...................... 266 Introduction .................................................266 The Hamlet..................................................266 Basic Dungeon Design Process .....................266 Section 11: Random Dungeon Generator ...... 268 Random Dungeon Generator ........................268 Random Dungeon Generator Worksheet ........274 Example: The Black Maze..............................276 Dungeon Wander Monsters (HD: 1-5) ............278 Dungeon Wander Monsters (HD: 6-12) ..........279 Section 12: Wilderness Survival ................... 280 Wilderness Hex Maps ...................................280 Random Hex Encounters ...............................281 Lost in the Wilderness ...................................281 Wilderness Wandering Monsters (HD: 1-5) .....282 Wilderness Wandering Monsters (HD: 6-12)....283 Section 13: Experience Points....................... 284 How to Award Experience Points ....................284 Funeral Pyres ...............................................284 Monster Experience Point Table......................284 Section 14: Dragonslayer Appendices .......... 285 Dragonslayer FAQ........................................286 Magic-User 101 ...........................................288 Sage Advice.................................................289 Carousing (Optional)....................................290 Dragonslayer Time Wheel..............................292 1d100 Random Sarcophagus Contents...........293 1d100 Random Dungeon Dressing.................294 1d100 Random Scroll and Book Titles ............295 Dragonslayer Death Certificate......................296 Epilogue: Shall Ye Enter?...............................297 Section 15: Legal......................................... 298 Legal...........................................................298 DragonslayerTM RPG Third Party License 1.0 ....298
6 Dragonslayer Character Sheet TM
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8 About Dragonslayer Introduction The DragonslayerTM Role-Playing Game is the codification of my longstanding Old School Renaissance (OSR) homegame. My homegame is a reflection of how I played in the early 1980s with my schoolmates. Like many of my generation, I used the engine of B/X with the chrome of First Edition. The result is a game that is simplified, but not simple. DragonslayerTM plays fast, with just enough detail to provide an immersive gaming experience but not bog play down with actuarial rules. All my megadungeons, Barrowmaze, Archaia, HighFell, and Dwarrowdeep were played and designed using the rules put forth in this book. Having said that, my homegame is both reflective and reflexive. When we encountered other games and editions, we experimented and responded to alternative ways of thinking and task resolution. We discarded many of those rules and some, as you will see, we kept. First and foremost, DragonslayerTM is a game of imagination. In order to play, someone must serve as the Maze Controller. The Maze Controller, or Game Master, selects an adventure, or creates one using the step-by-step process provided later in the book. The players create individual player characters (PCs) outlined in the first chapter. Everyone at the table should have a pencil, a set of polyhedral dice, a character sheet, Funions, and Mountain Dew. Once the adventure and the PCs are ready, the adventure can begin in town or outside a dungeon entrance. Dragonslayer:Six Tenets Ask Exact Questions: DragonslayerTM, like all classic fantasy role-playing games, is about asking good questions. In order to ask good questions, players need to understand that the Maze Controller serves as their senses in the gameworld. Vision, hearing, touch, smell, and taste, can only be determined by asking the right questions. Good players constantly ask questions to better interact with (and survive) their environment. Rulings over Rules: This book cannot encompass every possibility that might arise in a game session. The rules provide a set of reasonable guidelines to facilitate play. The Maze Controller is the final arbiter of rule application. If players want to try something not covered in the rules, they should consult the Maze Controller prior to taking action. Once the Maze Controller rules, the discussion is over and the game moves forward. As a Maze Controller, do not hesitate to incorporate the feedback of players prior to making a final decision on gameplay. In addition, never be a rules lawyer with your Maze Controller. Just because the rules say a goblin has 1-1 hit dice, does not mean the goblin you are fighting in your Maze Controller’s game has 1-1 hit dice. Just because a spell has a certain duration or effect in the rules, does not mean the Maze Controller’s version of the spell is the same. More than likely, they will be the same, but remember you are not in your game world, you are in his or hers. The League of Ordinary Gentlemen: Player characters are not superheroes born with extraordinary powers. Rather they are ordinary people thrust into extraordinary circumstances. What does this mean? It means that you must bring your intellect, ingenuity, guile, and craftiness to each character you play. The secrets do not rest on your character sheet, they rest in your ability to problemsolve unique situations and role-play at the table. Game Balance: Some contemporary role-playing games note the importance of game balance to ensure player success. This is lame and a boring sanitation of the hobby. Instead, if you really want to know how to play role-playing games properly, read Sun Tzu’s The Art of War from 2,500 years ago. If you want to stay alive, set ambushes, engage in deception, gather intelligence, always fight on ground of your choosing, and, if your opponent outclasses you in an engagement - run away. Who’s in Control?: Classic fantasy RPGs are occasionally derided for too much control on the part of the Game Master, or in this case, Maze Controller. Although the Maze Controller does have agency, it is the players who control much of the game. The key to success is to keep dice out of the hands of the Maze Controller. If you choose to engage in combat, it is the Maze Controller’s job (playing the monsters) to kill you. If you do not want to run into random monsters, then leave before the end of the first turn in the dungeon. If you do not want to be killed, then avoid combat (which gives you comparatively few experience points in relation to treasure). In classic fantasy role-playing games, players have agency and exert influence on the game. Dice Rolls: The Maze Controller rolls all dice in front of the players. There are exceptions. For example, the MC rolls all thief skills, not the player. Thief skills are rolled secretly and qualitatively described to the player. So, a badly failed result might be communicated as “No traps. All clear.” If the roll is close, but still a fail, the MC might say, “You try to pick the lock but you just aren’t sure if it’s trapped or not.” In addition, all wandering monster checks are rolled secretly from the players (as well as their hit points). Players only roll when called upon by the Maze Controller.
9 Terminology DragonslayerTM uses specific terminology (and their acronyms) common to role-playing games: Maze Controller (MC): The Maze Controller, also called the Game Master or Referee, runs the game session for players and arbitrates the game rules. Player: The player is the person who creates a Player Character used in the game. Player Character (PC): The Player Character (or PC) is the player’s alter-ego in the game world, such as Sonja the Fighter or Jojen the Magic-User. Non-Player Character (NPC): NPCs are all the other characters encountered in an adventure. The Maze Controller plays the NPCs. Party: A party is a group of PCs joined together on an adventure or quest. Adventure: An adventure consists of one or more game sessions in a specific location. Campaign: A campaign is an adventure, or series of connected adventures, over an extended period of time. Monster: A monster is any creature encountered in the game. The Maze Controller plays all monsters. Dice and Notation: Role-playing games use polyhedral dice to determine random results. They include: Die Definition d4 A four-sided die d6 A six-sided die d8 An eight-sided die d10 A ten-sided die d12 A twelve-sided die d20 A twenty-sided die d100 Percentile dice In some instances, players are required to roll multiple dice. Multiple dice are expressed as 2d6 or 3d8 (meaning roll a d6 twice or a d8 three times, respectively). Modifiers may include 2d6+4 or 3d8+2. In these examples, a d6 is rolled twice and 4 is added to the result, or, in the latter example, a d8 is rolled three times and 2 is added. Percentile Dice: Percentile Dice, also called Percentage Dice, are expressed as 1d100. In this example two d10s are rolled. The first indicates the “ten” and the second the “one” to provide a percentage number. Hit Point (HP): Hit Points are an expression of the total amount of damage a PC or a monster can sustain before they are slain. Hit Dice: A monster’s total number of d8 hit points, unless otherwise noted. Armor Class (AC): Armor Class is a reflection of how difficult an opponent is to hit in combat. Experience Point (XP): Experience Points are used to measure the advancement of PCs. Experience points correspond to PC levels. Level: A level reflects an experience point threshold to advance a PC in power and ability. Encumbrance: Encumbrance is a measure of how much a PC can carry prior to being overburdened. Ability Score: There are six Ability Scores that reflect each Player Character. They include Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Ability Check: An Ability Check is a d20 die roll against a specific Ability Score. The roll must be under or meet the Ability Score number to be successful. Saving Throw: A saving throw is a d20 dice roll to avoid a serious, or potentially serious, effect. The roll must meet or exceed the save number to be successful. Race: Race refers to player character species such as human or demi-human. Demi-Human: Demi-humans include all non-humans characters such as Cyclopsmen, Dwarves, Elves, Gnomes, Halflings, Half-Elves, and Half-Orcs. Class: Class refers to a pre-defined player character archetype. The abilities, strengths, and weaknesses of each class varies. Morale: Morale is a measure of resilience, confidence, and fighting spirit. Those with low morale tend to flee and those with high morale stand and fight. Hirelings: Hirelings are low skilled torch-bearers, porters, and guides. Men-at-arms are Level 0 fighters. Henchmen are classed mercenaries for hire. Henchmen receive an equal share of PC treasure.
10 Character Generation The first rule of DragonslayerTM Player Character Creation is simple: All characters die eventually. Players need to play their characters with guile to ensure survival at first level. Remember, the Maze Controller never kills player characters, players kill their characters through reckless play or fate (the dice). 1. Begin the process with a new Character Sheet. 2. Read through the Ability Scores, Races, and Classes to get a feel for each and their prerequisites. 3. Roll 3d6 seven times for your Ability Scores, record the results on scrap paper, and drop the lowest number. 4. Arrange your six Ability Scores to suit your desired race and class. Races consist of two groups: humans and demi-humans (Cyclopsmen, Dwarves, Elves, Gnomes Halflings, Half-Elves, and Half-Orcs). Demi-human races receive adjustments (bonuses and/or penalties) to their Ability Scores. Classes consist of Clerics (and the Druid and Monk subtypes), Fighters, (including the Barbarian, Paladin, and Ranger subtypes), Magic-Users (and the Illusionist subtype), and the Thief (and Assassin subtype). Note your Ability Scores and modifiers, and any special racial or class abilities, on your Character Sheet. Your rolls may not be high enough to play your first choice of race or class. 5. Level 1 characters begin play with full hit points (listed under each class entry) plus/minus his or her Constitution Modifier. Hit points after Level 1 are rolled and the Constitution Modifier applied. 6. Roll your starting gold pieces and select your weapons and equipment or select a Fast Pack. Note your choices on your character sheet. Weapons and armor must correspond to class restrictions. 7. Determine your Armor Class (AC) based on your armor type and Dexterity Modifier. 8. Record your Saving Throws (see each class entry). 9. Under “To Hit Armor Class” your character requires a 20 to hit AC: 0, 19 to hit AC: 1, 18 to hit AC: 2, etc. 10. Name your character, consider a basic description, and think of a one or two sentence backstory. Ability Scores Player Characters (PCs) possess six attributes. These include Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Unless otherwise noted no Ability Score may be lower than 3 or higher than 18 (regardless of racial bonuses or penalties). Strength Strength (Str) measures a player character’s physical and muscular prowess. The score is particularly important to fighters and their subtypes. A high strength increases the ability to hit and score damage in battle with handheld weapons, as well as opening stuck doors. Strength Score Melee Attack/Damage and Force Door Modifier* 3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18 +3 *All successful attacks score one hit point of damage (minimum). The modifier applies to all hand-held melee attack and damage rolls. Intelligence Intelligence (Int) determines the ability to acquire, process, and apply knowledge. Magic-users and illusionists require high intelligence to comprehend, memorize, and channel magical spells. Intelligence Score Languages Language Ability 3 -3 Unable to Read/Write/Speech 4-5 -2 Unable to Read/Write 6-8 -1 Read/Write (Partial) 9-12 0 Read/Write 13-15 +1 Read/Write 16-17 +2 Read/Write 18 +3 Read/Write
11 Wisdom Wisdom (Wis) describes metal discipline and the capacity to understand and gather insight into the nature of existence. Clerics, druids, and monks require a high wisdom score. Wisdom Score Magic Saving Throw Modifier* 3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18 +3 *Applies to all mind-influencing magical effects. Dexterity Dexterity (Dex) reflects fine motor skill, hand-eye coordination, reflexes, and balance. Dexterity allows a player character to dodge attacks and also improves missile, or ranged, attack ability. Thieves require high dexterity to pick pockets and remove traps. Dexterity Score Missile Attack/Damage Modifier* Armor Class Modifier 3 -3 +3 4-5 -2 +2 6-8 -1 +1 9-12 0 0 13-15 +1 -1 16-17 +2 -2 18 +3 -3 *All successful attacks do a minimum of 1 point of damage. The modifier applies to all missile (also called ranged) attack and damage rolls. Constitution Constitution (Con) represents a player character’s physical health and stamina. This ability score modifier increases the PCs base hit points. All classes value a high constitution score. Constitution Score Hit Point Modifier* 3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18 +3 *All PCs receive one hit point per level (minimum) regardless of a negative modifier. Charisma Charisma (CHA) refers to a player character’s physical beauty, allure, persuasiveness, magnetism, along with leadership ability. Charisma influences the number of retainers (henchmen and hirelings) a PC may retain and bolsters their morale. As natural born leaders, paladins require a high charisma score. Charisma Score Number of Henchmen Henchmen Morale 3 0 4 4-5 1 5 6-8 2 6 9-12 3 7 13-15 4 8 16-17 5 9 18 6 10 Ability Prime Requisite All classes have a Prime Requisite. A Prime Requisite is the most important ability score(s) for that character class. For example, wisdom for clerics, strength for fighters, etc. A high Prime Requisite provides an experience point bonus (or penalty): Score Experience Point Adjustment 3-5 -10% 6-8 -5% 9-12 0 13-15 +5% 16-18 +10%
12 Character Races Races consist of two groups: Humans and Demihumans. Demi-humans include Cyclopsmen, Dwarves, Elves, Gnomes Half-Elves, Half-Orcs, and Halflings. The ability scores generated in the previous section must meet or exceed the minimum requirements of each race. Humans have no minimum ability score requirements. Demi-humans, on the other hand, require at least one ability score minimum to be eligible. Racial bonuses may not lower Ability Scores below 3 or above 18. Human Ability Score Requirements: None Ability Score Modifiers: None Class and Level Limitations: None Humans are the most common race in any fantasy world. Humans live in remote medieval settlements and villages and often share the same physical characteristics. Humans are adaptable. Their versatility allows them to select any class and they have no level restrictions. Due to their combination of lifespan and birthrate, their population sizes normally exceed other races. Humans live for approximately 60 years, but are subject to disease, malnutrition, and pestilence. Role-Play: Humans are the baseline for medieval fantasy role-playing. Humans, subject to the campaign, may resemble early Anglo-Saxons, Vikings, Greeks, Spartans, Romans, or Picts. These historical cultures can provide inspiration for role-playing (language, dress, religion, fighting style, etc.). Humans receive no penalties or modifiers to their abilities and require no minimum ability scores to qualify. Humans are not subject to demi-human level limits. Humans can always play a cleric, fighter, magic-user, or thief, as they have no minimum class ability score requirements. Human Racial Abilities Movement: Humans have a speed of 40 feet per round. Languages: Humans begin play with Common. A human can speak Dwarf, Elf, Gnome, Halfling, or Suul, subject to Intelligence Modifier. Human Starting Age: Cleric (20+1d4), Fighter (16+1d4), Magic-User (19+1d4), Thief (16+1d4). These ages include all respective class subtypes. Human Height and Weight (lbs) Height Modifier Weight Modifier Male 5’8” 1d6 175 4d10 Female 5’5” 1d6 130 3d10
13 Cyclopsman Ability Score Requirements: Strength 13, Constitution 14 Ability Score Modifiers: Intelligence -1, Wisdom -1, Constitution +1, Charisma -1 Class and Level Limitations: Fighter 10, Paladin 8 Cyclopsmen are rare. They look like large humans (between 6’3” to 6’8” feet tall) with a single eye. They are striking to behold. Their hair colour varies from light brown to black and their eye colour from pale blue to green. Cyclopsmen, sages believe, were bred as slave labor at some point in the distant past. As a result, they are hardy and strong, and rarely speak. Due to these attributes, cyclopsmen make excellent warriors. Cyclopsmen possess unique digestive systems. They are unable to draw nutrients from cooked meat or other foods and, as such, are raw carnivores. Cyclopsmen live for 50 years. Role-Play: Cyclopsmen are a dour, staid, and dogmatic race. They are the first to act and the last to speak. They value loyalty and think little of braggarts. For these reasons, they prefer the company of dwarves, whom they admire for their physical strength and loyalty. They have empathy for halfings, as cyclopsmen endure prejudice for their height in the same manner halflings are mistreated for their short stature. Cyclopsmen have no corollary in their own language for metaphorical communication. This presents difficulty understanding the hyperbolical everyday language of humans and demi-humans. As a result, cyclopsmen interpret common vernacular and slang literally, leading to difficulty in basic communication. Given their size, and their communication issues, they are often stereotyped as simple-minded. Cyclopsmen are disparaged by some races, particularly humans, who refer to them as “Slags.” Cyclopsman Racial Abilities Movement: Cyclopsmen move 40 feet per round. Darkvision: Cyclopsmen are accustomed to labor underground. As a result, they can see in total darkness up to 40 feet. Detect Secret Doors: When actively searching they may detect hidden or secret doors on a roll of 1-2 on 1d6. Superstitious: Cyclopsmen are highly suspicious of arcane magic. Despite their deep distrust of wizards, they gravitate toward spirituality and organized religion. Alcohol: Cyclopsmen are unable to consume alcohol. For them, alcohol has the same effect as lethal poison (Save or Die). They can consume clotted cream, which has the same intoxicating effect as alcohol. Depth Perception: Cyclopsmen possess poor depth perception and are -2 on all ranged attacks. Resilient: Cyclopsmen are resilient to harsh environments (+1 on saves versus heat and cold). Immunity: Cyclopsmen are immune to poison gas. Languages: Cyclopsmen begin play knowing Suul, the name of their own language. A cyclopsman character may speak Common, Dwarf, Elf, Gnome, or Halfling, subject to Intelligence Modifier. Cyclopsman Starting Age: Fighter or Paladin (12+1d4). Cyclopsman Height and Weight (lbs) Height Modifier Weight Modifier Male 6’2” 1d6 225 3d10 Female 6’1” 1d4 200 2d10 Dwarf Ability Score Requirements: Strength 8, Constitution 12 Ability Score Modifiers: Constitution +1, Charisma -1 Class and Level Limitations: Assassin 5, Cleric 9, Fighter 9, Thief 12 Dwarves are a short (4 to 5 feet tall), stocky, demihuman race. All dwarves have beards, both men and women. They are a strong, proud, and resilient people. As a result, they make excellent warriors. Dwarves can be found in human cities and settlements, but they prefer their own communities in mountains and hillsides. They are excellent miners and craftsmen. Dwarves live 400 years and hold grudges. They have the second lowest reproductive rate of all demi-humans. Role-Playing: Dwarves are xenophobic and are slow to trust those outside their race, especially elves. They take great pride in their ancestral lineage and often carry the name of their sire or grandsire alongside their own. A dwarf might introduce himself as, “Duric Hammerhand, Son of Dulnak, Blood of Dulgar the “Blood Axe.” Although slow to trust, they are loyal and possess a strong sense of community. They love feasting, drinking, and the hammer-chants of their ancestors.
