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Published by HD0nonono0DH, 2022-07-15 22:34:05

AD&D - Dugeons Masters Guide

AD&D - Dugeons Masters Guide

I APPENDIX E: ALPHABETICAL MONSTER LISTING APPENDIX E: ALPHABETICAL MONSTER LISTING

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APPENDIX E: ALPHABETICAL MONSTER LISTING APPENDIX E: ALPHABETICAL MONSTER LISTING

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APPENDIX E: ALPHABETICAL MONSTER LISTING APPENDIX F: GAMBLING

Cl a APPENDIX F: GAMBLING
I rQ
\ I This pastime is common in all taverns, inns, and just about any barracks.
You may, of course, make up any games for wagering purposes you wish.
A v) \ Here are some few for those of you who are unfamiliar with basic dice
games. Cards are too involved to go into here except as noted.
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Dice Games:

Crops: The shooter wins on a first roll (2d6) of 7 or 11, or loses on 2, 3, or
12. Otherwise the shooter rolls until the number first rolled is rolled a

second time - a win - or a 7 is rolled - a loss. Shooters bet before roll-

ing, as others may. Side bets may be made thereafter as applicable, if
there are takers. (The fancy line play of modern casinos is ignored.) Dice
pass clockwise to next player when the shooter loses.

Horse: The first roller is determined by whatever means i s desired. 5d6 are
used, 6 high, 1 low. Lowest to highest hands are: pair, two pair, three of a
kind, straight (1-5 or 2-6). full house (triplet and pair), four of a kind, five
of a kind. The first roller may elect to roll once or twice. If only once, all
other players may roll only once to beat him or her. If two rolls are made,
the roller may retain none, one, two, three, or four of the dice of the first
toss, rolling the remainder. Winner becomes the “boss” -first roller.

Knucklebones: Again, this is a crop-type game, but the object is to score
the highest total. A variant allows a second roll of the dice by the first
shooter, retaining none or one of them, if he or she so desires, but then all
other players are entitled to do the same. Winner rolls first.

Slot Variant: Use 3d6, one roll only, the wager being made prior to the
roll. The table below is weighted in favor of the “house”. You may, of
course, devise your own tables:

P 6-6-1 PAYS 2-1 1 = LEMON
6-6-2 3- 1 2 = ORANGE
2 6-6-3 4- 1 3 = BAR
6-6-4 5- 1 4 = BELL
\ 6-6-5 6-1 ‘ 5 = PLUM
1-1-1 4- 1 6 = CHERRIES
?i;; 2-2-2 8- 1
3-3-3 10-1
A- x- 4-4-4 12-1
5-5-5
A- -1 6-6-6 24-1 (little jackpot)
36-1 (big jackpot)

NP -cy Zowie Slot Variont: Use 3d8 instead of 3d6. The odds on any given
combination are changed from 1 :216 to 1 :512. Payoffs are as follows:

+ +I \ I \ +P 6-6-1 PAYS 2-1 1 = LEMON
6-6-2 4- 1 2 = ORANGE
I\I\ P cy 6-63 6-1 3 = BAR
66-4 8-1 4 = BELL
6-6-5 5 = PLUM
6-6-7 10-1 6 = CHERRIES
6-6-8 12-1 7 = ANCHOR
1-1-1 15-1 8 = CROWN
2-2-2 8- 1
cy 3-3-3 12-1
01 4-4-4 14-1
5-5-5 16-1
6-6-6 20- 1
7-7-7 24- 1
8-8-8 50-1 (jackpot)
100-1 (zowie jackpot)

- -c y c y Dice Racing: Use a checker board. Four players maxlmum place their
tokens on alternate rows. The object is to move the token to the end of the
AI board, sideways one, and then back on the adjacent file to the first row. A
roll of d6 determines the number of spaces each player moves. Wagers are
to be made prior to commencement of game.

In Between: Roll 3d20 - 2 white and 1 of a different color. The player
must roll in between the 2 white dice with the colored die. Equaling a
number is a loss. If the 2 white dice equal each other, the loss is automatic.
Odds are always 5:2 before dice are cast. Note: A crooked house might
point 1 1 sides of a die black ond only 9 red.

Cord Games:

Twenty-one A 52 card deck is used, each player betting against the

215

APPENDIX G: TRAPS APPENDIX H: TRICKS

"house" dealer (the DM). Two cards are dealt to each player and the be too difficult for the level of experience of their characters. When you
dealer. Players in turn elect to take additional cards up to a total of five. come to an appropriate spot in your dungeon (or elsewhere for that
Hands totalling over 21 automatically lose, hands of five cards under 22 matter), enliven the place with the addition of a few tricky ottributes to an
automatically win double their wager (exception: dealer). otherwise unremarkable or now ordinary feature.

The object is to come as close to 21 as possible. Ties go to the "house". FEATURES MACHINE
MONSTER
Aces count either 1 or 11 at the holding player's option, face cards count as ALTAR PASSAGE
10, and numbered cards are as marked. Players get first two cords down; ARCH PEDESTAL
others are dealt face up. Dealer gets second card face up. Dealer must take CEILING PILLAR OR COLUMN
a hit (additional card) on any total under 17, and cannot take a card on CONTAINER (barrel, jar, vase, etc. PIT
any total of 17 or better. (This rule is not per Hoyle.) Dealer gets cards last, DOME POOL
bets are made after the first two cards are dealt around. If a player has a DOOR ROOM
natural pair he or she may elect to "go double", flipping them up, asking DOOR, SECRET STAlRWAY
for two additional face down cards (one for each face up card), and bet- FIRE STATUE
ting on each hand. The "house" always retains the deal. FIREPLACE TAPESTRY
FORCE FIELD VEGETATION
High-low: Each player gets two cards face down. Prior to dealing some FOUNTAlN WALL
stake is placed in the pot. After looking ot the cords, each ployer turns one FRESCO, MOSAIC, OR PAINTING WELL
up, and the player with the highest up card bets. (A three raise limit is sug- FURNISHINGS
gested.) Each player has the option of changing his or her up or down card IDOL
for a fresh one from the deck. This takes place three times going around ILLUSION
the toble, with a betting interval after each round. A 2 is low, an ACE is
high. The obiect is to have the highest hand ( 0 pair on down) to a 2-3 ATTRIBUTES MOVEWROLLS
(lowest possible hand, followed by 2-4, 3-4,2-5,3-5,4-5,2-6,3-6,4-6,5-6, ONE-WAY
2-7, and so forth). High and low hands split the pot equally, odd money AGES PIVOTSTWO POSSIBLE WAYS
going to high. ANIMATED POINTS
ANTI-MAGIC
Other gambling games can be devised on principles of colors, shapes, APPEARING/DISAPPEARING POISON
position or whatever. ASKS POLYMORPHING
ATTACKS RANDOMLY ACTS
APPENDIX G: TRAPS CHANGES -ALIGNMENT RELEASES -COINS

TRAP LIST (d%) -ATTRIBUTE - COUNTERFEIT
-CLASS - GEMVJEWELRY
01-05 Arrow trap 53-54 Gas, weakness -MINDS FROM BODY
55-56 Jaw trap -MAGIC ITEM
06 Arrow trap, poisoned Lightning bolt TO BODY - MAP
57 Pendulum, ball or blade RESISTING- GENERAL
07 Ball trap 58-59 Pit - SEX
6063 Pit, locking -SPECIFIC
06-09 Caltrops 64-65 Pit, locking & flooding COMB1NATION
66-67 Pit, with spikes COLLAPSING RISING/SINKING
10 Caltrops, poisoned 68-70 Pit, with poisonedspikes DIRECTS
71-72 Passage, blocked by DlSINTEGRATES SUGGESTS
11 Ceiling block falls 73-77 SUSPENDSANIMATION
12 CeiIing collapses falling bars -DISTORTED WIDTH/LENGTH TAKES/STEALS
78-79 Passage, closed by - HEIGHT/DEPTH
13 Ceiling lowers -TALKS INTELLIGENTLY/NORMALLY
80 stone block ENLARGEVREDUCES
14-16 Chute 81 Room, elevator ENRAGES - NONSENSE
82 Room, flooding
17-18 Door, falling 83-84 Room, sliding ELECTRICALSHOCK - IF METALLIC - POETRY 8, RHYMES
8587 Scything blade
19-23 Door, one way 88 Spear trap -MAGICAL -SINGING
89 Spear trap, poisoned FALSE -SPELL CASTING
24-30 Door, resisting 90-91 Stairs, collapsing FLESHTO STONE
31 Door, specific 92 Teleporter FRUIT - YELLS/SCREAMS
93-94 Vent, acid GASEO'
32 Door, spring 95-00 Vent, fire GEASES SHIFTING
Vent, gas SHOOTS
33 Floor, collapsing -GRAVITY GREATER SLIDING
34 Floor, illusionary SLOPING
- LESSER SPINNING
35-36 Gas, blinding SYMBIOTIC
-NIL TELEPORTS
37-38 Gas, corroding -VARYING
GREED-PRODUCING WISH FULFILLMENT
39-40 Gas, fear INTELLIGENT WISH FULFILLMENT, REVERSAL
INVISIBLE
41-42 Gas, nausea