14 Dwarf Racial Abilities Movement: Dwarves have a speed of 20 feet per round. Darkvision: Dwarves are accustomed to life underground. They can see 60 feet in total darkness. Stone Sense: Dwarves feel the earth beneath their feet. Dwarves have a 1-2 in d6 chance of detecting: Stonework Traps, False Walls, New Construction, Unstable Stonework, Toxic Gas, Stonework Secret Doors, and Sloped Passages while underground. Dwarves must concentrate and be within 10 feet to use their Stone Sense (as applicable). Gem Appraisal: Dwarves may appraise gemstones for gold piece value held in-hand (1-2 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value). Saving Throw Bonuses: Dwarves are sturdy and resilient. They receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +3, Spell +4. Racial Enmity: Dwarves receive +1 to hit versus orcs, goblins, hobgoblins, norkers, and bugbears. Weapon Restrictions: Dwarves may not use the halberd, longbow, bastard sword, or the two-handed sword. Armor Class Size Adjustment: When attacked by larger than medium-sized creatures (7 feet or taller), dwarves receive a +4 armor class bonus. Thief Skill Bonuses: Dwarven thieves receive bonuses to Pick Pockets +7%, Find Traps +10%, Climb Walls -10% Languages: Dwarves begin play knowing the Dwarven language. A dwarven character may select Common, Gnome, Goblin, Halfling, or Orc, subject to Intelligence Modifier. Dwarf Starting Age: Assassin or Thief (45+3d6), Fighter (50+3d6), Cleric (60+3d6). Dwarf Height and Weight (lbs) Height Modifier Weight Modifier Male 4’0” 1d6 150 3d6 Female 3’10” 1d6 120 3d6 Elf Ability Score Requirements: Intelligence 8, Dexterity 7, Charisma 8 Ability Score Modifiers: Dexterity +1, Constitution -1 Class and Level Limitations: Assassin 7, Cleric 7, Fighter 7, Magic-User 12, Thief 10 Elves are lithe, sylvan demi-humans with subtly pointed ears. Elves are extremely fair in complexion, eye, and hair color. They have sharp facial features. Elves are slightly shorter than humans, between 5 to 6 feet tall. Although elves may be found in human cities and settlements, they prefer their own secluded woodland communities away from civilization. Elves exist in harmony with the forest and live for 1,000 years. Due to their long lifespans, elves are highly skilled warriors and craftsmen. They have the lowest reproductive rate of all demi-humans. Role-Playing: Elven personalities reflect their exceptionally long lifespans. Years are mere moments to the elven race. As a result, they take a broad view of time and they are not easily incited to hasty words or actions. To most races, elves seem distant, aloof, and staid. Unlike humans, elves are more amused than enthusiastic and more curious than passionate. Elf Racial Abilities Movement: Elves have a speed of 40 feet per round. Darkvision: Elves are accustomed to life under the stars and can see 60 feet in total darkness. Detect Secret Doors: When elves pass near a secret door they receive a passive 1 on d6 chance to automatically detect due to their keen eyesight. When actively searching, elves may detect hidden and secret doors on a roll of 1-2 on 1d6. Racial Weapon: +1 to hit with the longbow. Weapon Restrictions: Elves are too lithe to employ two-handed melee weapons. Paralysis: Elves are immune to ghoul paralysis. Sleep/Charm Immunity: Elves are 90% immune to Sleep and Charm spells. Thief Skill Bonuses: Elven thieves receive bonuses to Pick Pockets +5%, Open Locks -5%, Move Silently +7%, Hide in Shadows +10%, Hear Noise +1 on d6.
15 Languages: Elves begin play knowing Elven and Common. They may select Ancient Common, Dwarf, Gnome, Halfling, Orc, Goblin, Gnoll, as additional languages if their Intelligence modifier permits. Elf Starting Age: Cleric (180+4d8), Fighter (125+4d8), Magic-User (150+4d8), Thief or Assassin (125+3d8). Elf Height and Weight (lbs) Height Modifier Weight Modifier Male 5’3” 1d6 100 3d6 Female 4’9” 1d6 80 2d6 Gnome Ability Score Requirements: Intelligence 7, Constitution 8 Ability Score Modifiers: Charisma -1, Constitution +1 Class and Level Limitations: Assassin 5, Cleric 7, Fighter 6, Illusionist 12, Thief 12 Gnomes are short (3 to 3.5 feet tall), stocky demihumans. They are not as thickset as dwarves, but are sturdier than halflings. They have large heads and noses. Gnomes do not grow beards, but males are known to grow prodigious mustaches. Gnomes live in human settlements, but prefer to dwell in subterranean complexes among their own people. Gnomes live for 300 years and, like dwarves, have a low birthrate. Role-Playing: Gnomes are, at once, both similar to, and different from, dwarves and halflings. Like dwarves they possess an affinity for earth and stone and are capable craftsmen. However, unlike dwarves steeped in ancestral tradition, gnomes live for the moment - with an eye toward the future. They are known for their ingenuity and inventiveness. Gnomes are outstanding alchemists and possess a unique aptitude for illusionary magic. In a world dominated by giant-like humans, gnomes view halfings as kindred spirits and have their zest for life and insatiable curiosity. Gnome Racial Abilities Movement: Gnomes have a speed of 20 feet per round. Darkvision: Gnomes can see 60 feet in total darkness. Weapon Restrictions: Gnomes may not use twohanded melee weapons, longbow, or heavy crossbow. Racial Enmity: Gnomes receive an attack bonus of +1 against kobolds. Underground Sense: Gnomes have a 1-2 in d6 chance of detecting hazardous structures (above or below ground), their depth or direction underground, and can detect sloped passages. Gem Appraisal: Gnomes may appraise gemstones for gold piece value held in-hand (1 on d6). Roll failure results in a mis-evaluation (+/- 50% of true value). Saving Throws: Gnomes receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +1, Spell +2. Illusionists: The duration of all illusionist spells cast by gnomes is increased by 3 rounds. Gnome illusionists may use the light crossbow. Armor Class Size Adjustment: When attacked by larger than medium-sized creatures (7 feet or taller), gnomes receive a +4 armor class bonus. Thief Skill Bonuses: Gnome thieves receive Open Locks +5%, Find Traps +7%, Move Silently +5%, Climb Walls -15%, Hide in Shadows +5%. Languages: Gnomes begin play with the Gnomish. They may select Common, Dwarf, Elf, Halfling, Goblin, or Kobold, if their intelligence modifier allows. Gnome Starting Age:Cleric (50+3d8), Fighter (40+3d8), Illusionist (55+3d8), Thief or Assassin (35+2d8). Gnome Height and Weight (lbs) Height Modifier Weight Modifier Male 3’0” 1d4 40 3d4 Female 2’9” 1d4 30 2d4
16 Halfling Ability Score Requirements: Dexterity 9, Constitution 9 Ability Score Modifiers: Strength -1, Dexterity +1 Class and Level Limitations: Cleric 4, Fighter 6, Thief 14 Halflings are short (3 to 3.5 feet tall) demi-humans. The term halfling refers to being half the size of a human. Halflings have round cherubic faces with curly brown hair, and slightly pointed ears. Halfling feet are large for their short stature and topped with thick hair. They tend to be chubby in appearance and yet are agile and nimble-footed. Male halfings are incapable of growing beards, but may grow sideburns or mutton-chops in later age. They tend to wear drab colours such as browns, muted blues, and greens, that reflect their agrarian and pastoral way of life. Their short, stubby hands are remarkably dexterous, and they make outstanding thieves. Halfings are quick-witted and adept at solving riddles and puzzles. They see gnomes as kindred spirits. At a casual glance, humans often mistake halfings for children. They live for 80 years. Role-Play: Halfings have adapted to a world ruled by humans twice their size. They face prejudice due to their height, but approach the world with a joyful nature, unending patience, and an agreeable disposition, that endears them to all races. Halfings are notoriously curious and possess a child-like naivety and enthusiasm for life. They celebrate life’s simple pleasures, like ale, food, and pipe-weed. Their social nature allows them to fit into any party of adventurers. Halflings have an affinity for sparkling gemstones and treasures, and as a result, many are innocent kleptomaniacs. Humans use the derogatory term “Peck” to refer to halfings - in reference to the unit of measure. In response, halfings refer to any humanoid taller than themselves as “Bigs.” Halfling Racial Abilities Movement: Halflings move 20 feet per round. Darkvision: Halfings can see in total darkness up to 30 feet. Gem Appraisal: Halflings may appraise gemstones held in-hand (1 on d6). Roll failure results in a misevaluation (+/- 50% of true value). Saving Throw Bonuses: Pecks receive the following bonuses: Breath +2, Death +4, Stone +4, Wand +3, Spell +4. Thrown Weapons and Restrictions: Halfings are +1 to hit with slings and daggers. Halflings may not use twohanded melee weapons, longbow, or heavy crossbow. Hiding: Halfings may hide outdoors if motionless and silent (1-5) or in shadows underground (1-2 on d6). Armor Class Size Adjustment: When attacked by larger than medium-sized monsters (7 feet or taller), halfings receive a +4 armor class bonus. Thief Skill Bonuses: Halfling thieves receive the following bonuses Pick Pockets +5%, Open Locks +5%, Find Traps +5%, Move Silently +10%, Climb Walls -15%, Hide in Shadows +10% Languages: Halflings begin play knowing Halfling and Common. The may speak Dwarf, Elf, Gnome, Orc, or Suul, subject to Intelligence Modifier. Halfling Starting Age: Fighter (18+1d8), Thief (20+1d8). Halfling Height and Weight (lbs) Height Modifier Weight Modifier Male 3’0” 1d6 40 3d4 Female 2’9” 1d4 30 2d4 Half-Elf Ability Score Requirements: Dexterity 6, Constitution 6 Ability Score Modifiers: None Class and Level Limitations: Assassin 11, Cleric 5, Druid 8, Fighter 10, Magic-User 10, Ranger 8, Thief 12 Half-elves come from the union of humans and elves. They are not as tall or muscular as humans, nor are they as lithe and agile as elves. They possess the pointed ears of their elven ancestry, with paler skin than humans. Some half-elven men may grow beards. Half-elves are more commonly found among humans than elves, as humans are somewhat more accepting of their mixed heritage. Half-elves live for 200 years. Role-Play: Half-elves feel like outsiders. They exist between human and elven cultures and do not feel at home in either. They have the curiosity and ambition of their human ancestors, alongside a fascination with magic and nature from their elven lineage. As outsiders they possess a natural wanderlust and are often drawn to a life of adventure. Half-elves dress specific to the culture in which they were raised.