43-46 Gas, obscuring

47-48 Gas, poison

49-50 Gas, sleep

51-52 Gas, slowing

appendix H: TRICKS The following examples of tricks are offered as a guide only. Vary such

As with traps, there are nearly endless numbers of tricks which con be tricks in order to avoid the possibility of player knowledge.
devised and used in the campaign Most experienced Dungeon Mosters
will probably already hove a proud repertoire of clever and innovative ALTAR: Touching this feature without uttering the nome of the
(not to mention unique and astounding) artifices, deceptions, conun- ARCH: deity to which it is dedicated will alternately do the
drums, and sundry tricks which will put to shame the humble offering following: age the character 10 years, animate his or her
which follows. Nonetheless, this enumeration might serve for those who weapons for 4 rounds and cause them to attack their
have not yet had the experience and seasoning necessary to invent more owner (cf. Sword of Doming), or cause cancellation (as
clever devices to bring consternation to overbold and incautious the rod) to drain his or her most powerful magic item of
characters. Even if you are fairly conversant with the idea of tricks in the all of its dweomer. If the deity's nome is uttered when
dungeon, check the lists anyway, for you might find one or two useful the altar is touched, then charactersof neutral alignment
ideos there. will have a wish granted if it is mode within the turn;
characters of other alignment will have a geos laid upon
The first list is feotures commonly found in o dungeon. Thereafter is o them to go and slay a monster who is inimical to the
longer list of attributes. Select a feature or several, as desired. Assign one deity, but upon successful completion of this duty they
or more attributes to each feature, or combination thereof, in order to too will be granted a wish.
develop an interesting trick which will challenge the players and yet not
This feature will exist when the party first enters the

216

APPENDIX H: TRICKS APPENDIX I: DUNGEON DRESSING

place, but thereafter it will appear and disappear on a 01-70 Air:
random basis an a 1 in 20 chance for either. It will al- 71-80 clear
ternately do one of the following: change sex, 81-88 foggy (or steamy)
enlarge/reduce to giantlbrownie size (assuming man 89-90 foggy near floor (or steamy)
size upon entry), or teleport the individual to an area 91-98 hazy (dust)
where gems grow on plants. Those within the arch when 99-00 hazy (smoke)
it disappears are trapped until it reappears again, and misted
exiting does not cause any of its functions to operate.

CONTAINER: This is a jar which is alternately a polymorphed black Note air and odor information in level keys. If random determination is
pudding which the touch of a character will dispel to its used, be sure that some logic prevails in the overall scheme.
normal form, or an obsidian vase of the finest workman-
ship which is worth 5,000 gold pieces. If a polymorph General: 61 leather boot
01 arrow, broken 62-64 leaves (dry) & twigs
spell is cast upon the jar form, or a dispel magic is cast 02-04 ashes 65-68 mold (common)
05-06 bones pick handle
upon the vase form, then the vase will become a normal 69 pole, broken (5%')
item of great worth. Otherwise, each time it is touched 07 . bottle, broken 70 pottery shords
there are equal chances for either form to exist. 71 rags
08 chain, corroded 72-73 rope, rotten
DOOR, SECRET: This pivoting stone portal will always swing open to the 09 club, splintered 74 rubble & dirt
left, giving egress to an area guarded by a basilisk. How- 10-19 cobwebs 75-76 sack, torn
ever, if a second hidden stud is found (1% chance), then 20 coin, copper (bent) 77' slimy coating, ceiling
it will pivot to the right and allow entry to a chamber con- 21-22 cracks, ceiling 78 slimy coating, floor
taining a magical fountain. 23-24 cracks, floor 79 slimy coating, wall
25-26 cracks, wall 80 spike, rusted
FOUNTAIN: This feoture is o beautiful work of onyx and jet black 27 dagger hilt 81 sticks
stone. A grinning gargoyle and a lovely nymph are de- 28-29 dampness, ceiling 82-83 stones, small
picted, the former with an open mouth, the latter with a 30-33 dampness, wall 84 straw
pitcher. As soon as the party enters, the gargoyle will ask 34-40 dripping 85 sword blade, broken
o riddle, ond if i t is not onswered it will spray poison 41 dried blood 86 teeth/fangs, scattered
upon the group (save or dead). If answered, the nymph 42-44 dung 87 torch stub
will then recite a poem which is a clue to a special 45-49 dust 88 wall scratchings
treasure. 50 flask, cracked a9 water, small puddle
51 food scraps 90-91 water, large puddle
MONSTER: The shriekers found in the area have a heavy growth of 52 fungi, common 92-93 water, trickle
yellow mold upon them and if they are struck, the spores 53-55 guano 94-95 wax drippings
will spread in their usual poisonous cloud. These 56 hair/fur bits 96 wax blob (candle stub)
creaturestotally surrounda pedestal. 57 hammer head, cracked. 97 wood pieces, rotting
58 helmet, badly dented 98-00
PEDESTAL: This short, thick cylinder has six knobs in the shape of 59 iron bar, bent, rusted
flowers. Atop the pedestal lies a strangely wrought 60 javelin head, blunt
crown, but i t is untouchable due to a force field. Turning
the knobs will 1) lower one attribute of the character by 1 Distribute these items randomly by choice or by dice roll, or place them as
point, 2) give a magical shock for 5-50 hit points, 3) turn desired. An interval of 60' or more between each placement is suggested.
the character to gaseous form, 4) deliver a scroll upon
which is a clue as to how to lower the force field, 5) turn Unexplained Sounds and Weird Noises:
the character permanently invisible, and 6) open a trap
01-05 bang, slam 50-53 knocking
door in the floor which drops all in the room down a 06
07
chute to a level far beneath the place. 08

09-10 bellow (ing) 54-55 laughter
11
12 bong 56-57 moaning
13
From these examples, you will note that nearly endless combinations are 14 buzzing 58-60 murmuring
15
possible even without your own ideas for additions - and these will 16 chanting 61 music

surely come. There can be monsters hidden by illusion, illusional monsters, 17-18 chiming 62 rattling
symbiotic monsters, monsters in combined pairs or trios or whatever, parts 19
chirping 63 ringing
of the dungeon which are distorted, invisible, shifting, slanting, spinning, 20-23
and so on. For some further examples of tricks in the campaign you might 24-26 clanking 64 roar(ing)
wish to cansult DUNGEONS & DRAGONS, Volume 3, The Underworld & 27-29
Wilderness Adventures, and GREYHAWK. Supplement I. 30-31 clashing 65-68 rustling
32-33
34-35 clicking 69-72 scratching/scrabbling

36 coughing 73-74 scream(ins)
37-39
40-41 creaking 75-77 scuttling

APPENDIX I : DUNGEON DRESSING (MISCELLANEOUS ITEMS 42 drumming 78 shuffling
43-44
AND POINTS OF SEMI-INTEREST FOR CORRIDORS AND UNPOPULATED footsteps (ahead) 79-80 slithering
AREAS OR TO ROUND OUT OTHERWISE DRAB PLACES) 45
46 footsteps (approaching) 81 snapping
47
48 footsteps (behind) 82 sneezing
49
footsteps (receding) 83 sobbing

Air Currents: Odors: footsteps (side) 84 splashing
breeze, slight acrid smell
01-05 breeze, slight, damp 01-03 chlorine smell giggling (faint) 85 splintering
06-10 breeze, gusting 04-05 dank, mouldy smell
11-12 cold current 06-39 earthy smell gong 86-87 squeaking
13-18 downdraft, slight 40-49 manure smell
19-20 downdraft, strong 50-57 metallic smell grating 88 squealing
21-22 still 58-61 ozone smell
23-69 still, very chill 62-65 putrid smell groaning 89-90 tapping
70-75 still, warm (or hat) 66-70 rotting vegetation smell
76-85 updraft, slight 71-75 salty, wet smell grunting 91-92 thud
86-87 updraft, strong 76-77 smoky smell
88-89 wind, strong 78-82 stale, fetid smell hissing 93-94 thumping
90-93 wind, strong, gusting 83-89 sulphuroussmell
94-95 wind, strong, moaning 90-95 urine smell hooting 95 tinkling
96-00 96-00
horn/trumpet sounding 96 twanging

howling 97 whining

humming 98 whispering

jingling 99-00 whistling

Select noises as desired. Locate in 20'-40' areas for detection. Have ot least
120' intervals between each.

217

APPENDIX I: DUNGEON DRESSING APPENDIX I: DUNGEON DRESSING

Furnishing and Appointments, General Torture Chamber Furnishings:

01 altar 50 hogshead 01-02 bastinadoes 49-50 pillory
02 03 pincers
03 armchair 51 idol (largish) bell (huge) 51-54 pliers
04 04-06
05 armoire 52 keg bench 55-56 pot (huge)
06 07-10 rack
07-08 arros 53 loom 11-15 boots (iron) 57-58 ropes
09 16-20 stocks
10 bag 54 mat 21-22 branding irons 59-66 stool
11 borrel 55 mattress 23-26 strappado
12 brazier 67-68 straw
13 27 table
14 bed 56 pail 28 cage 69 thongs
15 29-31 thumb screws
16 bench 57 painting 32 chains 70-71 torches
17 33-35 .“U” rack
18 blanket 58-60 pallet 36 chair with straps 72-75 vice
19 37-38 well
20 box (large) 61 pedestal 39-43 clamps 76-78 wheel
21 44 whips
22 brazier & charcoal 62-64 pegs 45 cressets 79-80
23-24 46
25 bucket 65 pillow 47-48 fetters 81
26
27 buffet 66 pipe (large cask) fire pit 82-85
28
29 bunks 67 quilt grill 86-88
30
31 butt (large borrel) 68-70 rug (small-medium) hooks 89-90
32-33
34 cabinet 71 rushes iron maiden 91
35
36 candelobrum 72 sack knives 92-93
37
38 carpet (largish) 73 sconce, wall manacles 94-96
39
40-42 cask 74 screen oubliette (pit) 97-00
43 oil (barrel of)
44 chandelier 75 sheet
45
46 chorcoal 76-77 shelf Use this list to select from. Random selection by dice roll is useful only to
47 fill in.
48 chair 78 shrine
49
chair, padded 79 sideboard

choir, podded, arm 80 sofa

chest, large 81 staff, normal Magic-User Furnishings:
alembic
chest, medium 82 stand 01-03 balance 8 weights 54 magic circle
04-05 beaker 55 mortar 8 pestle
chest of drawers 83 statue 06-09 bellows 56 POn
bladder 57-58 parchment
closet (wardrobe) 84 stool, high 10 bottle 59 pentacle
11 book 60 pentagram
cool 85 stool, normal 12-13 bowl 61 phial
14-16 box 62 pipette
couch 86 table, large 17 brazier 63 Pot
18 coge 64 prism
crote 87 table, long 19-22 caldron 65 quill
23 candle 66-68 retort
cresset 88 table, low 24-25 condlestick 69 rod, mixing/stirring
26 carafe 70-71 scrolI
cupboard 89 table, round 27 chalk 72 scroll tube
28 crucible 73 sheet
cushion 90 table, small 29-30 cruet 74 skin
31 crystol ball 75 skull
dais 91 table, trestle 32 decanter 76 spatula
33 desk 77 spoon, measuring
desk 92 tapestry 34 dish 78 stand
35 flask 79 stool
fireplace & wood 93 throne 36 funnel 80 stuffed onimal
37-38 furnace 81 tank (container)
fireplace with montle 94 trunk 39 herbs 82 tongs
40 horn 83 tripod
firkin 95 tub 41-44 hourglass 84 tube (container)
45 lor 85-86 tube (piping)
fountain 96 tun 46 87 tweezers
47-48 iug 88-90 vial
fresco 97 urn 49 kettle 91 waterclock
50 ladle 92 wire
grindstone 98 wall basin and font 51 lamp
52 lens (concave, convex, etc.) 93-00 workbench
hamper 99 wood billets 53

hossock 00 workbench

Use this list to select furnishings. Rondom use is suggested only for
rounding out the furnishings of an area.

Religious Articles and Furnishings:

01-05 altar 56-58 offertory container
06-08 paintings/frescoes
09-11 bell(s) 59 pews
pipes (musical)
12 brazier( s ) 60-61 prayer rug
13-14 pulpit
candelabra 62 rail
15 robes
16 candles 63 sanctuary
17 screen
18-19 candlesticks 64 shrine
20-23 side chair(s)
24 cassocks 65 stand
25 statue(s)
26-27 chi me(s ) 66-67 throne
28-29 thurible
30-35 cloth (altar) 68-69 tripod General Descriptionof Container Contents:
36-37 vestry
38-43 columns/pillars 70-71 vestments 01-03 ash 49-56 liquid
44-48 votive light 04-06
49 curtoinltapestry 72-76 whistle 07-09 bark 57-58 lump(s)
50-53 10-14
54 drum 77 15-17 bone 59-61 oily
55 18-22
font 78-79 23-26 chunks 62-65 paste
27-28
gong 80-82 29-31 cinders 66-68 pellets
32-33
holy/unholy symbol(s) 83 34-37 crystals 69-81 powder
38-40
holy/unholy writings 84-85 41-43 dust 82-83 serni-liquid
44-48
idol(s) 86-88 fibers 84-85 skidhide

incense burner(s) 89-90 gelotin 86-87 splinters

kneeling bench 91-97 globes 88-89 stalks

lamP(s) 98-99 groins 90-92 strands

lectern 00 greasy 93-95 strips
mosaics
husks 96-00 viscous

leoves

Select from the above list. Use random determination only to round out or Use these lists for direct selection. Random determination is useful only for
fill in. adding items and in odd situations.

218

APPENDIX I: DUNGEON DRESSING APPENDIX I: DUNGEON DRESSING

Miscellaneous Utensils and Personal Items: Jewelry and Items Typically bejewleed

01 awl 51 oil fuel 01-02 anklet 41-45 earring

02 bandoges 52 oil, scented 03-06 arm band 46-47 fob

03 basin 53 Pan 07-09 belt 48-52 goblet
04-05 basket 54 parchment
10-12 box (small) 53-54 heodbond (fillet)

06 beater 55 pitcher 13-16 bracelet 55-57 idol

07 book 56 pipe, musical 17-19 brooch 58-59 locket

08-09 bottle 57 pipe, smoking 20-21 buckle 60-62 medal

10 bowl 58 plote 22-25 chain 63-68 medallion

1 1 box (small) 59 plotter 26 chalice 69-75 necklace

12-13 brush 60 Pot 27 choker 76-78 pendant
14 candle 61 pouch
28-30 closp 79-83 pin

15 candle snuffer 62 puff 31-32 coffer 84 orb

16 candIestick 63 quill 33 collar 85-93 ring

17 cane (walking stick) 64 razor 34-35 comb 94 sceptre

18 case 65 rope 36 coronet 95-96 seal

19 casket (small) 66 salve 37 crown 97-99 statuette

20 chopper 67 saucer 38-39 decanter 00 tiara

21 coffer 68 scraper 40 diadem

22 cologne 69 scroll

23 comb 70 shaker

24 CUP 71 sifter Use the list to select jewelry or to identify items of treosure if jewelry is
25 decanter 72 soap indicoted.

26 dipper 73 spigot

27 dish 74 spoon food 8 Drink:
01-02 ale
28 earspoon 75 stopper 39-42 mead
03 apricots 43-46 meal (groin)
29 ewer 76 stotuette/f igurine 04-05 apples 47-56 meat'

30 flagon 77 strainer 06 beans 57 milk
07-10 beer 58 muffins
31 flask 78 tonkard 59 mushrooms
1 1 berries 60-62 nuts'
32 food 79 thongs 12 biscuits 63-64 onions
13 brandy 65 pastries
33 fork 80 thread 14-18 bread 66 peaches
19 broth 67 pears
34 grater 81-84 tinderbox (with flint & steel) 20 butter 68 peas
21 cakes 69 pickles
35 grinder 85-86 towel 22-24 cheese* 70 pie
25 cookies 71 plums
36 hourglass 87 tray 26 eggs 72-74 porridge
27 fish* 75 prunes
37 iock (container) 88 trivet 28 fish,shell* 76 pudding
29-30 fowl* 77 raisins
38 jar 89 tureen 31 gropes 78-80 SOUP
32 greens* 81-82 stew
39 iug 90-91 twine 33 gruel 83 sweetmeats
40 kettle 92 unguent 34 honey 84-87 tea
35 jam 88-89 tubers/roots*
41 knife 93 vase 36 jelly 90-95 water
37 leeks 96-00 wine
42 knucklebones 94 viol 38 lentils