17 Half-Elf Racial Abilities Movement: Half-Elves have a speed of 40 feet per round. Darkvision: Half-elves possess partial nighttime vision from their elven ancestors. They can see 30 feet in total darkness. Detect Secret Doors: When actively searching, halfelves may detect hidden and secret doors on a roll of 1 on d6 due to their elven heritage. Paralysis: Half-elves, from their elven lineage, are 50% immune to ghoul paralysis. Languages: Half-elves begin play knowing both Common and Elvish. They may also speak Dwarf, Gnome, Goblin, Hobgoblin, Orc, or Suul, subject to Intelligence Modifier. Thief Skill Bonuses: Half-elven thieves receive bonuses to Pick Pockets +10% and Hide in Shadows +5%. Half-Elf Starting Age: Cleric (50+1d10), Fighter or Ranger (35+1d6), Magic-user (40+1d10), Assassin or Thief (33+1d6). Half-Elf Height and Weight (lbs) Height Modifier Weight Modifier Male 5’7” 1d6 135 3d6 Female 5’3” 1d6 110 2d6 Half-Orc Ability Score Requirements: Constitution 13 Ability Score Modifiers: Strength +1, Constitution +1, Charisma -2 Class and Level Limitations: Assassin 15, Cleric 4, Fighter 12, Thief 12 Half-orcs are born from the union of orcs and humans. Half-orcs are as tall as humans, but with more muscular builds. They are particularly broad through the shoulders. Half-orcs have sloping foreheads, broad jaws, and some may have oversized canines. They have coarse black hair and gray skin-tones. Half-orcs live shorter lifespans than humans (50 years). Role-Play: Like half-elves, half-orcs exist between cultures. They are ill-tempered, yet they also possess the adaptability of their human ancestry. Half-orcs are accustomed to thriving under difficult circumstances. They tend to be brooding and soft-spoken until angered. Half-orc player-characters are drawn from the small percentage that pass as human in society. Half-orcs tend to dress and speak the language of the culture in which they were raised. Half-Orc Racial Abilities Movement: Half-orcs move 40 feet per round. Darkvision: Half-orcs can see in darkness to 60 feet. Tracking: Half-orcs can track in the wilderness (60% +2% for each individual after the first). They suffer penalties of -25% for every hour of rain and -10% for every day since the tracks were made. Thief Skill Bonuses: Half-orc thieves receive bonuses Pick Pockets -5%, Open Locks +5%, Find Traps +5%, Climb Walls +5%. Languages: Half-orcs begin play with Common and Orc. They may also know Dwarf, Elf, Gnome, or Halfling, subject to Intelligence Modifier. Half-Orc Starting Age: Cleric (16+1d4), Fighter (15+1d4), Assassin or Thief (15+1d4) Half-Orc Height and Weight (lbs) Height Modifier Weight Modifier Male 5’8” 1d6 175 3d10 Female 5’5” 1d6 130 2d10
18 Ability Requirement: None Race & Level Limit: Human U, Dwarf 9, Elf 7, Gnome 7, Halfling 4, Half-Elf 5, Half-Orc 4 Prime Requisite: Wisdom Hit Dice: d8 Starting Gold Pieces: 30-180 (3d6x10) A cleric is a holy warrior and divine spell-caster. Clerics serve deities based on alignment and are part of a religious order. They receive their spells through prayer and worship. Clerics who deviate from the doctrine of their faith must atone for their transgressions (subject to the discretion of the Maze Controller). These ecclesiastics hold special power over undead monsters. Role: Clerics are healers, spell-casters, and secondline warriors. Alignment and Deity: Clerics can select any alignment, but must select the same alignment as their deity. Languages: Clerics begin play knowing Ancient Common (akin to Latin and the language of divine spell-casting). Experience Points Level Title Level & HP (d8) Attack Bonus 0 Acolyte 1 0 1,600 Devotee 2 0 3,100 Holy Man 3 0 6,100 Zealot 4 +1 13,100 Priest 5 +2 27,600 Crusader 6 +2 55,100 Templar 7 +3 110,100 Ecclesiarch 8 +3 225,100 Bishop 9 +3 450,100 High Priest 10* +4 *A cleric requires 225,100 experience points for each additional level beyond the 10th and gain 2 hit points per level plus Constitution Modifier (if applicable). Weapons and Armor: Clerics may use blunt-weapons only, such as maces, clubs, flails, quarterstaffs, war hammers, slings, etc., and all forms of armor and shield. Divine Spells: Clerics are capable of divine magic and may cast a number of spells per day by level. They draw their spells from prayer each morning. Unlike magic-users and illusionists, clerics may select any spell from their spell list by level. Clerics are known for their healing magic, but can cast other types of spells. Clerics are obligated to follow the tenets of their deity when spell-casting. Spell Memorization Limit: Clerics may not memorize the same spell more than once per day without the aid of a magical item. Bonus Spells: Clerics with Wisdom 15 or higher receive one bonus first level spell, and when achieved, one additional second level spell, per day. Divine Channeling: A cleric may channel (cast) any first level spell for Cure Light Wounds. Tithe: A cleric must tithe 10% of all treasure to a temple or religious order.
19 Spell Scrolls: Clerics may write their own spell scrolls at a cost of 250gp per spell level. The inscription time is one week per spell level. Scrolls written by player characters hold a maximum of three spell levels. Only spells the cleric can currently cast may be scribed. Dwarven clerics may carve spellstones that function in the same manner as above (see Spells). Turn Undead: By calling upon the power of their deity, a good-aligned cleric may turn (meaning repel) undead creatures. The total number turned is 2d4 hit dice +1 hit die per level of the cleric. Clerics may turn a maximum of three times per day. Each additional turn after the first increases the difficulty by one. Rebuked undead flee the cleric at their fastest movement rate for 1d3 turns plus 1 turn per level. Evil clerics may command undead for the same amount of time. Neutral clerics may turn or command undead. When attempting a turn, the cleric rolls 1d20 and consults the Turning Undead Table. A roll equal or greater than the number listed indicates a successful turn. Note the Maze Controller may adjust this number up or down by one subject to an authoritative and convincing role-play turn attempt. Clerics must prepare a unique invocation, such as “By the power of St. Ygg, I banish you unholy abominations!” Mid-level clerics automatically turn (noted as T for Turn on the table below) and high-level clerics may outright obliterate undead (D for Destroy). A cleric may only turn undead equal to, or lower than, their level. Turning Undead Table (1d20) Cleric Level HD 1 2 3 4 5 6 7 8 9 Sp* 1 11 8 5 T T D D D D D 2 14 11 8 T T D D D D D 3 17 14 11 5 T T D D D D 4 19 17 14 8 5 T T D D D 5 20 19 17 11 8 5 T T D D 6 - 20 19 14 11 8 5 T T D 7 - - 20 17 14 11 8 5 T T 8 - - - 20 17 14 11 8 5 T 9 - - - - 20 17 14 11 8 5 Sp* - - - - - 20 17 14 11 8 *Special Undead are those of 10 Hit Dice or above. This category also includes demons and devils. Ye Olde Cleric Fast Pack Pack 1: Ringmail and Shield (AC: 6), War Hammer (1d6), Club (1d6), Sling with 20 Stones (1d4), Backpack, Small Sacks (4), Holy Water, Holy Symbol, Chalk, Waterskin, Torches (8), Flint and Tinder, Rations (7), Quill, Parchment, and Ink (92gp). Pack 2: Chainmail (AC: 5), Heavy Mace (1d8), Sling and 20 Stones (1d4), Backpack, Large Sacks (2), Holy Symbol, Crowbar, Waterskin, Torches (8), Flint and Tinder, Rations (7), 10’ Pole (97gp). Pack 3: Studded Leather and Shield (AC: 6), Flail (1d6), Backpack, Large Sacks (4), Holy Water, Holy Symbol, Lantern, Flask of Oil (4), Waterskin, Rations (7) (70gp). Cleric Level Cleric Spell Progression 1 2 3 4 5 6 7 1 1 - - - - - - 2 2 - - - - - - 3 2 1 - - - - - 4 3 2 - - - - - 5 3 3 1 - - - - 6 3 3 2 - - - - 7 3 3 2 1 - - - 8 3 3 3 2 - - - 9 4 4 3 2 1 - - 10 4 4 3 3 2 - - 11 5 4 4 3 2 1 - 12 6 5 5 3 2 2 - 13 6 6 6 4 2 2 - 14 6 6 6 5 3 2 - 15 7 7 7 5 4 2 - 16 7 7 7 6 5 3 1 17 8 8 8 6 5 3 1 18 8 8 8 7 6 4 1 19 9 9 9 7 6 4 2 20 9 9 9 8 7 5 2 Level 1 Cleric Saving Throws Breath Death Stone Wand Spell 16 10 13 14 15
20 Ability Requirement: Wis 12, Cha 15 Race & Level Limit: : Human U, Half-Elf 8 Prime Requisite: Wisdom and Charisma Hit Dice: d8 Starting Gold Pieces: 30-180 (3d6x10) Druids are guardians and protectors of the forests. They are deeply attuned to nature and the cycle of life. Druids pray to, and draw their knowledge and mystic power from, deities that embody the sun, moon, stars, and the elements. They are shape-shifters and can commune with plants and animals. Druids are skilled astrologers and mark the movement of celestial bodies. Role: Druids are spell-casters and second-line fighters and healers. Alignment and Deity: Druids must be neutral in alignment. They believe in maintaining the natural balance between life and death, light and dark, good and evil. Druids must select a patron deity of nature. Languages: Druids begin play with Ancient Common and Celtoi (the secret language of the druids). Experience Points Level Title Level & HP (d8) Attack Bonus 0 Soothsayer 1 0 2,100 Ovate of Spring 2 0 4,100 Ovate of Summer 3 0 7,600 Ovate of Autumn 4 +1 12,600 Ovate of Winter 5 +2 20,100 Ovate of Nature 6 +2 35,100 Voice of Nature 7 +3 60,100 Hand of Nature 8 +3 90,100 Wrath of Nature 9 +3 125,100 Arch Druid 10 +4 *A druid requires 150,100 experience points for each additional level beyond the 10th and gain 2 hit points per level plus Constitution Modifier (if applicable). Weapons and Armor: May use all blunt weapons, shortsword, hand axe, and seax knife. Druids may not wear metal armor or shields but may use leather armor and wooden shields. Save Bonus: Druids receive a +2 bonus on saves versus fire and electrical-based attacks. Bonus Spell: Druids with Wisdom 15 or greater receive one bonus first level spell, and when achieved, one additional second level spell, per day. Spell Memorization Limit: Like clerics, druids may not memorize the same spell more than once per day without use of a magical item. Magic Items and Spellstones: Druids may use magic items available to clerics, unless otherwise noted. They may use clerical scrolls (only spells they can cast). Druids may also carve spellstones or scribe spell scrolls. Sylvan Languages: At Level 3, and each level thereafter, a druid may learn one additional sylvan language of his or her choice (Pixie, Brownie, Centaur, etc.). Pass without Trace: At Level 4, druids may move through thick brush as per Pass without Trace at-will. Plants and Animals: At Level 5, druids may identify plants and animals at-will.
21 Sacred Stones: A druid within 30 feet of a standing stone or within a stone circle increases the duration of their spells by three rounds. Animal Shape: At Level 7, druids may take Animal Shape. The druid may choose any animal shape (as small as a rat and not larger than a bear) for an unlimited duration three times per day. The druid must have previously seen the animal type first-hand. While in Animal Shape, the druid retains all his or her mental abilities and memories, and cannot cast spells. The druid gains all physical properties of the animal. Upon changing forms, Animal Shape heals 1d6+5 damage. Druid Grove: At Level 9, a druid will be called to a remote nexus of balance in the wilderness, and may cultivate a Druid Grove (based around, for example, an oak tree or natural spring) or construct a Stone Circle. The grove or circle will attract 1d4+2 apprentice druids (either first or second level). Druid Level Druid Spell Progression 1 2 3 4 5 6 7 1 2 - - - - - - 2 2 1 - - - - - 3 3 2 1 - - - - 4 4 2 2 - - - - 5 4 3 2 - - - - 6 4 3 2 1 - - - 7 4 4 3 1 - - - 8 4 4 3 2 - - - 9 5 4 3 2 1 - - 10 5 4 3 3 2 - - 11 5 5 3 3 2 1 - 12 5 5 4 4 3 2 1 13 6 5 5 5 4 3 2 14 6 6 6 6 5 4 3 15 7 7 7 6 6 4 3 16 7 7 7 7 6 5 4 17 8 8 8 8 6 5 4 18 8 8 8 8 7 6 4 19 9 9 9 9 7 6 5 20 9 9 9 9 8 7 5 Level 1 Druid Saving Throws Breath Death Stone Wand Spell 16 10 13 14 15 Ye Olde Druid Fast Pack Pack 1: Leather and Wooden Shield (AC: 7), Club (1d6), Shortsword (1d6), Sling with 20 Stones (1d4), Backpack, Small Sacks (4), Holy Symbol, Chalk, Waterskin, Torches (8), Flint & Tinder, Rations (7), Quill, Parchment, and Ink (46gp). Pack 2: Leather (AC: 8), Great Club (1d8), Seax Knife (1d4+1), Sling and 20 Stones (1d4), Backpack, Large Sacks (2), Holy Symbol, Mistletoe, Crowbar, Waterskin, Torches (8), Flint & Tinder, Rations (7), 10’ Pole (35gp). Pack 3: Leather and Wooden Shield (AC: 7), Hand Axe (1d6), Seax Knife (1d4+1), two Daggers (1d4), Backpack, Holy Symbol, Lantern, Flask of Oil (4), Waterskin, Rations (7), Chalk, Wolfsbane (49gp).