43 ladle 95 wallet

44-45 lomp/lantern 96 washcloth

46 masher 97 whetstone

47 mirror 98 wig

48 mug 99 wool
49 needle(s) 00 yarn

50 oil, cooking (or fuel)

Use this list to select miscellaneous items in an area. Random use is
suggested only to fill in after selection

Clothingand Footwear: 47-48 kirtle Condiments 8 Seasonings: 56-58 pepper
01-02 apron 49-50 leggings 01-15 garlic 59-85 salt
03-04 belt 51-54 linen (drawers) 16-50 herbs**
55-58 linen (undershirt) 51-55 mustard 86-00 vinegar
05 blouse
06-08 boots 59 mantle In the interest of space, the varieties of these items have been omitted,
60 pontaloons for they are generally well-known and can be enumeroted by the DM
09 buskins 61-62 petticoat with little or no difficulty.
10-11 COP 63-66 pouch/purse
12-13 cape 67-70 robe ** A listing of herbs ond associated vegetable matter is given elsewhere in
14-16 cloak 71-74 sandals this book. The listing gives the purported uses for herbs with regard to
17-18 coat 75-76 scorf healing, magic, poisons, etc., but i t can be used to enumerate herbs
77 shawl used for cooking purposes.
19 coif 78-79 shift
20 doublet 80-83 slippers Use the lists above for the stocking of kitchens, store rooms, etc. Random
21-22 dress 84-86 smock selection i s suggested only to round out an already stocked area.
23-24 frock/pi nafore 87-89 stockings
25-26 gauntlets 90 surcoat
27-28 girdle 91 toga
29 gloves 92-94 trousers
30-31 gown 95-96 tunic
32-34 hat 97 veil
35 habit 98 vest
36-39 hood 99 wallet
40-41 hose 00 wrapper
42-43 jerkin
44 IUPon
45-46 kerchief

Select from this list for wardrobe items. Use random determination only to
round out or find an odd article.

219

APPENDIX L HERBS,SPICES,ETC. APPENDIX L HERBS, SPICES, ETC.

CHAMBER. ROOM, AND OTHER SPACE LIST asparagus juice/root sedative, heart problems/anti-
oxalic acid
ANTECHAMBER KITCHEN avens (colewort, herb bennet)
ARMORY LABORATORY astringent, anti-hemorrhaging,
AUDIENCE- LIBRARY bael anti-weakness,tonic, more
AVIARY LOUNGE balm (sweet balm) leaves
BANQUET- MEDITATION balm of gilead anti-inflammation, ulcers
BARRACKS OBSERVATORY calms nerves, fevers
BATH OFFICE balmony (bitter herb,.snake head) nutrient, organ stimulant (gener-
BEDROOM/BOUDIOR PANTRY
BESTIARY PEN/PRISON barley al)
CELL PRIVY/SECRET- basil tissue builder and strengthener,
CHANTRY RECEPTION- bay leaf
CHAPEL REFECTORY beet liver ailments, wormer
CISTERN ROBING ROOM belladonna (deadly nightshade, nutrient (recuperative)
CLASS- SALON nervous disorders
CLOSET SHRINE dwale, black cherry root) ?
CONJURING- SITTING ROOM organic cleanser
SMITHY benne (sesam, sesame) diuretic, sedative, pain reliever,
CORRIDOR SOLAR
COURT STABLE benzoin (gum benzoin) anti-opiate, circulation stimu-
CRYPT STORAGE lant, poison/lycanthropy cure
DINING- STRONGROOM/VAULT berberis respiratory disorders, eye infec-
DIVINATION- STUDY beth root (lamb's quarters) tions, more
DORMITORY TEMPLE expectorant, stimulant, anti-septic,
DRESSING ROOM THRONE ROOM bilberry (huckleberry, hurtleberry, wounds and sores
ENTRY-/VESTIBULE TORTURE CHAMBER whortleberry) fevers
GALLERY TRAlNING/EXERCISE- astringent, coughs, tonic, anti-
GAME ROOM TROPHY ROOM/MUSEUM birch (white birch) hemorrhaging, more
GUARDROOM WAITING ROOM anti-thirst, dropsy, typhoid, more
HALL WAfER CLOSET/TOILET birthwort
HALL, GREAT WELL bistort (adderwort) intestines and stomach, venereal
HALLWAY WORKROOM bittersweet (felonwort, scarlet ber- diseases, skin conditions
HAREM/SERAGLIO WORKSHOP
KENNEL ry, woody nightshade) circulatory stimulant
blackberry (dewberry) astringent
APPENDIX J: HERBS, SPICES AND MEDICINAL VEGETABLES black currant abcesses, lymph infections, swell-
black willow (pussy willow) bark
There are hundreds of different vegetable flavorings and seasonings blueberry- see bilberry ing and inflammation
which were or are reputed to have medicinal and/or magic properties. It is blue flag (flag lily, poison flag, astringent, tonic, dysentary
not within the scope of this work to detail all of these herbs and spices, diuretic, antiseptic, blood purifier
particularly as regards their description, habitat, and the many uses water flag, water lily) astringent, antiseptic
claimed for most. An alphabetical listing with one or two comments on
each is presented.The dedicated herbologist will have to pursue his or her blue mallow (common mallow) diuretic, cathartic, blood purifier
research in scholarly texts. boneset (thoughtwort) (vs. poison), wound healing,
borage venereal disease, much more
Plant And/or Special Pad: Uses And/or Powers: box leaves
abcess root (sweet root) respiratory disorders bryony coughs, colds
acacia (Gum Arabic) tissue repair bugle fevers, tonic, skin diseases
aconite (monkshood, wolfsbane, sedative/drives off werewolves coughs, lung infections
burdock tonic, blood purifier
friar's cap., etc.) tissue hardening butterbur paralysis, bruises
acorn emetic, emollient cabbage iuice gastrointestinal disorders, hemor-
adder's tongue anti-vomiting, sedative calotopis (mudar bark)
adrue anti-inflammation, nutrient camphor (gum camphor) rhaging
agar-agar (ielly) astringent, purgative laxative, tuberculosis, more
agaric muscle toner, diuretic caraway fevers, urinary complaints
agrimony (cocklebur, stickwort) anti-inflammation, tonic cardamom ulcer and stomach treatment
alder emollient, antiseptic, wormer carrot iuice and seeds ski? leprosy, elephantiasis, more
alkanet root antiseptic, anti-spasmodic castor oil bush bruises, sprains, chills, fevers, car-
all-heal (wound-wort) nutrient/emollient catnip
olmond mitk/powder bites, burns, laxative, tonidinsect diac stimulant
aloe (bitter aloe) cayenne antacid, aids digestion
repellent celery ?
amaranth (red cockscomb, love- astringent, onti-hemorrhaging chamomile tonic for improved health
Iies-bleeding) purgative, cathartic
stimulant, respiratory aid chaulmoogra oil colds, fevers, anti-spasmodic, hys-
ammoniacum (Persian Gum) lungs, liver, spleen, vision, hear- cherry gum
angelica teria
ing chervil stimulant
anise antacid, digestion, coughing chives liver functions, tonic, stimulant
arbutus (mayflower) astringent, bladder infection cinnamon nervous conditions, ear and tooth
areca nut (betel nut) astringent, tape wormer cleavers (goosegrass)
arenaria rubra (sandwort) diuretic, urinary diseases aches
arrach (goosefoot) sedative (nervous tension or hys- clover fevers, sedative, skin eruptions
cloves respiratory infections/food substi-
artichoke iuice teria in particular)
asafetida (gum asafetida, devil's jaundice curative comfrey root (healing herb) tute
aphrodisiac, brain and nervous ?
dung, food of the gods) coriander colds, general diseases/evil eye
asarabacca (hazelwort, wild nard) stimulant, tonic, many more couchgrass disinfectant, nausea, preservative
ash (bark and leaves of) emetic, purgative cucumber fevers, circulation, blood purifier,
laxative, anti-inflammation, fever
wounds, liver disease
tonic
anesthetic, circulation, germicide,

disinfectant
colds, respiratory conditions,

wounds, bone fractures, gan-
grene, much, much more
tonic
bladder and urinary infections
inflammation

220

APPENDIX J: HERBS, SPICES, ETC. APPENDIX K: DESCRIBING MAGICAL SUBSTANCES

cumin seed stimulant kidney pomegranate nerve sedative, wormer
dandelion diuretic, purgative, tonic POPPY ?
digitalis (dead men's bells, fairy heart stimulant, tonic, pumpkin seed virility, organ tonic
quince eye disease, dysentery, skin dis-
bells, fairy cap, fairy fingers, treatment (poison)
foxglove, etc.) radish orders
dill nausea raspberry blood purifier, liver I
ergot (rye smut) hemorrhaging, venereal diseases rhubarb fevers, tonic
eyebright astringent, eye infections rose astringent, cathartic
fennel digestion, weight control, muscle rosemary colds, fevers
germicide, muscle toniddrives off
fenugreek tone, reflexes, vision, much, saffron
fig much more evil spirits
figwort (scrofula plant, throatwort) stimulant sage scarlet fever, measles, respiratory
fireweed demulcent sarsaparilla (china root, spike-
fluellin abcesses, wounds, pain killer infections
garden burnet astringent, anti-spasmodic nard) tonic, wounds
garlic astringent, tissue strengthener scopolis system balance, blood purifier,
?
gelsemium (wild woodbine) coughs, colds, blood purifier, de- scullcap (madweed) venereal disease, many more
gentian (bitter root, felwort) toxifier, kills parosites/wards senna nerve and muscle sedative, pain
geranium (sweet geranium) off vampires spearmint
ginger sedative, nerve tonic, fevers, more strawberry killer, coughs
ginseng tonic, fevers, anti-venom summer savory
a1kalizer tamarind nervous disorders, rabies
goat's rue stimulant, colds, cramps tansy purgative
grape iuice glandular stimulant, vision, dizzi- tarragon ?
hartstongue ness, headaches, weakness tea vision, swelling and inflammation
hawthorn diuretic, wormer (vermifuge) thyme blood purifier, palsy
hedge mustard blood fortifier turmeric infection, gangrene
hellebore cough, liver, spleen, bladder turnip tonic, narcotic, wormer
honeysuckle heart, arteries watercress ?
horehound, white throat, lungs white bryony (mandragora) poison antidote
heart tonic (rootlets are poison) antiseptic, blood purifer
horehound, black liver, spleen, respiratory disorders ?
horseradish coughs, pulmonary diseases, anti- mouth disease, throat
hyssop venom blood tonic (anemia)
stimulant, wormer, hemorrhaging cathartic, respiratory diseases,
ipecac tonic, antiseptic, wormer
irish moss respiratory ailments, iaundice, heart, kidneys
jambul seed blood purifier, tonic, cuts and
jewel weed (balsam weed, pale wounds, more It is suggested that you use the above list as a guide to which herbs, spices,
dysentery, mouth Infections, more or vegetable you will require for various magical effects desired from
touch-me-not) coughs, scalds, burns pofions, scroll inks, and other magic items. You may add to or delete from
blood purifier, diabetes the list as you desire. Reputed fqlk uses are not detailed with respect to
iuniper berry diuretic, kidneys, skin growths, magic in most cases, as this decision is the purview of the DM.
fungus, infections, liver
iurubeia aphrodisiac, stimulant, disinfect- APPENDIX K: DESCRIBING MAGICAL SUBSTANCES
kelp (seawrack) ant, venereal disease, more
larkspur (knight's spur) anemia Some Dungeon Masters have difficulty describing the contents of potion
leek thyroid, heart, arteries, much more bottles, magical elixirs, and like liquid substances. The lists below give the
Iily-of-the-valley external parasites appearances of liquids, colors, tastes, and smells. In combination with
lotus same as chives APPENDIX I: DUNGEON DRESSING (q.v.) or by itself, these various des-
lucerne (alfalfa) heart tonic criptive words will serve the DM in good stead when preparing level keys
lycopodium (common club moss, ? or when "winging it".
strength
fox tail, lamb's tail) wounds, lungs, kidneys, more Appearance/Consistency: Transparency:
mace bubbling clear (transparent)
marigold stimulant cloudy flecked (transparentand other)
marioram fevers, varicosities, eyes, heart effervescent layered (color or transparency)
meloncholia, dizziness, brain dis- fuming luminous (determine transparency)
masterwort oily opaline (glowing)
orders, toothaches smoky phosphorescent (determine
mistletoe stimulates organs, anti-spasmodic, transparency)
syrupy rainbowed (transparent)
muira-puama more vaporous ribboned (determine transparency)
mustard convulsions, hysteria, narcotic, viscous translucent
watery variegated (determine colors)
nutmeg tonic, typhoid fever, heart
nux vomica (poison nut) aphrodisiac Taste and/or Odor: herbal sa Ity
onion emetic, counter-irritant, colds, acidic honeyed soothing/sugary
oregano bilious lemony sour
paprika fevers bitter meaty spicy
parsley nausea, vomiting, diarrhea burning/biting metallic sweet
parsnip stimulant, debility tonic buttery milky tart
peach seed poultice, colds (as chives) dusty musfy vinegary
pepper, black germicide, pain killer earthy oniony watery
peppermint stimulant, poultice fiery
pitcher plant blood purifier fishy peppery
fevers greasy perfumy
plantain (ripple grass, waybread) fevers, blood tonic
sprains, neuritis
?
small pox preventative and cure,

stomach, liver, kidneys

minor wounds, stings, rashes

221

APPENDIX L: CONJURED ANIMALS APPENDIX M: SUMMONED MONSTERS

Colors: 5 01-10 Ape, carnivorous , 5
METALLIC
brassy WHITE GRAY BROWN BLACK 1 1-25 Buffalo 5
bronze bone dove chocolate ebony
colorless dun ecru inky 26-35 Hyena, giant 5
coppery ivory neutral fawn pitchy
gold pearl mahogany sable 36-50 Otter, giant 5
silvery RED tan sooty
steely YELLOW carmine terra cotta 51-70 Skunk, giant 5
amber cerise ORANGE
VIOLET buff cherry GREEN apricot 71-85 Stag, giant 5
fuchsia citrine tinnabar aquamarine flame
heliotrope cream coral emerald golden 86-00 Wolverine, giant 5
lake fallow crimson olive salmon
lavender flaxen madder tawny 6 01-40 Bear, brown 6%
lilac ochre maroon BLUE .41-60 Lion 5%
magenta peach pink azure 61-80 Porcupine, giant 6
mauve saffron rose ceruIean 81-00 Tiger 6%
plum straw ruby indigo
.puce russet sapphire 7 01-65 Boar, giant 7
purple rust turquoise 66-00 Lion, spotted 6%
sa nguine ultramarine
scarlet 8 01-30 Bear, cave 7%
vermilion 31-70 Hippopotamus 8
71-00 Tiger, sabre-tooth 7%

9 Rhinoceros 8%

10 01-60 Elephant 10
61-00 Rhinoceros,wooly 10

APPENDIX 1: CONJURED ANIMALS 11 Elephant (loxodont) 11

When the conjuring cleric or illusionist states the number of hit dice of the 12 01-60 Mastodon 12
animals he or she will summon, consult the appropriate section of the 61-00 Titanothere "12
table hereafter. Note that the variation includes fractions of hit points, and
these must be charged off against the'total coniurable by the spell-caster. 13 Mammoth li
Where several possibilities exist, a number for random selection has been Whale (smoll)
assigned, for the cleric or illusionist cannot specify what sort of animal he 13
or she will summon.
14 BoIuchitheri um 14

Whale (small) 14

CONJURED ANIMALS TABLE 158 up Whales only, to a maximum of 36 hit dice cosi

Hit Dice Dice Score Animal Ty..pe Hit Dice Cost If in or on water, only the appropriate sorts of animals can be called, i.e.,
01-1 5 Baboon 1% swimmers and flying ones, where applicable.
Categ-ory. 16-45 Dog, wild 1%
1 46-55 Flightless Bird %
56-65 Jackal 'h
66-00 Rat, giant 'h

2 01-25 Badger 1%
26-35 Flightless bird
36-60 Herd animal 2
61-00 Horse, wild 2
2

3 01-05 Axe beak 3
06-10 Badger, giant
11-15 Boar, warthog 3
16-20 Camel
21-30 Cattle, wild 3
31-40 Dog, war
41 -45 Flightless bird 3
46-55 Goat, giant
56-65 Hyena 2Y2
66-75 Lion, mountain
76-80 Lynx, giant 2'h
81-85 Mule
86-90 Stag 3
91-95 Wolf
96-00 Wolverine 3%

4 01-05 Ape 3
06-15 Bear, black
16-20 Beaver, giant 3%
21-30 Boar, wild
31-40 Bull 2%
41-45 Eagle, giant
46-50 Irish deer 3
51 -55 Jaguar
56-60 Leopard 3 APPENDIX M: SUMMONED MONSTERS
61-65 Owl, giant
66-75 Ram, giant 2I f 5
76-85 Weasel, giant
86-00 Wolf, dire 3 When a monster summoning spell is cast, consult the tables below to

ascertain what sort of creature appears. Each table i s presented according
4% to the level of the spell. If the summoner is evil, the monster in
3% parentheses may be used.
4