22 Ability Requirement: Str 12, Int 12, Wis 15, Dex 15 Race & Level Limit: Human U Prime Requisite: Intelligence and Wisdom Hit Dice: d8 Starting Gold Pieces: 5-20 (5d4) A monk is a sub-class of cleric dedicated to a monastic order. They devote their lives to prayer, manual labor, physical training, scholarship, and spiritual growth. Monks are committed to the preservation of ancient knowledge and academic study. Monks lead highly-disciplined lives and take vows of poverty, chastity, and obedience unto death. Monks serve as warriors, administrators, and counsel, subject to the needs of their liege lord and monastic order. Monks seek to rid themselves of worldly distractions, material and corporeal, in favor of spiritual enlightenment. Role: Monks are second-line warriors with excellent maneuverability, learnèd scholars, and spell-casters. Alignment and Deity: Monks, like their deities, must be lawful in alignment. Only lawful deities have monastic orders. Experience Points Level Title Level & HP (d8) Attack Bonus 0 Postulant 1 0 2,350 Mendicant 2 0 4,850 Brother 3 0 10,100 Pilgrim 4 +1 22,600 Friar 5 +2 47,600 Monastic 6 +2 98,100 Cenobite 7 +3 200,100 Ascetic 8 +3 350,100 Prelate 9 +3 500,100 Abbot 10 +4 *A monk requires 250,100 experience points for each additional level beyond the 10th and gain 2 hit points per level plus Constitution Modifier (if applicable). Languages: A monk begins play with Common and Ancient Common as bonus languages. Weapons and Armor: A monk may use blunt weapons only. Monks may not use armor or shields. Spare Not the Rod: Monks are quarterstaff specialists with three abilities. First, monks receive +1 to damage with the staff every other level (+2 at Level 3, +3 at Level 5, etc.). Second, a monk may use the staff to parry or deflect one successful melee or missile attack for no damage. This ability is useable once per combat for every three levels of experience (i.e., two at Level 4, three at Level 7, etc). Third, a monk may trip a medium-sized or smaller humanoid opponent with the staff instead of normal weapon damage. A trip attack (at -1 to hit) must be called prior to the attack roll (no Strength Modifier applied). If successful, the target falls prone (+4 to hit). The trip ability is useable once per combat for every three levels of experience. Combat Discipline: +1 armor class bonus per level. Cleric Spells, Scrolls, and Memorization Limit: Monks can cast cleric spells at Level 3 and can scribe spell scrolls at Level 5. Monks do not receive bonus spells for high Wisdom. Monks may not memorize the same spell more than once per day. Vow of Poverty: May possess 20gp and 3 magic items.
23 Vow of Silence: If a monk violates their alignment, faith, deity, or monastic order, they are required to take a Vow of Silence. The vow lasts for one experience level. Holy Chant: The monk may chant, as their sole action in a melee round, and provide Protection from Evil/ Good in a 30 foot radius. Further, those in the area of effect are immune to Sleep, Charm, Hold, and mindinfluencing spells. If the monk attacks or takes damage, the effect ends. This ability is useable once per day and does not stack with other forms of Protection from Evil/ Good. Physical Discipline: Monks may dodge Magic Missile with a successful Spell save. When saving against all forms of damage, a successful save that normally results in half-damage scores no damage. Ancient Lore: Due to their education, monks may, with a successful Wisdom Check, ascertain one piece of detail about any historical artifact. The information gleaned is subject to the Maze Controller. Turn Undead: At Level 3, a monk may turn undead as a Level 1 Cleric. Scholarship: A Level 4, Monk may Comprehend Languages at-will. Holy Pilgrimage: At Level 5, a monk must make a pilgrimage to a site sacred to their monastic order. Monk’s Habit: Good-aligned monks wear brown habits, neutral-aligned monks wear gray, and evilaligned monks wear black. Ye Olde Monk Fast Pack Pack 1: Monk’s Habit, Quarterstaff (1d6), Mace (1d6), Sling and 20 Stones (1d4), Backpack, Holy Symbol, Large Sack (4), Torches (8), Flint & Tinder, Quill, Parchment, and Ink, Waterskin, Rations (7) (16gp). Pack 2: Monk’s Habit, Quarterstaff (1d6), Sling and 20 Stones (1d4), Backpack, Holy Symbol, Small Sack (4), Torches (8), Flint & Tinder, Rope (50 Feet), Waterskin, Rations (7) (14gp). Pack 3: Monk’s Habit, Quarterstaff (1d6), War Hammer (1d6), Sling and 20 Stones (1d4), Backpack, Holy Symbol, Waterskin, Rations (7) (12gp). Level 1 Monk Saving Throws Breath Death Stone Wand Spell 16 10 13 14 15 Monk Level Spell Progression (Cleric) 1 2 3 4 5 6 7 1 - - - - - - - 2 - - - - - - - 3 1 - - - - - - 4 2 - - - - - - 5 2 1 - - - - - 6 3 2 - - - - - 7 3 3 1 - - - - 8 3 3 2 - - - - 9 3 3 2 1 - - - 10 3 3 3 2 - - - 11 4 4 3 2 1 - - 12 4 4 3 3 2 - - 13 5 4 4 3 2 1 - 14 6 5 5 3 2 2 - 15 6 6 6 4 2 2 - 16 6 6 6 5 3 2 - 17 7 7 7 5 4 2 - 18 7 7 7 6 5 3 1 19 8 8 8 6 5 3 1 20 8 8 8 7 6 4 1
24 Ability Requirement: None Race & Level Limit: : Human U, Cyclopsman 10, Dwarf 9, Elf 7, Gnome 6, Halfling 6, Half-Elf 10, Half-Orc 12 Prime Requisite: Strength Hit Dice: d10 Starting Gold Pieces: 50-200 (5d4x10) Fighters are skilled warriors and experts in martial combat. Fighters are versatile and proficient in all forms of weaponry and armor. They are dependable, durable, and play a vital role in combat. Fighters can be themed as Anglo-Saxons, Normans, Vikings, Hoplites, Spartans, or Roman Centurions, as desired. Fighters can be low-fantasy seedy sellswords out for personal gain, or high-fantasy heroes like Perseus or Beowulf. Role: Fighters are stalwart front-line warriors. Alignment: Fighters may be of any alignment. Weapons and Armor: Fighters may use all weapons and armor subject to race restrictions. Only human, half-orc, and cyclopsman fighters may use the bastard sword, two-handed sword, or halberd. Experience Points Level Title Level & HP (d10) Attack Bonus 0 Swordsman 1 0 2,100 Freebooter 2 0 4,100 Sellsword 3 +1 8,100 Veteran 4 +2 18,100 Warrior 5 +3 35,100 Myrmidon 6 +4 70,100 Axe Master 7 +5 125,100 Battle Master 8 +6 250,100 Champion 9 +7 500,100 Warlord 10 +8 *A fighter requires 250,100 experience points for each additional level beyond the 10th and gain 3 hit points per level plus Constitution Modifier (if applicable). Cleave: If a fighter kills a target, s/he immediately receives 1 additional attack per two levels (one at Level 1, two at Level 3, three at Level 5, etc). Cleave applies to both melee and missile attack forms. Ye Olde Fighter Fast Pack Pack 1: Chainmail (AC: 5), Two-Handed Sword (2d6), War Hammer (1d6), Light Crossbow and 20 Bolts (1d6), Dagger (1d4), Backpack, Large Sack (2), Lantern, Flask of Oil (2), Flint & Tinder, Iron Spikes (12), Sledge Hammer, Wineskin, Rations (7) (152gp). Pack 2: Ringmail and Shield (AC: 6), Broadsword (1d6+1), Spear (1d6), Seax Knife (1d4+1), Backpack, Large Sack (4), Torches (8), Flint & Tinder, 10 Foot Pole, Rope (50 Feet), Grappling Hook, Wineskin, Rations (7) (73gp). Pack 3: Studded Leather and Shield (AC: 6), Longsword (1d8), Longbow and 20 Arrows (1d6), Seax Knife (1d4+1), Backpack, Torches (8), Flint & Tinder, Caltrops (2), Chalk, Iron Spikes (10), Tack Hammer, Lock and Key, Wineskin, Rations (7) (140gp). Level 1 Fighter Saving Throws Breath Death Stone Wand Spell 16 14 15 16 17
25
26 Ability Requirement: Str 13, Con 13 Race & Level Limit: Human U Prime Requisite: Strength and Constitution Hit Dice: d10 Starting Gold Pieces: 20-120 (2d6x10) Barbarians are hardy northern warriors known for their ferocity and prowess in battle. Barbarians enter a trance-like berserk rage in melee combat. Their battle-fury ignores pain and heightens their strength and endurance. Barbarians believe the spirits of animal predators drive their bloodlust and they wear wolf or bearskin headdresses in battle. When enraged, barbarians froth at the mouth, bite their shields, and howl as their totem animal. They are distrustful of magic-users, illusionists, and eldritch magic items. Role: Barbarians are savage front-line warriors. Alignment: Barbarians must be of chaotic alignment. Weapons and Armor: Barbarians may use any weapon but are limited to leather, studded leather, chainmail, and shield. Experience Points Level Title Level & HP (d10) Attack Bonus 0 Brawler 1 0 3,100 Pillager 2 0 5,100 Marauder 3 +1 9,150 Reaver 4 +2 19,100 Berserker 5 +3 36,100 Ravager 6 +4 71,100 Axe Master 7 +5 126,100 Battle Master 8 +6 250,100 Battle Lord 9 +7 501,100 Barbarian King 10 +8 *A barbarian requires 255,100 experience points for each additional level beyond the 10th and gain 3 hit points per level plus Constitution Modifier (if applicable). Experience Point Bonus: Barbarians must have a 13 in both Strength and Constitution to receive a 5% bonus, or 16 in both to receive a 10% bonus. Totem Animal: A barbarian must select a totem spirit animal. Totem spirits are large apex predators and include, but are not limited to, the wolf, bear, panther, lion, or giant lizard. Berserk Rage: Barbarians may incite a berserk rage once per day for 1d8 rounds plus 1 round per level. While enraged, the barbarian receives melee combat adjustments (+1 to hit and +2 to damage), plus 3 temporary hit points/level, and a -2 armor class penalty. The bonus hit points are always deducted first. While berserk, the barbarian always attacks the closest opponent (this includes chasing a fleeing opponent). All attack rolls after the rage are at -1 until the barbarian rests for 1d3 hours. A berserk barbarian will continue to fight if wounded below zero hit points - until the battle is concluded, the rage ends, or s/he is reduced to -10 hit points. A barbarian reduced to zero hit points (or below) dies at the conclusion of the rage. Taunting: Taunting a barbarian may induce berserk rage. A successful Intelligence Check negates.
27 Thief Abilities: A barbarian may Move Silently, Climb Walls, and Hear Noise, as a thief of the same level. A barbarian loses the Move Silently and Climb Walls abilities if clad in anything other than leather armor. Henchmen: Barbarians never hire henchmen or hirelings. They prefer to keep the glory of battle for themselves. Magic Scorn: Barbarians distrust magic. They openly scorn magic-users and illusionists, but revere druids and shamans. Barbarians refuse to use miscellaneous magic items until Level 3. What Sorcery is this? A barbarian has a 4% passive and an 8% active chance per level of seeing through an illusion or phantasm. Cry Havoc: For each barbarian in a party beyond the first, the duration of berserk rage is increased by one die (two barbarians for 1d10 rounds, three for 1d12, and four 1d12+2). Single-Minded: Any act, spell, spell-like ability, or magic-item that confuses, weakens, or induces fear in a player character is unlikely (50%) to affect a barbarian. Coward Sense: A barbarian has an passive 8% chance per level of detecting a backstab or any melee attack from behind. Saving Throw Bonuses: barbarians are sturdy and resilient warriors. They receive the following bonuses Breath +2, Death +4, Stone +3, Wand +3, Spell +2. Ye Olde Barbarian Fast Pack Pack 1: Leather Armor (AC: 8), Battle Axe (1d8), Spear (1d6), Seax Knife (1d4+1), Backpack, Bearskin, Large Sack (4), Torches (8), Flint & Tinder, Oil Flask (2), Iron Spike (10), Tack Hammer, Wineskin, Rations (7) (33gp). Pack 2: Studded Leather and Shield (AC: 6), Hand Axe (1d6), Broadsword (1d6+1), Dagger (1d4), Backpack, Wolfskin, Torches (8), Flint & Tinder, Rope (50 Feet), Grappling Hook, Wineskin, Rations (7) (56gp). Pack 3: Chainmail (AC: 5), Bastard Sword (1d8/1d10), Dagger (1d4), Backpack, Dire Wolfskin, Small Sack (4), Torches (8), Flint & Tinder, Manacles, Wineskin, Rations (7) (112gp). Level 1 Barbarian Saving Throws Breath Death Stone Wand Spell 16 14 15 16 17
28 Ability Requirement: Str 12, Int 9, Wis 13, Cha 17 Race & Level Limit: Human U, Cyclopsman 8 Prime Requisite: Strength and Wisdom Hit Dice: d10 Starting Gold Pieces: 50-200 (5d4x10) Paladins are elite holy warriors. Through devotion to their deity, paladins are granted unique abilities to battle evil and heal the sick. Paladins are natural leaders and follow highly disciplined lives of knightly service. Role: Paladins are holy front-line warriors. Alignment: Paladins must be Lawful Good. Weapons and Armor: Paladins may use all weapons, armor, and shields. They strongly prefer melee weapons over ranged and must wear the best armor available. Forsworn: A paladin must defend the weak and infirm. A paladin cannot commit evil or observe evil with indifference. Severe alignment deviation strips a paladin of all abilities and s/he reverts to a fighter. Vow of Poverty: May not keep more than 100gp. Experience Points Level Title Level & HP (d10) Attack Bonus 0 Squire 1 0 2,750 Cavalier 2 0 5,600 Knight-Errant 3 +1 12,100 Knight-Vigilant 4 +2 24,100 Knight-Banneret 5 +3 45,100 Knight-Gallant 6 +4 95,100 Knight-Crusader 7 +5 175,100 Knight-Templar 8 +6 350,100 Knight-Protector 9 +7 700,100 Knight of the Rose 10 +8 *A paladin requires 300,100 experience points for each additional level beyond the 10th and gain 3 hit points per level plus Constitution Modifier (if applicable). Platemail: Some Level 1 Paladins (10% or 1 on d10) are sponsored by their knightly order or religious temple and begin play with platemail and shield. Possessions: A paladin may own one suit of armor, one shield, and no more than four magic items. Lay on Hands: Once a day, a paladin may heal two hit points per level. Cure Disease: Cure Disease once per day/5 Levels. Immune: Paladins are immune to all forms of disease. Detect Evil: Holy warriors may Detect Evil to 60 feet but only when stationary and concentrating (no other act). Protection from Evil: A paladin radiates Protection from Evil (10 Foot Radius) at all times. Saving Throws: +2 bonus on all saving throws. Lance Specialist: A paladin receives a +1 to hit and damage with the lance while mounted/per two levels. Turn Undead: At Level 3, paladins may turn undead as a Level 1 Cleric. Summon Warhorse: At Level 4, a paladin may summon a warhorse (HD: 4+4, Morale: 1) every 10 years.