33h

4 Monster Summoning I
4

4 Dice Score Monster Summoned

4% 01-10 Demon, manes

3% 1 1-25 Goblin (Dwarf)

4 26-40 Hobgoblin (Elf)

4 41-55 Kobold (Halfling)

33A 56-70 Orc (Gnome)

33A 71-00 Rat, giant

222

APPENDIX M: SUMMONED MONSTERS APPENDIX M: SUMMONED MONSTERS

Monster Summoning II Monster Summoning VI

Dice Score Monster Summoned Dice Score Monster Summoned
Centipede, giant 01-06 Carrion crawler
01-1 5 Devil, lemure 07-12 Devil, erinyes
16-25 Gnoll 13-19 Hydra, 8 heads
26-45 Stirge 20-26 Jackalwere (lammasu)
46-60 Tqad, giant 27-31 Lycanthrope, weretiger (werebear)
61-75 Troglodyte 32-38 Manticore
76-00 39-43 Ogre magi
44-51 Otyugh
Monster Summoning 111 52-56 Rakshasa
57-63 Salamander
Dice Score Monster Summoned 64-68 Spider, phase
01 -07 Beetle, boring 69-78 Troll
08-17 Bugbear 79-84 Wight
18-25 Gelatinous cube 85-88 Wind walker
89-92 Wraith
26-32 Ghoul 93-00 Wyvern
33-40 Lizard, giant
41-47 Lycanthrope, wererai Monster Summoning VI1
48-57 Ochre ielly
58-67 Ogre
68-75 Spider, huge

76-85 Spider, large Dice Score Monster Summoned
01-03 Chimera (couatl)
.,C 86-95 Tick, giant 04-06 Demon, succubus
07-09 Demon, type I
96-00 Weasel, giant 10-12 Demon, type II
13-15 Demon, type 1 1 1
Monster Summoning IV 16-18 Devil, barbed
19-21 Devil, bone
Dice Score Monster Summoned 22-23 Devil, horned
01-07 Ape, carnivorous 24-26 Ettin
08-15 Gargoyle (blink'dog) 27-29 Giant, fire
16-25 Ghost 30-32 Giant, frost
26-35 Gray ooze 33-35 Giant, hill
36-42 Hell hound 36-38 Giant, stone
43-50 Hydra, 5 heads 39-41 Gorgon
51 -58 Lycanthrope, werewolf 42-43 Groaning spirit
59-67 Owlbear 44-46 Hydra, 10 heads
68-76 Shadow 47-49 Hydra, pyro-, 8 heads
77-86 Snake, giant, constrictor 50-52 Intellect devourer
87-93 Toad, ice 53-55 Invisible stalker
94-00 Toad, poisonous 56-58 Lamia
59-61 Lizard, fire
Monster Summoning V 62-64 Mind flayer
65-67 Mummy
Dice Score Monster Summoned 68-70 Naga, spirit
71 -73 Neo-otyugh
01-07 Cockatrice 74-76 Night hag
77-79 Roper (shedu)
08-17 Displacer beast 80-82 Shambling mound
83-85 Slug, giant
18-26 Doppleganger 86-88 Spectre
89-91 Sphinx, hieraco- (andro-)
27-36 Hydra, 7 heads 92-94 Umber hulk
95-97 WiII-0-wisp
37-45 Leucrotta 98-00 Xorn

46-55 Lizard, subterranean

56-63 Lycanthrope, wereboar

64-72 Minotaur

73-78 Snake, giant, amphisbaena

, 79-85 Snake, giant, poisonous

86-90 Snake, giant, spitting

91-00 Spider, giant

223

APPENDIX M: SUMMONED MONSTERS APPENDIX N: INSPIRA TIONAL READING

Remember that i t is always within your purview to not only select what Monster Summoning VI1
monster i s summoned but to appoint the numbers as well, where
applicable. Thus you may select to have rats come to o first level Dice Score Monster Summoned
summoning, but because they are relatively weak you might also allow a
maximum number to appear. The major drawback to personal selection is Fresh
that players might view it as personal bias on the part of the DM -
whether pro or con. It is quite obvious that there ore superior and inferior 01-20 Morkoth
monsters on each list, ond as a general rule it might be better to allow
random selection sans "interference from the gods". 21-00 Naga, water

When a monster summoning spell is cast while upon a body of water or Salt
underwoter, use the following tables to ascertainwhat sort of creatureap-
pears. Note that there are separate tables for fresh and salt water. 01-15 , Morkoth

16-70 Ray, manta

71-00 Squid, giant

Monster Summoning I APPENDIX N:
INSPIRATIONAL AND EDUCATIONAL READING
Dice Score Monster Summoned
Fresh Inspiration for all of the fantasy work I have done stems directly from the
01-67 love my father showed when I was a tad, for he spent many hours telling
68-00 Koalinth (hobgoblin) me stories he made up as he went along, tales of cloaked old men -who
Nixie could grant wishes, of magic rings and enchanted swords, or wicked
01-50 Salt sorcerors and dauntless swordsmen. Then too, countless hundredsof comic
51-00 Koalinth (hobgoblin) books went down, and the long-gone EC ones certainly had their effect.
Merman Science fiction, fantasy, and horror movies were a big influence. In fact,
all of us tend to get ample helpings of fantasy when we are very young,
Monster Summoning II from fairy tales such as those written by the Brothers Grimm and Andrew
Long. This often leads to reading books of mythology, paging through
Dice Score Monster Summoned bestiaries, and consultation of compilations of the myths of various lands
and peoples. Upon such a base I built my interest in fantasy, being an avid
01-00 Fresh reader of all science fiction and fantasy literature since 1950. The follow-
ing authors were of particular inspiration to me. In some cases I cite
01-33 Lizard mon , specific works, in others, I simply recommend all their fantasy writing to
34-00 Salt you. From such sources, as well as iust about any other imaginative writing
or screenplay you will be able to pluck kernels from which grow the fruits
lxitxachitl of exciting campaigns. Good reading!

Locathah Inspirational Reading:

Monster Summoning 111 Anderson, Poul. THREE HEARTS AND THREE LIONS; THE HIGH CRUSADE; THE
BROKEN SWORD
Dice Score Monster Summoning
Fresh Bellairs,John. THE FACE IN THE FROST
01-33 Brackett, Leigh.
34-00 Crab, giant Brown, Fredric.
Lacedon (ghoul) Burroughs, Edgar Rice. "Pellucidar" Series; Mars Series; Venus Series
01-50 Salt Carter, Lin. "World's End'' Series
51-00 Locedon (ghoul) de Camp, L. Sprague. LEST DARKNESS FALL; FALLIBLE FIEND; etal.
Sahuagin de Camp & Pratt. "Harold Shea" Series; CARNELIAN CUBE
Derleth, August.
Monster Summoning IV Dunsany, Lord.
Farmer, P. J. "The World of the Tiers" Series; etal.
Dice Score Monster Summoned Fox, Gardner. "Kothar" Series; "Kyrik" Series; et of.
Fresh Howard, R. E. "Conan" Series
01-33 Lanier, Sterling. HIEROSJOURNEY
34-50 Beetle, water, giant Leiber, Fritz. "Fafhrd &Gray Mouser" Series; et of.
51-67 Crayfish, giant Lovecraft, H. P.
68-00 Kopoacinth (gargoyle) Merritt, A. CREEP, SHADOW, CREEP; MOON POOL; DWELLERS IN THE
Spider, water, giant
01-40 Salt MIRAGE; et of.
41 -80 Kopoacinth (gargoyle) Moorcock, Michael. STORMBRINGER; STEALER OF SOULS; "Hawkmoon"
81-00 Lobster (crayfish),giant
Triton Series (esp.the first three books)
Norton, Andre.
Monster Summoning V Offutt, Andrew J., editor SWORDS AGAINST DARKNESS Ill.
Pratt, Fletcher, BLUE STAR; etaf.
Dice Score Monster Summoned Saberhagen, Fred. CHANGELINGEARTH; etal.
Fresh St. Clair, Margaret. THE SHADOW PEOPLE; SIGN OF THE LABRYS
01-80 Tolkien, J. R. R. THE HOBBIT; "Ring Trilogy"
81-00 Crocodile, giant Vance, Jack. THE EYES OF THE OVERWORLD; THE DYING EARTH; et 01.
Water weird Weinbaum, Stanley.
01-50 Salt Wellman, Manly Wade.
51-70 Crocodile, giant Williamson, Jack.
71-90 Sea hag Zelazny, Roger. JACK OF SHADOWS; "Amber" Series; et of.
91-00 Sea lion
Water weird

Monster Summoning VI

Dice Score Monster Summoned The most immediate influences upon ADBD were probably de Camp &
Pratt, REH, Fritz Leiber, Jack Vance, HPL, and A. Merritt; but all of the above
.Freshor Salt authors, as well as many not listed, certainly helped to shape the form of
the game. For this reason, and for the hours of reading enjoyment, I
01-33 Octopus, giant heartily recommend the works of these fine authors to you.

34-00 Snake, sea, giant 224

APPENDIX 0: ENCUMBRANCE OF STANDARD ITEMS APPENDIX P: CREATING A PARTY

APPENDIX 0: ENCUMBRANCE OF STANDARD ITEMS material components (unless large and bulky).
any helm but great helm, if the character has any armor.
Item Encumbrance one set of clothing.
Backpack in gold pieces thieves' picks and tools.
Belt
Belt pouch, large 20 Many other things will be bought or found, but it is impossible to list them
3 all here. The encumbranceof most items not on this list may be inferred by
small 10 comparison with objects similar to them; thus a decanter of endless water
Book, large metal-bound 5 will encumber as much as a bottle or flagon. In some cases no equivalent
Boots, hard may be found on the table; such instancesrequire the judge to decide.
200
soft 60 Many people looking at the table will say, "But a scroll doesn't weigh two
Bottles, flagons 30 pounds!" The encumbrance figure should not be taken as the weight of
Bow, composite long 60 the object - it is the combined weight and relative bulkiness of the item.
80 These factors together will determine how much a figure can carry.
composite short
long 50 As an example, Dimwall the magic-userand Drudge the fighter have pre-
short 100 pared for a dungeon expedition. Dimwall, besides his normal clothing, has
Caltrop 50 strapped on a belt with a large pouch on it. Into this and his robe, he tucks
Candle 50 his material components (minimal encumbrance). He also places in his
Chest, large solid iron pouch a potion bottle, a mirror, some garlic and belladonna, and his
small solid iron 5 tinderbox. At his right side hangs a dagger and sheath and four more
small wooden 1,000-5,000 daggers are on a bandolier slung across his chest. Over all these belts, he
puts his backpack. In his pack goes a hand axe (for chopping, not fighting),
large wooden 200-500 3 flasks of oil, a candle, 3 small sacks, 1 large sack, and 7 torches. lashed
Clothes (1 set) 100-250 in a bundle to the pack is 50' of rope. At his left side, hanging from his belt,
Cord, 1 0 ' 500-1,500 are a leather scroll case and his purse, filled with 20 gold pieces. He holds
Crossbow, heavy a staff in his right hand and a torch in his left. He is now ready to travel,
30 with a total encumbrance of 689 g.p.
light 2
Crystal ball, base and wrapping Meanwhile, his companion, Drudge, has strapped on his splint armor. He
Flask, empty 80 wears 2 belts around his waist; his longsword hangs from one. On the
50 other belt he places his quiver with 40 bolts, a cocking hook, and a dagger.
full 150 He slips on his backpack, already loaded with 10 spikes, one week's iron
'Gem rations, and a flask of oil. To the bottom of the pack he has strapped50' of
Grapnel 7 rope. Hanging on the rear of the pack i s his heavy crossbow. Around his
Hand tool neck he wears a holy symbol. Finally, he straps his large shield on his left
20 arm, fits his helmet, and takes his lantern, ready to go with a total en-
Helm 1-5 cumbrance of 1117 g.p.
Helm, great 100
Holy water, potion bottles 10 During their adventures, Dimwall and Drudge find 800 gold pieces in a
Horn 45 troll's treasure horde. Dimwall can carry 400 gold pieces in his large sack
Jewelry, large 100 and another 300 gold pieces in his small sacks. Dimwall leaves his torches
25 and staff, since he must have his hands free. Then he fastens a small sack
small 50 to his belt and, using two hands, carries the large sack over his shoulder.
Lanfern 50 Drudge eats part of his iron rations and throws the rest away, along with
Mirror 1-5 , his spikes and oil. He places the remaining bags in the bottom of his pack
Musical instrument* 60 and then pours the loose coins on top of them. Encumbrancefor Dimwall is
Pole, 1 0 ' now 889 gold pieces and 1222gold pieces for Drudge.
Purse 5
Quiver As they leave, Dimwall and Drudge meet the troll. There is little time to
Rations, iron 350 react, so Drudge must quickly drop his lantern (possibly putting it out) and
100 attack. As he does this, Dimwall must drop the large sack (probably scatter-
standard ing coins about), unsling his pack, and start digging for his oil. By the time
Robe or cloak, folded 1 he finds it, the troll may have killed them both!
30
worn 75 APPENDIX P: CREATING A PARTY ON THE SPUR
Rod 200
Rope, 50' 50 OF THE MOMENT
Sack, large 25
60 There are times -often if you attend many conventions-when you will
small 75
Saddle, light horse 20 have a group of players desiring to adventure in your campaign who have
no suitable characters with which to do so. You might want only low,
heavy horse 5 medium or high level characters far the particular scenario you have in
Saddlebag 250 mind, and regardless of level it is certain that you will not wish to have
Saddle blanket (pad) 500 ultra-powerful (considering character level) or strange magic items in the
Scroll case, bone or ivory 150 group. It therefore becomes necessary to have the party generate special
characters on the spot, and this takes up valuable playing time. In order to
leather 20 reduce this to a minimum, the fallowing system, one which I have
Spike 50 developed perforce from DMing many conventions, is suggested:
Staff 25
Tapestry (very small to huge) 10 Abilities: Players roll 4d6, discard the low die, and arrange the scores as
Tinderbox 100 they like.
Torch 50-1,000+
Wand, bone or ivory case Race 8 Class: After generating ability stats, each player selects the race
2 and class of his or her character as desired, making adjustments accord-
box 25 ingly.
leather case 60
Waterskinor wineskin, empty 80
30
full
5
50

Musical instruments include only large and bulky instruments such as
lutes and drums.

The maximum weight a normal-strength person can carry and still move is
1500g.p. (150#).

Certain items are not included when figuring encumbrance. These in-
clude:

225

APPENDIX P: CREATING A PARTY APPENDIX P: CREATING A PARTY

Alignment: Make certain that the alignments allowed to participants are Standard Equipment: Assuming that these are not 1st level characters you
not so diverse as to cause a breakdown in the game due to player quarrels. will probobly find it best to allow them to take whatever is desired,
You may require players to select from two or three compatible alignment reminding them that they can only carry so much, and then quickly
types if you think best- such as neutral, neutral good, and lawful neutral, checking the character sheets before the start of the adventure. Whatever
for example. restrictions you decide to place upon standard items is, of course, your own
business. Technologically impossible items, and items that you deem un-
Level: For low level, you might use random dice to find out if'players are likely to be used can always be refused to the party.
levels 1-2,1-3,2-4;medium range might be 5-7,543,or 7-9; upper range is
typically 8-10,8-11 , or 9-12.Multi-class races are best handled by adding 1 magicitems If the party is assumed to have been adventuring for some
level per profession to the level generated, and then dividing the total by time, however brief, then it i s probable that one or more of their number
the number of closses involved, counting all fractions as whole numbers. would have acquired certain magic items. In order to reflect this likeli-
hood, use the following tables for the various classes of adventurers, as
applicable to your group:

PROTECTIVE ITEMS TABLE +Per Level Chance For Shield, Armor, Etc. (Typically 1) Ring of
Protection
Character Shield Plate Banded Chain leather
Class 10% 5%" 6%** 2%
CLERIC 8%** - 5%
- - - 8%
Druid - -
FIGHTER 10% 6%** a%** -
10% lo%** 15%
Paladin 8Yo 6%** 8%" lo%'* - 15%
Ranger 5%" 4%
MAGIC-USER - 7%'f 15%** - 3%
Illusionist -
THIEF - -
Assassin -
- 10%
- 10%
8%
-

* Brocers of AC 6 value.

** Only one sort of armor may be tried for, so the character must make a decision as to what type before the odds are computed and the percentile dice are
rolled.