29 Henchmen: May only hire lawful good henchmen. Heraldic Device: A paladin must create a heraldic device. The symbol may be inspired by family crest, epic deed, or religious order, but must be unique. Cleave: Beginning at Level 7, if a paladin kills a target, s/he immediately receives 1 additional attack per two levels (one at Level 7, two at Level 9, three at Level 11, etc). Cleave applies to both melee and ranged attacks. Cleric Spells: A paladin may cast cleric spells at Level 9 but cannot select the same spell more than once/day. Paladin Level Spell Progression (Cleric) 1 2 3 4 9 1 - - - 10 2 - - - 11 2 1 - - 12 2 2 - - 13 2 2 1 - 14 2 2 1 - 15 3 2 1 1 16 3 3 1 1 17 3 3 2 1 18 3 3 3 1 19 3 3 3 2 20 3 3 3 3 Level 1 Paladin Saving Throws Breath Death Stone Wand Spell 16 14 15 16 17 Ye Olde Paladin Fast Pack Pack 1: Chainmail and Shield (AC: 4), Longsword (1d8), Mace (1d6), Lance (2d6), Silvered Dagger (1d4), Backpack, Holy Symbol, Torches (8), Flint & Tinder, Large Sack (2), Flask of Oil (2), Iron Spikes (12), Hammer, Waterskin, Rations (7) (154gp). Pack 2: Chainmail and Shield (AC: 4), Broadsword (1d6+1), Spiked War Hammer (1d6), Dagger (1d4), Backpack, Holy Symbol, Lantern, Flask of Oil (4), Holy Water, Flint & Tinder, Waterskin, Rations (7) (157gp). Pack 3: Chainmail (AC: 5), Two-Handed Sword (1d10), Mace (1d6), Lance (2d6), Dagger (1d4), Backpack, Holy Symbol, Lantern, Flask of Oil (4), Flint & Tinder, Holy Water, Waterskin, Rations (7) (162gp).
30 Ability Requirement: Int 12, Wis 12, Con 15 Race & Level Limit: Human U, Half-Elf 8 Prime Requisite: Strength, Intelligence, Wisdom Hit Dice: d12 Starting Gold Pieces: 50-200 (5d4x10) Rangers are hardy, rough-looking warriors. Rangers prefer the solitude of the wilderness over civilization. They ally with those who share their desire to protect goodness in the realm. They are skilled archers and adept at tracking and hunting packs of orcs, goblins, and giants. Rangers prefer to work alone and, in remote areas, are the first line of defense against evil. Role: Rangers are front-line warriors skilled at scouting and maneuvering in the wilderness. Alignment: Rangers must be of good alignment. Severe alignment deviation strips the ranger of all abilities and s/he reverts to a fighter. Weapons and Armor: Rangers may use all weapons and armor but prefer light armor such as leather, studded leather, or ringmail to maximize their mobility. All rangers begin play with the longbow and 20 arrows. Experience Points Level Title Level & HP (d12) Attack Bonus 0 Hunter 1 0 2,350 Wanderer 2 0 4,600 Rover 3 +1 10,100 Scout 4 +2 20,100 Gadabout 5 +3 40,100 Strider 6 +4 90,100 Master Scout 7 +5 150,100 Outrider 8 +6 225,100 Pathfinder 9 +7 325,100 Ranger Lord 10 +8 *A ranger requires 275,100 experience points for each additional level beyond the 10th and gain 3 hit points per level plus Constitution Modifier (if applicable). Possessions: Rangers may only own what they can carry. All other possessions and gold must be donated. Lone Wolf: Only two rangers may adventure together at any one time. Racial Enemies: Rangers receive +1 to damage per level against goblinoids (goblins, orcs, norkers, kobolds, hobgoblins, bugbears) as well as ettins, trolls, ogres, ogre mages, and all giants. Surprise: Rangers are surprised only on a 1 in d6 and may surprise on a 1-3 on d6 if alone. Tracking: Rangers may track in the wilderness with a 80% chance of success. If following a group or pack, the base chance is modified by +3% for every individual being tracked beyond the first. For each day beyond the first, the chance is lowered by -10%. Also, rain (or related weather) will decrease the chance of success by 25%. When underground the base chance of success is 55%. The same modifier applies to groups being tracked. The Maze Controller may modify the chance of success subject to conditions. Camouflage: A ranger may hide in the wilderness if motionless and silent (1-5 on d6). Ranger
31 Henchmen: Rangers may not hire henchmen or hirelings until Level 8. Cleave: Beginning at Level 8, if a ranger kills a target, s/he immediately receives 1 additional attack per two levels (one at Level 8, two at Level 10, three at Level 12, etc). Cleave applies to both melee and ranged attack forms. Druid Spells: Rangers may cast druid spells at Level 9. Like druids, rangers cannot memorize the same spell more than once a day without use of a magical item. Ranger Level Spell Progression (Druid) 1 2 3 4 9 2 10 2 1 11 3 2 1 12 4 2 2 13 4 3 2 14 4 3 2 1 15 4 4 3 1 16 4 4 3 2 17 5 4 3 2 18 5 4 3 3 19 5 5 3 3 20 5 5 4 4 Level 1 Ranger Saving Throws Breath Death Stone Wand Spell 16 14 15 16 17 Ye Olde Ranger Fast Pack Pack 1: Studded Leather (AC: 7), Broadsword (1d6+1), Longbow and 20 Arrows (1d6), Seax Knife (1d4+1, Backpack, Torches (8), Flint & Tinder, Large Sack (2), Iron Spike (12), Tack Hammer, Caltrops (2), Chalk, Wineskin, Rations (7) (95gp). Pack 2: Ringmail and Shield (AC: 6), Bastard Sword (1d8/1d10), Longbow and 20 Arrows (1d6), Dagger (1d4), Backpack, Small Sack (6), Manacles, Flint & Tinder, Candles (10), Wineskin, Rations (7) (138gp). Pack 3: Chainmail (AC: 5), Battle Axe (1d8), Heavy Crossbow and 20 Bolts (1d8+1), Seax Knife (1d4+1), Backpack, Lantern, Flask of Oil (2), Flint and Steel, Large Sack (2), Rope (50 Feet), Grappling Hook, Caltrops (2), Chalk, Wineskin, Rations (7) (147gp).
32 Ability Requirement: None Race & Level Limit: Human U, Elf 12, Half-Elf 10, Prime Requisite: Intelligence Hit Dice: d4 Starting Gold Pieces: 20-80 (2d4x10) Magic-users are students of the arcane. Through the study of the cosmos and the nature of reality, wizards learn to harness, bend, and express magical energy. Magicians and sorcerers are always in search of scrolls, spellbooks, and arcane lore, to expand their spell repertoire. Magic-users guard their spellbook, their most prized possession, with great care and secrecy. Role: Magic-Users are primary spell-casters. Weapons and Armor: Magic-users may not use shields or armor. They can use dagger, darts, staff, or sling. Languages: Black Tongue, the language of the arcane. Scrolls: Arcane spell-casters may write their own spell scrolls (250gp per level) with a one week writing time per spell level. Scrolls can hold a maximum of three spell levels. Only spells currently cast may be scribed. Experience Points Level Title Level & HP (d4) Attack Bonus 0 Channeler 1 0 2,600 Spellweaver 2 0 5,100 Magician 3 0 10,100 Enchanter 4 +1 22,600 Mage 5 +1 40,100 Summoner 6 +1 60,100 Magister 7 +1 90,100 Warlock 8 +2 135,100 Arch Mage 9 +2 250,100 Grand Mage 10 +2 *A magic-user requires 200,100 experience points for each additional level beyond the 10th and gain 1 hit point per level plus Constitution Modifier (if applicable). Arcane Channeling: Magic-users may channel (cast) any Level 1 spell for Detect Magic or Read Magic. Spell Memorization Limit: Arcane spell-casters, like divine ones, may not memorize the same spell twice in one day without the use of a magical item. Bonus Spells: All arcane spell casters with Intelligence 15 or higher receive one additional first level spell per day, and when reached, one second level spell per day. Ye Olde Magic-User Fast Pack Pack 1: Quarterstaff (1d6), three Daggers (1d4), Backpack, Spellbook, Small Sack (4), Chalk, Caltrops (2), Quill, Scroll, Ink, Wineskin, Rations (7) (45gp). Pack 2: Quarterstaff (1d6), six Darts (1d3), Dagger (1d4), Backpack, Spellbook, Large Sack (4), Candles (10), Rope (50 Feet), Quill, Scroll, Ink, and Scroll Case, Lock and Key, Wineskin, Rations (7) (64gp). Pack 3: Dagger (1d4), Sling and 20 Stones (1d4), Backpack, Spellbook, Lantern, Flask of Oil (4) (48gp). Level 1 Magic-User Saving Throws Breath Death Stone Wand Spell 15 14 13 11 12
33 Magic-User: Initial Spells Offensive Defensive Utility 1 Shocking Grasp 1 Hold Portal 1 Wall of Glass 2 Light 2 Protection from Evil 2 Identify 3 Magic Missile 3 Tenneal’s Expeditious Retreat 3 Ventriloquism 4 Burning Hands 4 Feather Fall 4 Enlarge 5 Sleep 5 Shield 5 Spider Climb 6 Magic-User Choice 6 Magic-User Choice 6 Magic-User Choice Initial Spells: Magic-users begin play with Read Magic (Arcane), Detect Magic, and Write. In addition, they have a random Offensive, Defensive, and Utility Spell. MU Level Magic-User Spell Progression 1 2 3 4 5 6 7 8 9 1 1 - - - - - - - - 2 2 - - - - - - - - 3 2 1 - - - - - - - 4 3 2 - - - - - - - 5 4 2 1 - - - - - - 6 4 2 2 - - - - - - 7 4 3 2 1 - - - - - 8 4 3 3 2 - - - - - 9 4 3 3 2 1 - - - - 10 4 4 3 2 2 - - - - 11 4 4 4 3 3 - - - - 12 4 4 4 4 4 1 - - - 13 5 5 5 4 4 2 - - - 14 5 5 5 4 4 2 1 - - 15 5 5 5 5 5 2 1 - - 16 5 5 5 5 5 3 2 1 - 17 5 5 5 5 5 3 3 2 - 18 5 5 5 5 5 3 3 2 1 19 5 5 5 5 5 3 3 3 1 20 5 5 5 5 5 4 3 3 2
34 Ability Requirement: Int 15, Dex 16 Race & Level Limit: Human U, Gnome 12 Prime Requisite: Intelligence Hit Dice: d4 Starting Gold Pieces: 20-80 (2d4x10) Illusionists are arcane spell-casters that specialize in deception magic to manipulate reality. They are adept at conjuring to confuse, mislead, or beguile their opponents. Like magic-users, an illusionist’s most prized possession is his/her spellbook. Role: Illusionists are primary spell-casters. Weapons and Armor: Illusionists may not use armor or shields. Illusionists may use the dagger, darts, quarterstaff, or sling. Languages: All illusionists begin play with Black Tongue, the language of the Dark Art. Scrolls: Arcane spell-casters may write their own spell scrolls (250gp per level). One-week scribing time per spell level. Scrolls can hold a maximum of three spell levels. Only spells currently cast may be scribed. Experience Points Level Title Level & HP (d4) Attack Bonus 0 Prestidigitator 1 0 2,350 Charmer 2 0 4,600 Dazzler 3 0 9,100 Glamourer 4 +1 18,100 Hypnotist 5 +1 35,100 Illusioneer 6 +1 60,100 Beguiler 7 +1 95,100 Phantasmalist 8 +2 145,100 Thaumaturge 9 +2 220,100 Arch Beguiler 10 +2 *An illusionist requires 220,100 experience points for each additional level beyond the 10th and gain 1 hit point per level plus Constitution Modifier (if applicable). Arcane Channeling: Illusionists may channel (cast) any Level 1 spell for Detect Magic or Read Magic. Spell Memorization Limit: Arcane spell-casters may not memorize the same spell twice in one day without the use of a magical item. Bonus Spells: All arcane spell casters with Intelligence 15 or higher receive one additional first level spell per day, and when reached, one second level spell per day. Gnome Illusionists: Gnomes possess a natural aptitude for illusion magic (spell duration increased by 3 rounds). Ye Olde Illusionist Fast Pack Pack 1: Quarterstaff (1d6), three Daggers (1d4), Backpack, Spellbook, Small Sack (4), Chalk, Caltrops (2), Quill, Scroll, Ink, Wineskin, Rations (7) (45gp). Pack 2: Quarterstaff (1d6), six Darts (1d3), Dagger (1d4), Backpack, Spellbook, Large Sack (4), Candles (10), Rope (50 Feet), Garlic (3 Cloves), Quill, Scroll, Ink, Lock and Key, Wineskin, Rations (7) (64gp). Pack 3: Dagger, six Darts (1d3), Sling and 20 Stones (1d4), Backpack, Spellbook, Lantern, Flask of Oil (4), Steel Mirror, 10 Foot Pole, Wineskin, Rations (7) (59gp).
35 Illusionist: Initial Spells Offensive Defensive Utility 1 Phantasmal Force 1 Detect Invisibility 1 Audible Glamer 2 Light 2 Detect Illusion 2 Color Spray 3 Mazakala’s Glassy Facsimile 3 Gaze Reflection 3 Dancing Lights 4 Mazakala’s Imperfect Panic 4 Dancing Lights 4 Hypnotism 5 Zyggyg’s Phantasmal Man-Catcher 5 Wall of Fog 5 Eaiggard’s Wizard Vizard 6 Illusionist Choice 6 Illusionist Choice 6 Illusionist Choice Initial Spells: Like magic-users, illusionists have apprenticed before setting out on their own and therefore begin play with Read Magic (Arcane), Detect Magic, and Write, in addition to one random Offensive, Defensive, and Utility Spell. Ill Level Illusionist Spell Progression 1 2 3 4 5 6 7 1 1 - - - - - - 2 2 - - - - - - 3 2 1 - - - - - 4 3 2 - - - - - 5 4 2 1 - - - - 6 4 3 1 - - - - 7 4 3 2 - - - - 8 4 3 2 1 - - - 9 5 3 3 2 - - - 10 5 4 3 2 1 - - 11 5 4 3 3 2 - - 12 5 5 4 3 2 1 - 13 5 5 4 3 2 2 - 14 5 5 4 3 2 2 1 15 5 5 4 4 2 2 1 16 5 5 5 4 3 2 2 17 5 5 5 5 3 2 2 18 5 5 5 5 3 3 2 19 5 5 5 5 4 3 2 20 5 5 5 5 4 3 3 Level 1 Illusionist Saving Throws Breath Death Stone Wand Spell 15 14 13 11 12
36 Ability Requirement: None Race & Level Limit: Human U, Dwarf 12, Elf 10, Gnome 12, Halfling 14, Half-Elf 12, Half-Orc 12 Prime Requisite: Dexterity Hit Dice: d6 Starting Gold Pieces: 20-120 (2d6x10) Thieves are known as knaves and thugs. They possess a unique skill-set and are adept at picking locks, hiding, stealing, and spying. As part of their apprenticeship, thieves learn Thieves’ Cant, the secret language of their guild. Role: Thieves are secondary fighters and scouts. Guild and Dues: A thief must be part of guild “for their protection” and remit 10% of all earnings. Weapons and Armor: Thieves may wear leather and studded leather armor. They may not use shields. Thieves may not use two-handed melee weapons. Language: A thief begins play knowing Thieves’ Cant. Thieves’ Cant includes a mixture of verbal language and sign language that can vary between guilds. Experience Points Level Title Level & HP (d6) Attack Bonus 0 Thug 1 0 1,350 Knave 2 0 2,600 Purse-Cutter 3 0 5,100 Charlatan 4 +1 10,100 Blackguard 5 +1 20,100 Vagabond 6 +2 42,600 Sneak-Thief 7 +2 70,100 Burglar 8 +3 110,100 Master Thief 9 +3 160,100 Guildmaster 10 +4 *A thief requires 220,100 experience points for each additional level beyond the 10th and gain 2 hit points per level plus Constitution Modifier (if applicable). Backstab: A thief may backstab. The thief must attack his/her opponent from behind using Move Silently and Hide in Shadows. Under these conditions the thief may attack at +4 for double-damage. Comprehend Languages: At Level 4, a thief can Comprehend Languages with an 80% probability of success. This excludes magic script. Ye Olde Thief Fast Pack Pack 1: Leather (AC: 8), Shortsword (1d6), Shortbow and 20 Arrows (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Caltrops (2), Rope (50 Feet), Grappling Hook, Torches (8), Flint & Tinder, Garlic (3 Cloves), Wineskin, Rations (7) (96gp). Pack 2: Leather (AC: 8), Scimitar (1d8), Light Crossbow and 20 Bolts (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Vial of Acid (1 Use), Manacles, Quill, Parchment, Ink, and Scroll Case, Torches (8), Flint & Tinder, Crowbar, Wineskin, Rations (7) (101gp). Pack 3: Studded Leather (AC: 7), Broadsword (1d6+1), Light Crossbow and 20 Bolts (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Vial of Sleep Poison (1 Use, 10 Rounds), Lantern, Flask of Oil (4), Flint & Tinder, Small Iron Box, Small Steel Mirror, Wineskin, Rations (7) (115gp).
37 Thief Skills Thief Level Pick Pockets Open Locks Find and Remove Traps Move Silently Hide in Shadows Climb Walls Hear Noise Appraise 1 35 35 35 33 25 85 1-2 1-2 2 40 40 37 37 27 86 1-2 1-2 3 45 45 40 40 30 87 1-3 1-3 4 50 50 45 43 35 88 1-3 1-3 5 55 55 50 50 37 90 1-3 1-3 6 60 60 55 60 40 92 1-4 1-4 7 65 65 60 70 50 94 1-4 1-4 8 70 70 65 80 60 96 1-4 1-4 9 80 75 70 90 70 98 1-4 1-4 10 90 80 75 99 80 99 1-5 1-5 11 99 85 80 99 90 99 1-5 1-5 12 99 90 85 99 99 99 1-5 1-5 13 99 95 90 99 99 99 1-5 1-5 14 99 99 95 99 99 99 1-5 1-5 15+ 99 99 99 99 99 99 1-5 1-5 Level 1 Thief Saving Throws Breath Death Stone Wand Spell 16 13 12 14 15 Thief Skills Thieves have unique skills that improve by level. The Maze Controller rolls all thief skills secretly. Thief skills may be attempted once per situation/encounter. Note that qualitative role-play for thief skills always precedes the use of quantitative die rolling for task-resolution. A successful roll must be under the percentage indicated. Pick Pockets: A roll 15% over the thief’s percentage of success alerts the target to the attempt. Open Locks: A thief requires thieves’ picks and tools to pick a lock. The time to open a lock is subject to the trap type (normally 1 turn). Find and Remove Traps: A thief must find a trap prior to disarming or removing it. Traps can often be found through careful observation and questioning. Move Silently: The thief may Move Silently for 40 feet/10 feet per level (per successful attempt). Hide In Shadows: To perform this skill, the thief must remain motionless while hidden. In battle, a thief may remain hidden for 6 rounds plus one per level. Climb Walls: Thieves may climb sheer surfaces for 50 feet. Climbing beyond 50 feet requires a second roll. Hear Noise: A thief, when in total silence, may listen for noise. This roll is made with a d6. Appraise: A thief may inspect and appraise any treasure item held in-hand and determine its approximate value in Gold Pieces. Roll failure results in a mis-evaluation (+/-50%) of its true worth. This roll is made using a d6. Racial Thief Skill Bonuses Dwarf: Pick Pockets +7%, Find and Remove Traps +10%, Climb Walls -10%. Elf: Pick Pockets +5%, Open Locks -5%, Move Silently +7%, Hide in Shadows +10%, Hear Noise +1 on d6. Gnome: Open Locks +5%, Find and Remove Traps +7%, Move Silently +5%, Hide in Shadows +5%, Climb Walls -15%. Halfling: Pick Pockets +5%, Open Locks +5%, Find and Remove Traps +5%, Move Silently +10%, Hide in Shadows +10%, Climb Walls -15%. Half-Elf: Pick Pockets +10% and Hide in Shadows +5%. Half-Orc: Pick Pockets -5%, Open Locks +5%, Find and Remove Traps +5%, Climb Walls +5%.
38 Ability Requirement: Str 12, Dex 12, Int 12 Race & Level Limit: Human U, Dwarf 5, Elf 7, Gnome 5, Half-Elf 11, Half-Orc 15 Prime Requisite: Dexterity and Intelligence Hit Dice: d6 Starting GP: 20-120 (2d6x10) Assassins are a thief sub-class with fighter characteristics. They are clandestine spies and mercenaries. Assassins are a small, but feared, subset of a thieves’ guild. Role: Assassins are support fighters and covert agents. Alignment: An assassin may not be lawful in alignment. Guild and Dues: An assassin must be part of a guild and remit 10% of all earnings to the organization. Weapons and Armor: Assassins may use any weapon, leather or studded leather armor, and shields. Backstab: An assassin may backstab as a thief. The assassin must attack from behind using Move Silently and Hide in Shadows. Under these conditions the assassin attacks at +4 for double damage. Experience Points Level Title Level & HP (d6) Attack Bonus 0 Throat-Cutter 1 0 1,600 Garotteur 2 0 3,100 Murderer 3 0 6,100 Backbiter 4 +1 12,100 Master Garotteur 5 +1 25,100 Silent Killer 6 +2 50,100 Death Dealer 7 +2 100,100 Slayer 8 +3 200,100 Assassin 9 +3 300,100 Guildmaster 10 +4 *An assassin requires 250,100 experience points for each additional level beyond the 10th and gain 2 hit points per level plus Constitution Modifier (if applicable). Thief Skills: Assassins gain thief abilities at Level 3. Dual Wield: An assassin may wield two weapons at the same time and attack twice per round. The secondary weapon must be shorter than the primary weapon. In addition, there is a penalty of -2 on attack rolls with the primary and a -1 penalty with the secondary weapon. Henchmen: Assassins may only hire henchmen at Level 4 and they must be fighters, thieves, or fellow assassins. Disguise: An assassin may disguise himself for the purpose of spying, to conceal his/her identity, or deception. The base chance of success is 85%. This number is modified by a 5% penalty if the assassin tries to represent a different race or class (each). The assassin may not appear taller or shorter by more than two feet. For each encounter after the first, the assassin’s ability to maintain the subterfuge decreases by 3%. Poison: Assassins are trained in the use and application of poison with missile and melee weapons. An assassin may (1 on d10) begin play with a one-use vial of Paralytic Poison (see Equipment List). Poison variety and availability is subject to the Maze Controller. Level 1 Assassin Saving Throws Breath Death Stone Wand Spell 16 13 12 14 15
39 Assassination: An assassin may kill a target instantly. To assassinate, the assassin must achieve both surprise and a successful backstab. The base chance of success is 50% for a target of equal size or hit dice. This is modified by 5% for each level/HD above or below the level of the assassin. Assassination Fee: The fee for assassination is dependent on the level of the assassin and the level (or hit dice) of the victim. The Maze Controller can adjust the fees and experience awarded subject to the situation and social profile of the target (guildmaster, priest, mayor, ealdorman, city official, etc). The assassin also possesses agency and can negotiate a more favorable deal beyond the base fee. Assassination Experience: Upon a successful assassination, the assassin receives both the fee in gold pieces and experience points equal to the fee on the chart below. Assassination Fee Assassin Level Level of Victim (Values in Gold Pieces and Experience Points) 0 1-2 3-4 5-6 7-9 10-12 13-15 16+ 1 50 100 150 200 250 - - - 2 70 120 175 250 300 350 - - 3 90 150 225 350 400 500 1,000 - 4 100 200 300 450 600 750 1,300 1,500 5 150 300 450 700 900 1,500 2,000 2,500 6 250 500 750 1,000 1,500 2,500 3,500 4,500 7 400 800 1,200 1,500 2,000 3,000 5,000 7,500 8 600 1,200 1,800 2,500 3,000 3,500 6,000 10,000 9 850 1,700 2,500 3,500 4,500 6,500 7,500 15,000 10 1,200 2,500 3,500 4,800 6,000 8,500 10,000 20,000 11 1,700 3,500 5,100 6,800 9,000 11,500 15,000 25,000 12 2,500 5,000 7,500 10,000 13,000 16,500 20,000 40,000 13 3,500 7,500 12,500 16,000 20,000 26,000 32,000 60,000 14 5,000 15,000 21,000 28,000 38,000 49,000 59,000 100,000 15+ 10,000 20,000 35,000 50,000 70,000 90,000 120,000 249,999 Multi-Class Player Characters Only the Cleric, Fighter, Magic-User, and Thief, may multi-class. A multi-class character may combine two or three classes and experience is divided between them. Experience point bonuses are applied only to classes where requirements are met. All hit points gained by level and Constitution Modifier are divided (by two or three, respectively) to a minimum of one. The PC selects the most favorable Attack Bonus. Ye Olde Assassin Fast Pack Pack 1: Leather and Shield (AC: 7), Shortsword (1d6), Shortbow and 20 Arrows, Dagger (1d4), Backpack, Thieves’ Picks and Tools, Caltrops (2), Rope (50 Feet), Grappling Hook, Torches (8), Flint & Tinder, Wineskin, Rations (7) (115gp). Pack 2: Leather and Shield (AC: 7), Scimitar (1d8), Light Crossbow and 20 Bolts (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Torches (8), Flint & Tinder, Manacles, Quill, Parchment, Ink, and Scroll Case, Crowbar, Wineskin, Rations (7) (104gp). Pack 3: Studded Leather and Shield (AC: 6), Broadsword (1d6+1), Light Crossbow and 20 Bolts (1d6), Dagger (1d4), Backpack, Thieves’ Picks and Tools, Lantern, Flask of Oil (4), Flint & Tinder, Small Iron Box, Chain (10 Feet), Wineskin, Rations (7) (110gp). In some instances, class abilities conflict. In these situations, a multi-classed character is restricted to the more limiting of the two options. For example, a Fighter/Cleric must use blunt weapons. A Magic-User/ Cleric must wear no armor and is limited to blunt mage weapons. A Fighter/Thief is limited to the armor and weapons of the thief class, and so on. The Maze Controller is the final arbiter of multi-class abilities.
40 Alignment Alignment is fundamental to the DragonslayerTM RolePlaying Game. Alignment provides a basic worldview and value system for a player character (PC) in the context of the game world. Alignments also serve as guidelines for player character development and role-playing. They help clarify the ethical and moral framework for characters. Alignments are not strict rules per se, but should be followed when considered in broad terms. The Maze Controller determines whether a player character falls outside their alignment through in-game behaviour and will offer three warnings prior to requiring an alignment change. PCs are not considered static. Through play they may encounter circumstances that change their worldview, and alignment change can be discussed in concert with the Maze Controller. A player must share their alignment with the Maze Controller, but is not required to share with other players. The alignment system consists across two axis points: Good-Evil and Law-Chaos. These are briefly described below: Good Alignments Lawful Good (LG): Lawful Good PCs uphold the highest principles of order and justice. They strive to be forthright, law-abiding, and compassionate. Lawful good PCs oppose evil in all its forms and, like paladins, are often considered sanctimonious. Neutral Good (NG): Neutral Good player characters value compassion and kindness while refusing strict adherence to authority. They believe good can be achieved in the world through either law or chaos or a balance of the two. As a result, they are flexible in their worldview. Chaotic Good (CG): Chaotic Good PCs value personal freedom and individuality. A CG player character follows his/her own moral compass and does what is right regardless of the established norms of society. They are often labelled as outsiders or rebels by authoritarian regimes. Neutral Alignments Lawful Neutral (LN): Lawful Neutral player characters focus on maintaining order. They believe good and evil may be maintained by following established laws and traditions. They have few moral convictions. Neutral (N): True Neutral PCs seek the balance between law and chaos, good and evil, as nature intended. They may act situationally to prioritize their own interests or a greater goal. Chaotic Neutral (CN): Chaotic Neutral player characters value personal freedom, individuality, and self-interest, above all things. They are unpredictable and act on whims or selfish desires. They have no moral convictions. Evil Alignments Lawful Evil (LE): Lawful Evil player characters prioritize tradition, loyalty, and order, but do so without care for life, dignity, or compassion. They prioritize their own interests in all things and dominate through power achieved by strict adherence to discipline and order. Neutral Evil (NE): These player characters are evil for the sake of evil. They have no strong inclination toward law or chaos unless it suits their immediate goals. They care nothing for life and are the epitome of self-interest. Chaotic Evil (CE): Chaotic Evil PCs value carnage, destruction, and greed, above all. They are unpredictable and engage in random violence merely for pleasure. They are often driven by a desire to cause chaos, destruction, or suffering. Starting Gold Pieces Starting gold pieces are referenced below: Class Gold Pieces Cleric, Druid 3d6x10gp Monk 5d4gp Fighter, Paladin, Ranger 5d4x10gp Barbarian 2x6x10 Magic-User, Illusionist 2d4x10gp Thief, Assassin, Barbarian 2d6x10gp
41 Coinage and Conversion The chart below provides a conversion table for the most common coinages in the realm. The coinages include (from most to least valuable): Platinum Pieces (PP), Gold Pieces (GP), Electrum Pieces (EP), Silver Pieces (SP), Copper Pieces (CP): PP GP EP SP CP PP 1 5 10 50 500 GP 1 to 5 1 2 10 100 EP 1 to 10 1 to 2 1 5 50 SP 1 to 50 1 to 10 1 to 5 1 10 CP 1 to 500 1 to 100 1 to 50 1 to 10 1 Equipment Players must equip their characters carefully. They are assumed to have basic clothing, cloaks, sandals, or boots, etc. Beyond these items, equipment must be purchased from the list on page 43. Weapons The weapons on the list are single-hand weapons. Two-handed weapons are foot-noted. Note that some missile, or ranged, weapons are considered twohanded. A player character may not equip a shield while using a two-handed weapon (melee or ranged). Weapon Damage Type Weapons inflict different types of damage. Blunt weapons (like clubs, maces, flails, etc.) deliver crushing damage. Spears, lances, and darts apply piercing damage. Swords and axes, for example, provide slashing damage. Some weapons, like swords, halberds, daggers, and seax knives, inflict both piercing and slashing damage. When possible, player characters should consider different damage types for their primary and secondary weapons. Weapon List Weapon Cost Damage Axe, Battle1 7gp 1d8 Axe, Hand 3gp 1d6 Bow, Long1 40gp - Arrows (20) 5gp 1d6 Bow, Short1 25gp - Arrows (20) 5gp 1d6 Club 3gp 1d6 Club, Great1 6gp 1d8 Crossbow, Heavy1 25gp - Heavy Bolts (10) 3gp 1d8+1 Crossbow, Light1 16gp - Light Bolts (10) 3ep 1d6 Dagger 3gp 1d4 Dagger, Silvered 30gp 1d4 Dart 5sp 1d3 Flail 3gp 1d6 Flail, Great1 8gp 1d8 Halberd1 7gp 1d10 Hammer, War 3gp 1d6 Hammer, Spiked War2 15gp 1d6 Hammer, Great1 6gp 1d8 Javelin 1gp 1d6 Lance 7gp 2d6 Mace 5gp 1d6 Mace, Heavy1 7gp 1d8 Morningstar1 5gp 2d4 Quarterstaff1 2gp 1d6 Scimitar 15gp 1d8 Seax Knife3 8gp 1d4+1 Sling1 2gp - Sling Stones (10) 1sp 1d4 Spear 3gp 1d6 Sword, Bastard4 25gp 1d8/1d10 Sword, Broad 10gp 1d6+1 Sword, Long 15gp 1d8 Sword, Short 7gp 1d6 Sword, Two-Handed1 30gp 2d6 Trident1 4gp 1d6 1Two-handed weapon (melee and missile). 2Blunt or Piercing Damage (useable by clerics). 3The Seax Knife is -1 when thrown. 4Bastard Sword may be used one or two-handed.
42 Missile Weapons and Range Players should note the range of missile weapons, and modifiers, on their character sheets. This information will be referenced for combat attack rolls. Point-Blank Range Note that any range of 5 or 10 feet away constitutes “Point Blank Range” and provides a +1 to the attack and damage roll. Missile Weapon Range (Feet) Weapon Short Medium Long Bow (Long) 70 140 210 Bow (Short) 50 100 150 Crossbow (Heavy)1 80 160 240 Crossbow (Light) 60 120 180 Dagger 10 20 30 Dart 15 30 45 Hammer/Hand Axe 15 20 30 Javelin 20 40 60 Spear 20 30 40 Sling 40 80 160 Missile to Hit Modifier +0 -1 -2 1Heavy Crossbow rate of fire: once every other round. Armor Armor Class (AC) is a numerical value that represents how difficult it is to strike an opponent. The DragonslayerTM Role-Playing Game uses Descending Armor Class as its default setting (-10 being the best possible AC and 10 being unarmored). See the section entitled Combat for additional information: Armor Cost AC Type Leather 5gp 8 Light Studded Leather 15gp 7 Light Ring Mail 30gp 7 Medium Chain Mail 75gp 5 Medium Half-Plate Mail 275gp 4 Heavy Plate Mail 450gp 3 Heavy Shield1 10gp 1 - 1A metal or wooden shield provides a bonus of 1 to armor class. Armor Movement Rate Human, Cyclopsman, Elf, Half-Elf, and Half-Orc Armor Type and Treasure Encumbrance Feet/Rd* No Armor 40 No Armor and Treasure (300 coins) 30 Light or Medium Armor 30 Light or Medium and Treasure (200 coins) 30 Heavy Armor 20 Heavy Armor and Treasure (100 coins) 10 Dwarf, Gnome, and Halfling Armor Type and Treasure Encumbrance Feet/Rd* No Armor 20 No Armor and Treasure (300 coins) 20 Light or Medium Armor 20 Light or Medium and Treasure (200 coins) 20 Heavy Armor 20 Heavy Armor and Treasure (100 coins) 10 *Double these movement rates for running/fleeing.
43 Equipment List The table below provides a list of adventuring equipment. Equipment should be considered carefully as resource management is a core feature of the game. Players may only select items that can be reasonably carried by the player character: Equipment Cost Backpack 3gp Barrel, Wooden 1gp Bedroll 2sp Blanket, Winter 8sp Block and Tackle 5gp Bottle (Glass) 2gp Box, Iron (Large) 30gp Box, Iron (Small) 10gp Caltrops (1 Bag/5 feet) 5gp Candles (12) 10cp Case, Map or Scroll 1gp Cask, Wooden 1gp Chain (20 ft.) 30gp Chalk, 1 Piece 5cp Chest, Large (Wooden) 1gp Chest, Small (Wooden) 1ep Crowbar 2gp Flask (Empty) 3cp Flint and Steel 2gp Garlic (3 Cloves) 5gp Grappling Hook 1gp Hammer, Tack 5sp Hammer, Sledge 5gp Holy Symbol, Silver 25gp Holy Symbol, Wood 1gp Holy Water (1 Pint) 25gp Ink (1 Vial) 8gp Ladder, 10-Foot 5cp Lantern 9gp Lock with Key 20gp Manacles 15gp Mirror, Small Steel 12gp Oil (1 Pint) 1sp Quill Pen (2) 1sp Paper (Sheet) 4sp Parchment (Sheet) 2sp Poison (Paralytic, 1 Dose) 50gp Pole, 10-Foot 2sp Ration (Day), Unpreserved 2sp Ration (Day), Preserved 5sp Rope, Hemp (50 ft.) 3gp Rope, Silk (50 ft) 10gp Sack, Small or Large 1sp/2sp Spade, Shovel, or Pick 2gp Spellbook (Blank) 15gp Spikes, Iron (12) 1gp Spyglass 1,200gp Stakes, Wood (12) 1gp Thieves’ Picks & Tools 30gp Torches (8) 3sp Tuning Fork 8gp Waterskin/Wineskin 1gp Wine (2 Pints) 1gp Wolfsbane 12gp Animals Cost Chicken 6cp Calf 5gp Cow 8gp Donkey 10gp Feed (per Day) 7cp Goat 20sp Hawk 45gp Horse, Draft 45gp Horse, Riding 80gp Horse, War 275gp Mule 33gp Pigeon, Carrier 6sp Pig 6gp Piglet 24sp Pony 338gp Sheep 25gp
44 Ye Olde Generic Fast Pack This table provides equipment packs to speed character or NPC generation. Pack A and B suit generic adventurers like fighters and Pack C is for thieves and spell-casters. The total cost of each pack is slightly less than if each item was purchased individually: Ye Olde Generic Fast Pack Pack A Pack B Pack C Backpack Backpack Backpack 4 Large Sacks 4 Large Sacks 4 Small Sacks Lantern 6 Torches Holy Water 2 Oil Flasks 3 Oil Flasks Holy Symbol Flint and Steel Flint and Steel Thieves’ Tools Iron Spikes (12) 10’ Pole Spellbook Hammer, Sledge 50’ Rope Chalk Waterskin Waterskin Waterskin Rations (7) Rations (7) Rations (7) Grappling Hook Mirror Caltrops (1 Bag) Manacles Crowbar Quill, Scroll, Ink 32gp 28gp 38gp Equipment Descriptions The list of equipment items are self-explanatory. Those items that require additional information are below: Backpack: A backpack can hold 300 coins. Block and Tackle: This includes a 50 foot rope, tripod, and two pulleys to distribute and augment force. Caltrops (1 Bag/5 feet): Caltrops are small razorsharp, three-pronged tacks that cover a 5x5 foot space. Stepping on caltrops causes 1 hit point of damage and slows movement by half until removed. Candles (12): A candle burns for one hour and dimly illuminates in a 5 foot radius. Crowbar: A crowbar is a 2-3 feet long iron bar that can be used to pry open doors, chests, and sarcophagi. Flint and Steel: Flint and steel lights a torch in a round using dry material. Garlic: This herb is said to repel undead. Grappling Hook: A grappling hook is used to anchor a rope and has three or four prongs. Hammer, Tack: This hammer is for construction purposes (1d2 points of damage if used in combat). Hammer, Sledge: A sledgehammer is used for knocking down bricked doors, stone doors, or walls. These noises may require a random monster check subject to the context. If used in combat, the sledgehammer strikes last for 1d8 points of damage. Holy Symbol, Wood or Silver: All clerics, druids, monks, and paladins, are required to have a holy symbol with the sigil of their deity. Silver holy symbols are more effective when presented to undead. Holy Water (Vial): Holy water is water consecrated by a good-aligned church. When thrown (or poured) on undead, holy water acts like acid for 1d8 hit points of damage the first round and 1d4 the second round. Lantern: A lantern sheds light in a 30-foot radius. A lantern burns one flask of oil every two hours (12 turns). Lanterns are hooded to hide their light and are less susceptible to wind gusts. Manacles: These bind hands or feet with metal cuffs connected with a chain. Manacles include a key. Oil (1 Pint Vial): Oil fuels lanterns but may also be used as a ranged weapon in conjunction with a torch to cause fire damage. The damage caused is 1d8 in the first round and 1d4 in the second as it dissipates. Burning oil causes thick black smoke in a 10x10 area of effect for two rounds. Also, vials of oil, if a PC is exposed to mundane or magical fire, may explode (roll using the PCs unmodified Death save). Poison (Paralytic): This poison causes paralysis for 1d6+1 rounds and takes effect in 1d4+1 rounds. Pole, 10-Foot Wooden: Although cumbersome and unwieldy, a 10-foot pole is used to test the ground (or ceiling) for traps and pits. Rope, Hemp (50 feet): Hemp rope can hold the equivalent of three medium-sized humanoids. Rope, Silk (50 feet): Silk rope is more durable and can hold five medium-sized humanoids (or eqiv). Sack, Large: A large sack can hold 300 coins. Sack, Small: A small sack can hold 100 coins. Spellbook (Blank): A blank spellbook contains 100 pages. A first level spell takes one page, a second level spell takes two pages, etc. Spellbooks are jealously guarded. Most wizards create a travelling spellbook.
45 Spikes, Iron (12): Iron spikes serve many purposes. They can be used to spike doors open or closed. They can also be used to anchor ropes or open stone doors. Spyglass: This item magnifies up to a maximum of 8x. Stakes, Wood (12): Wooden stakes, like iron spikes, can serve many purposes for a canny adventurer. They are particularly useful against vampires. Thieves’ Tools: This set of small metal implements in a leather roll provide the tools necessary to pick locks and disarm mechanical traps. Torches (8): Torches shed light in a 30 foot radius and burn for 4 turns (or 40 minutes). Torches inflict 1d4 points of damage. Tuning Fork: When struck, the fork functions as an acoustic resonator and emits a perfect tone. The fork may be useful against crystalline monsters. Wolfsbane: This herb is said to repel shape-shifters. Transportation - Land Transportation Cost Cart 110gp Dog, War 25gp Feed (per Day) 7cp Horse, Chain Mail Barding 260gp Horse, Riding 85gp Horse, War 275gp Mule 33gp Stable (Day) 5sp Transportation - Water Transportation Cost Boat, River 1,000gp Boat, Sail 4,000gp Canoe 55gp Galley, Large 30,000gp Galley, Small 10,000gp Longship 18,000gp Rowboat 800gp Transportation Descriptions Cart: Carts may be pulled by a single horse or mule at a movement rate of 60 feet and carry 300 pounds. If pulled by more than one horse or mule, the cart can carry 600 pounds. Boat, River: A riverboat is 20 feet wide and 15 feet long. Riverboats must be rowed or poled to propel the craft in the water. A riverboat can carry 3,000 pounds. Boat, Sail: A sailing boat is larger than a riverboat by 10-15 feet can requires wind to fill its sail. A sailing boat can carry up to 2,000 pounds. Canoe: A canoe is a 50 pound watercraft. It can carry up to 600 pounds, and is approximately 15 feet long. A canoe includes two paddles. Dog (War): For war dogs consult the War Dog entry in the Monster Section for stat block and barding. Galley, Large: A large galley is 15-25 feet wide and 120-160 feet long. The ship can hold up to 4,000 pounds, requires almost 200 rowers, and a crew of 75. Some large galleys are equipped for war and are armed with a ram and small catapults. Galley, Small: A small galley is 10-20 feet wide and 60-120 feet long. The ship can hold up to 4,000 pounds, requires 70 rowers, and a crew of 50. Like the large galley, these ships can include a single catapult, deck crossbow, and/or a ram. Horse Barding: Horse barding is made of chainmail and provides AC: 4 to the mount. Horse and Mule: For horses and mules consult the respective entries in the Monster Section. Longship: A longship is 15 feet wide and 80 feet long. The narrow ship can carry up to 4,000 pounds. A typical longship requires 30 rowers (and may need up to 60). A longship possesses a main mast and can be rowed or sailed. The prow of the ship is normally carved into the head of a dragon. Rowboat: A rowboat is 5 feet wide and 20 feet long. The ship can hold up to 1,500 pounds. The boat requires two paddles to propel itself through the water.
46 Level 1 Level 2 Level 3 Level 4 Bless Augury Animate Dead Cure Critical Wounds Command Continual Flame Animate Statue Detect Lie Create Water Cure Moderate Wounds Continual Light Divination Cure Light Wounds Detect Charm Create Food & Water Exorcise Detect Evil Find Traps Cure Blindness Flesh of Fire Detect Magic Hold Person Cure Disease Lower Water Light Know Alignment Cure Serious Wounds Neutralize Poison Protection from Evil Remove Paralysis Dispel Magic Protection from Evil (10 Ft) Purify Food & Drink Resist Fire Feign Death Speak with Plants Read Magic (Divine) Sacred Chant Glyph of Warding Sticks to Snakes Remove Fear Silence (15 Feet) Holy Strike Tongues Resist Cold Slow Poison Locate Object Sanctuary Snake Charm Prayer Spiritual Armor Speak with Animals Remove Curse Stonebeard Spiritual Hammer Speak with Dead Level 5 Level 6 Level 7 Atonement Animate Object Astral Spell Commune Blade Barrier Control Weather Dispel Evil Conjure Animals Earthquake Flame Strike Find the Path Gate Insect Plague (Greater) Heal Holy Word Plane Shift Part Water Regenerate Quest Speak with Monsters Restoration Raise Dead Stone Tell Resurrection True Sight Summon Aerial Servant Symbol Word of Recall Wind Walk Cleric Spells
47 Druid Spells Level 1 Level 2 Level 3 Level 4 Detect Magic Barkskin Animate Plant-Based Dead Control Temperature Detect Pits and Snares Charm Person or Mammal Call Lightning Cure Serious Wounds Entangle Create Water Cure Disease Dispel Magic Face of the Forest Cure Light Wounds Cure Moderate Wounds Flash Inferno Faerie Fire Darkvision Fire Trap Hallucinatory Forest Fistfang Dragon Mist Flame Charm Hold Plant Herne’s Blessing Elderberry Hold Animals Ice Storm Invisibility (Animal) Feign Death Insect Plague (Lesser) Lower Water Locate Animal Find Plants Mold to Moldmen Protection from Lightning Pass without Trace Flame Blade Neutralize Poison Speak with Plants Predict Weather Fungus Shape Plant Growth Summon Animals I Purify Water Heat Metal Protection from Fire Summon Plants & Funguses Read Magic (Divine) Mist of the Glen Pyrotechnics Summon Woodland Beings Shillelagh Moldskin Snare Wyrd Refuge Speak With Animals Produce Flame Stone Shape Warg Companion Ray of Decay Tree Shape Snake Charm Water Breathing Spore Cloud Warp Wood Level 5 Level 6 Level 7 Animal Growth Anti-Animal Shell Animate Rock Anti-Plant Shell Conjure Fire Elemental Chariot of Fire Charm Plants Control Weather Confusion Commune with Nature Cure Critical Wounds Conjure Earth Elemental Control Winds Feeblemind Control Weather (Adv) Insect Plague (Greater) Fire Seeds Creeping Doom Part Water Shield of the Sylvan Finger of Death Sticks to Snakes Summon Animals III Fire Storm Stone Tell Transport via Plants Reincarnate Summon Animals II Wall of Thorns Summon Treant Transmute Rock to Mud Transmute Metal to Wood Wall of Fire
48 Magic-User Spells - Levels 1-3 Level 1 Level 2 Level 3 Affect Normal Fires Ambasse’s Absent Lapse Baltron’s Beguiling Birdseed Ambasse’s Allurement Anttiliam’s Necromantic Drain Blink Aztazibar’s Acrid Finger Audible Glamer Clairaudience Baltron’s Black Sheen Baltron’s Effusive Bloodboil Clairvoyance Burning Hands Breath of the Dragon Darkvision Charm Person Chandra-Kar’s Charm of Disciplinary Jargon Demambala’s Sepulchral Soup Comprehend Languages Continual Light Dispel Magic Dancing Lights Darkness (15 Feet) Explosive Runes Detect Magic Detect Evil Feign Death Enlarge Detect Invisibility Fireball Erase Djriixim’s Purple Haze Flame Arrow Feather Fall ESP Fly Fennril’s Exquisite Strangulation Flesh of Fire Galaxina’s Gorgonic Glyph Filangee’s Sycophantic Praise Fool’s Gold Gregvard’s Green Tentacles Find Familiar Forget Gust of Wind Hitzemun’s Blue Feet Galaxina’s Scintillating Spark Shower Haste Hold Portal Gartzee’s Incredulous Apostate Hold Person Identify Grelf’s Acidic Arrow Invisibility (10 Feet) Jump Invisibility Lightning Bolt Light Knock Ool’s Broiling Exhalation Magic Missile Koweewah’s Shushing Hand Phantasmal Force Mazakala’s Glassy Facsimile Levitate Protection from Evil (10 Feet) Mazakala’s Imperfect Panic Locate Object Protection from Normal Missiles Mazakala’s Mucilaginous Effluvium Magic Mouth Secumund’s Tiny Hut Mending Mikda-Err’s Practical Tilt Sepia Snake Sigil Message Mirror Image Suggestion Protection from Evil Pyrotechnics Summon Monsters I Read Magic (Arcane) Ray of Enfeeblement Tongues Secumund’s Phantasmal Steed Rope Trick Water Breathing Shield Scare Zozomir’s Stentorian Shout Shocking Grasp Secumund’s Trap Zurgosmel’s Heeded Echo Sleep Shatter Spider Climb Stinking Cloud Tenneal’s Expeditious Retreat Strength Tenneal’s Floating Disc Vitharia’s Vengeful Visage Tenneal’s Magic Aura Web Unseen Servant Wizard Lock Ventriloquism Wall of Glass Write Zu-Pang’s Protracting Eyeball
49 Magic-User Spells - Levels 4-6 Level 4 Level 5 Level 6 Animate Statue Abner’s Faithful Hound Anti-Magic Shell Charm Monster Airy Water Control Weather Confusion Animate Dead Death Spell Dimension Door Cloudkill Disintegrate Enchanted Weapon Cone of Cold Extension III Extension I Conjure Elemental Geas Fear Contact Other Plane Globe of Invulnerability Fire Shield Extension II Guards and Wards Fire Trap Feeblemind Koweewah’s Forceful Hand Flame Charm Hold Monster Legend Lore Fumble Koweewah’s Interposing Hand Lower Water Gaseous Form Magic Jar Mordril’s Mighty Excavation Globe of Invulnerability (Minor) Passwall Ool’s Freezing Sphere Hallucinatory Forest Secumund’s Secret Chest Part Water Ice Storm Stone Shape Projected Image Massmorph Summon Monsters III Reincarnate Mnoricar’s Mnemonic Enhancer Telekinesis Repulsion Mordril’s Excavation Teleport Spiritwrack Plant Growth Transmute Rock to Mud Stone to Flesh Polymorph Other True Sight Summon Invisible Stalker Polymorph Self Wall of Force Summon Monsters IV Remove Curse Wall of Iron Summon Phantom Stalker Summon Monsters II Wall of Stone Transmute Ice to Flesh Wall of Fire Welnard’s Wizard Window Wall of Ice Wizard Eye
50 Level 7 Level 8 Level 9 Abner’s Magic Sword Antipathy Astral Spell Charm Plants Cindaar’s Spell Resistance Gate Delayed Blast Fireball Clone Imprisonment Duo-Dimension Glassysteel Koweewah’s Crushing Hand Invisibility (Mass) Incendiary Cloud Meteor Swarm Koweewah’s Grasping Hand Koweewah’s Clenched Fist Power Word (Kill) Limited Wish Mass Charm Prismatic Sphere Phase Door Maze Shape Change Power Word (Stun) Mind Blank Summon Monsters VII Reverse Gravity Ool’s Irresistible Safety Dance Temporal Stasis Simulacrum Permanency Time Stop Statue Polymorph Any Object Wish Sueddaht’s Instant Summons Power Word (Blind) Summon Cacodemon Summon Monsters VI Summon Monsters V Symbol Vanish Trap the Soul Magic-User Spells - Levels 7-9
51 Level 1 Level 2 Level 3 Level 4 Audible Glamer Ambasse’s Absent Lapse Continual Light Confusion Color Spray Blindness Dispel Phantasmal Force Emotion Dancing Lights Blur Fear Invisibility (Adv) Darkness (15 Feet) Breath of the Dragon Hallucinatory Forest Massmorph Detect Illusion Deafness Illusionary Script Minor Creation Detect Invisibility Dragon Mist Invisibility (10 Feet) Phantasmal Killer Detect Magic Fog Cloud Non-detection Shadow Monsters I Eaiggard’s Wizard Vizard Hypnotic Pattern Paralyzation Find Familiar Invisibility Rope Trick Gaze Reflection Magic Mouth Spectral Force Hypnotism Mikda-Err’s Practical Tilt Suggestion Light Mirror Image Zurgosmel’s Heeded Echo Mazakala’s Glassy Facsimile Misdirection Mazakala’s Imperfect Panic Phantasmal Force (Adv) Phantasmal Force Sleep Read Magic (Arcane) Ventriloquism Secumund’s Phantasmal Steed Vithara’s Vengeful Visage Wall of Fog Write Zggyg’s Phantasmal Man-Catcher Level 5 Level 6 Level 7 Confusion (Adv) Shadow Magic (Adv) Astral Spell Major Creation Shadow Monsters III Invisibility (Mass) Maze Suggestion (Mass) Limited Wish Projected Image Summon Phantom Stalker Prismatic Spray Shadow Door True Sight Prismatic Wall Shadow Magic Veil Vision Shadow Monsters II Summon Shadow Illusionist Spells
52 Spells Divine spell-casters include clerics, druids, and monks. Arcane spell-casters include magic-users and illusionists. The process of casting a spell requires either divine or arcane spoken language, ritualized gestures, and, occasionally, material spell components. Divine spell-casters pray for spells each morning and arcane casters memorize spells from spellbooks. The total number of spells that may be cast, in both cases, is subject to their level of experience and Wisdom or Intelligence Modifier (respectively). When a spell-caster releases a spell, the mental drain prevents the ability to channel the spell again until the next day. Divine and arcane spell-casters may only memorize new spells after an eight-hour uninterrupted rest. The player must announce their spell choices to the Maze Controller each morning. Spell Constraints As noted above, spell-casters must gesture and recite the necessary magical phrases. Constrained spellcasters (i.e., gagged or bound) may not cast spells. Spells cannot be cast in magical silence. Initiative Player characters (PCs) must announce their desire to cast a spell preceding initiative dice at the start of each combat round. Any disruption, such as taking damage or failing a saving throw, will disrupt the spell and result in failure. If a spell fails, it cannot be cast again until the next day. The target must be within the spell’s range and the caster’s line of sight, unless otherwise specified in the description. Saving Throws Some spells require a saving throw. These are referenced in the description of each spell. A successful saving throw reduces or eliminates a spell effect. Reversible Spells Some spells may be cast in reverse. A spell which is reversible is noted in the spell description. If a player character wishes to cast a reverse spell, s/he must indicate at the time of casting. In some instances, a cleric may face disapproval if s/he casts a reversed spell that counters the alignment or doctrine of their faith. Cumulative Spell Effects In some instances, a caster can combine spells. However, the same spell can never be cast consecutively for a cumulative effect. Starting Spells When beginning play, clerics and druids can choose any spell from their spell list but may only cast a number of spells subject to level and Wisdom Spell Bonus (see the respective character class entries). In the case of magic-users and illusionists, they can only select spells from their spellbooks. Starting spells for arcane casters include Read Magic (Arcane), Detect Magic, and Write. In addition to these spells, three random spells are also included (see the magic-user and illusionist class entries). They can only memorize spells currently written in their spellbooks. Arcane Spell Acquisition Wizards add new spells to their repertoire by discovering scrolls and spellbooks while adventuring. The acquisition of new arcane lore is the primary driving force for wizards - and spells are jealously guarded. When new spells are transferred into a spellbook, they disappear from the scroll from which they were transcribed. Upon attaining a new level, both arcane classes may select a new spell of their choice from that level or lower. Arcane Spellbooks During the course of an adventure, a wizard may desire a backup spellbook, as spellbooks can be destroyed. The process requires 1,100 gold pieces and one week per spell level. For example, if a book contains three Level 1 spells and one Level 2 spell, the process costs 5,500 gold pieces and five weeks. This process requires rigorous, cloistered study and concentration for the time period required. Spellbooks are highly valued. Many wizards will create duplicate books, one for travelling and one hidden away from danger (use the above for approximate cost). Spell Channeling Clerics may spontaneously convert any first level spell for Cure Light Wounds. Illusionists and magic-users may spontaneously convert any first level spell for Detect Magic or Read Magic (Arcane). Spell Memorization Limit Spell-casters, divine or arcane, may not memorize the same spell more than once per day without use of a magical item.
53 Spell Languages Spells are written in two languages. Divine spell-casters use Ancient Common (akin to Latin and the celestial speech of the heavens). Arcane spell-casters use Black Tongue (the guttural speech of the Lower Planes). Spell Scrolls and Spellstones Divine and arcane spell-casters may write their own spell scrolls at a cost of 250gp per spell level. The scribing time is one week per spell level (must be able to cast). Scrolls can hold a maximum of three spell levels. Note that dwarven clerics and druids can carve spellstones (runestones) in a similar manner. Combat and Casting Time As noted earlier, spell-casters must declare their intent to cast and the spell name prior to rolling initiative dice. The spell takes effect on the spell-caster’s turn in the Order of Action (see Combat). Select spells require longer casting times and are not intended for melee. When outside melee, spells may be cast at the discretion of the caster in concert with the Maze Controller. How to Read Spell Descriptions Each spell entry is listed with the spell name, level, duration, and range, followed by its description: Level refers to the level of the spell. The caster’s level determines whether the spell is available for casting. Duration refers the time period the spell is in effect. Range indicates how far away the caster can throw the spell and the centering of the spell’s effect (if applicable). When necessary, spell descriptions reference an “area of effect.” The area of effect could be a 20x20 foot radius centered on the caster. Other spells are focused on an individual only, such as the caster or one recipient, and have a range of 0 or N/A (Not Applicable). These spells typically indicate a “touch” range where the being, creature, or thing, must be touched to activate the spell. In some instances, because of the dweomer type, the spell area of effect and the range are identical. Spell Descriptions Abner’s Faithful Hound Level: 5 (Magic-User) Duration: 2 Rounds/Level Range: 10 Feet This spell summons a spectral guard-dog. The dog guards a 30x30 foot area designated at the time of casting. The hound barks incessantly if an intruder approaches (larger than rat-sized). The hound senses and sees ethereal, invisible, and phased beings or creatures. Abner’s Faithful Hound attacks as HD: 10 for 3d6 points of damage if the trespasser turns and flees. The dog’s bite is equivalent to a magic weapon (+3). The hound is immune to attack, but may be dispelled. The caster dismisses the spell when s/he leaves area of effect. Abner’s Magic Sword Level: 7 (Magic-User) Duration: 1 Round/Level Range: 30 Feet The caster conjures a glowing sword of energy (6d4 damage). While using the sword, the magic-user attacks as a fighter (at half the caster’s level, round up) and always hits on a natural attack roll of 19-20. The energy sword strikes as a magical weapon, and may hit phased-creatures or opponents on the Astral or Ethereal planes. Dispel Magic will dismiss Abner’s Magic Sword. Affect Normal Fires Level: 1 (Magic-User) Duration: 1 Round/Level Range: 5 Feet/Level Through this spell the caster can alter a mundane fire. The flame can be as small as a torch, or up to, and including, a bonfire. The caster can only manipulate the fire’s brightness. For example, a wizard could reduce the fire to a candle or increase the brightness to the spell Light. However, the heat emitted never changes beyond its original size. Shrinking, or growing, a fire reduces/increases fuel consumption by 50% or 100%, respectively. Airy Water Level: 5 (Magic-User) Duration: 1 Turn/Level Range: N/A This spell conjures a bubble of breathable atmosphere in water (or liquid-based medium). The bubble is centered on, and moves with, the caster. The area of effect is a 20x20 foot sphere, or a 40 foot radial