Multiply level by percentage chance to determine odds; then roll per- SCROLLS TABLE
centile dice, ond if the score is equal to or less than the percentage
chance, the choracter has the item. There is a 1 % chance per level of ex- Character Per Level .Type Of Scroll (And Spell Level)
Class Chance For
perience of the choracter that any item w i l l be above average - +2, or CLERIC Having Scroll Protection 1 Spell* 3 Spells**
bracers of AC 5,for example. If the chance for having the item was greater no 1-3 1-4
Druid 8%
than 90%, add the percentage above 90% to the chance for the item to be FIGHTER 7% Yes 1-3 1-4
above average. If the resulting roll indicates an above-average item, then 6%
Paladin 4% Yes - -
see if it goes up to +3, or bracers of AC 4,on a straight 1% per level of ex- Ranger 5% Yes - -
MAGIC-USER 15% Yes - -
perience chance. Example: Gonzo the 9th level ranger discovers that he Illusionist 12%
THIEF*** 6% no 1-4 1-6
has magic chain mail, having opted to take a sure thing with a 135% Assassin*** 3% no 1 -3 1-4
chance. Gonzo's level (9) plus the percentage chance above 90% (45%)
Yes 1-3 1-4
+are added together to find the chance for + 2 chain -9% 45% = 54%. Yes 1-3 -

Percentile dice are rolled, and the result is 51,so Gonzo has at least +2
chain. A third check is made, and it is discovered that he has just +2 as the
dice roll was 99.

*Determine randomly, but only normally useful spells for the sort of ad-
venture undertaken.

Chances for + 2 or +3 weapons are the same as for protective items. You **Normally given only if no other types of scrolls ore in the possession of
the character; otherwise as above.
+may alternately give special features to swords instead of further pluses,
***Only one scroll type available. If spell scroll, they will be magic-user
i.e., 1 sword Flame Tongue, or +2 sword, Giant Slayer. Add a crossbow spells; otherwise as above.
of speed to + 2 bolts if o +3 is indicated, otherwise double their number

only.

WEAPONS TABLE +Per Level Chance For Weapon (Typically 1)

Character Dagger Sword* Mace Battle Axe Spear 15 Bolts + 2
Class 12%
CLERIC - - - - -
-
Druid 10% 7% - - 10%
FIGHTER 10% lo%**
10% lo%** - 7%** 8%**
paladin 10% lo%** -
Ranger 15% - lo%** 1 O%**
MAGIC-USER 15% 9%** lo%**
Illusionist 12% - 9%** 8%**
THIEF 10% - -
Assassin 5% ---
MONK - ~
---
11% -
5%** ---
1 Yo
- 5%'* 5%** 5%**
-
- - 2%

Scimitar in the case of druids; short swords for characters less than 5' tall, long swords in all other cases, except the character may opt for a short sword i f

desired.

**As with protective items, only one category of weapons of this type may be had, so before finding odds the player must state which his or her character
wishes to go for.

226

APPENDIX P: CREATING A PARTY GLOSSAR Y

POTIONS TABLE 7. Boat, folding (small rowboat)
8. Brooch ofshielding
Character Per l e v e l Maximum No. PossiblePotion Types 9. Cloak and boots of elvenkind
Class Chance For Of Potions 1. Climbing 10. Javelin of lightning, pair
CLERIC Having Potion 1 1 1 . Javelin of piercing, pair
2. Diminution 12. Necklace of adaptation
Druid 6% 2 13. Robe of useful items -SEE BELOW
FIGHTER 11% 1 3. Extra-healing 14. Rope of climbing
8% 1 15. Trident of warning
Paladin 6% 1 4. Fire Resistance 16. Wings of flying or boots of levitation
Ranger 7% 5. Flying
MAGIC-USER 10% 3 Items On A Robe Of Useful Items (Select 7-12)
Illusionist 10% 6. Gaseous Form
THIEF 9% 2 7. Growth BONFIRE, small
Assassin 5% 2 8. Healing
1 9. Invisibility CASK, 1-3= water, 4-5= wine, 6 = brandy (3 gallon capacity)
0. PolymorphSelf
CALTROPS, six
You may allow characters to have whatever poitin(s) suit them, or you
CROWBAR, 4’tempered iron
can dice to find them at random. Any character with a score of 100% or
DAGGER, silver
more for having a potion MUST be allowed to select their own, as this DOG, WAR
reflects the fact that such characters would have supplies of them avail- DOOR, standard size, oak with iron bindings and bar
able to choose from.
GEM, 100 gold piece value
MISCELLANEOUS ITEMS LADDER, 12’long

If the party is generally above 5th level and going into a hazardous area, LANTERN, bullseye
or if the party is generally above 8th level, then you might determine it ad- MALLET & STAKES
vantageous to award from one to four miscellaneous items according to MEAT, haunch of roast mutton, venison, etc.
the following list. Large groups are less likely to need such items. Higher MONEY, stack of 50 silver coins
level characters are more likely t o have them despite numbers. Selection MULE, pack
can be by you or by the party, as you deem best. You may add or delete
items as desired, but remember that those shown are chosen to maintain a OAK TREE, 3 0 high, large
low key of power.
OWL, GIANT
1. Feather falling ring PICK, standard digging
2. Warmth ring
POLE, lo’
3. Water walking ring
ROOSTER
4. Wand of negation
5. Wand of wonder ROPE, 50’coil
6. Bag of holding (500 pound capacity)
SHOVEL
TORCH, flaming

WASP NEST, normal, about 200wasps

When you are thoroughly familiar with this system, you will be able to
ready a party of players for an adventure with a minimum amount of time
and effort on your part, and do so with relative assurance that they will be
about right for the area they will adventure in.

GLOSSARY

-Ability Scores Numerical ratings ranging from 3-18 for a character’s strength, intelligence, wisdom, constitution,dexterity, and charisma.

ADBD -ADVANCED DUNGEONS8 d r a g o n s ™

-Alignment A general description of a character’s behaviorial and ethical tendencies nomed by a combination of Law, Neutrality, or Chaos with Good,

Neutrality, or Evil.

-Armor Class A number representing the relative protection from harm the character will enjoy. This includes type of armor, dexterity bonuses or

penalties, magical protections,etc.

Artifact-A magical item of tremendous power, fabricated in the distant past.

Astral -Pertaining to or within the Astral Plane (see PHB, p. 120).Not the same as ethereal (q.v.) .

Bok- 1. Missile from a crossbow. 2.Bar locking a door. 3. Streak of lightning. 4.To flee.

Breath Weapon - Special attack of certain creatures like dragons, chimerae, etc. causing any of several different effects. For saving throw purposes the

”Breath Weapon” category excludes petrification and polymorph results, which have their own category.

-Campaign General term referring to one DM’s adventuresas a whole rather than individually. An ongoing series of games based upon a created milieu.

Cf.-Compare.

Charm - A magical form of minor mind control.

-Class Refers to an adventurer’s profession:fighter, cleric, thief, etc.

c.p. (Also cp) -Copper piece(s), a monetary unit’worth 1/200 of a gold piece.

Damage-The number of hit points or structural points that have been inflicted on the being or structure.

-Death This occurs when o creature’s hit points reach 0 (or optionally, 110).Most dead characters can be resurrected, although destruction of the body

(among other factors) will prevent this.

Death Magic-Death rays, Fingers of Death, and other magicks which will kill a victim which fails its saving throw.
227

GLOSSARY GLOSSARY

Deities -Any of the god-like beings of myth and legend the DM desires which may be included in the campaign.

-Demi-humans Refersto anthropomorphic, generally non-hostile (towards man) creatures that may be played as characters: elves, dwarves, halflings, etc.

-DM Dungeon Master, the referee of ADVANCED DUNGEONS8 d r a g o n s ™
-Dungeon A generic term for any castle, location, or ruin that serves as the site of an undergroundadventure.

Dweomer -From dweomercraeft, the art (craeft) of magic (dweomer).

-e.g. For example.

Encounter- An unexpectedconfrontation with a monster, another party, etc.

Encumbrance- Generally, the weight and bulkinessof a particular adventurer’s possessions (armor, weapons, equipment, etc.).

-e.p. (Also ep) Electrum piece(s), a monetary unit of a naturally occurring silver-gold alloy worth Yz of a gold piece.

et al. -And others.

-Ethereal Pertainingto or within the Ethereal Plane (see PHB, p. 120). Not the same as astral (q.v.) .
-ExceptionalStrength Strength exceeding 18, usually designated as 18 / x , where x is a value between 01 and 00 (100) inclusive.
-Experience The reward (expressed in points, ar x.P.) for slaying monsters, winning treasure, and playing the character role. The more experience a

character has, the better his or her fighting ability, saving throws, etc.

Feet -Where the term “feet” or the mark’ is used (e.g., 30 feet or 30‘).the distance referred to is usually actual feet with reference to the character (q.q.v.
inches, also PHB, p. 39).

Followers- A loyal group of associates garnered by a character at a certain level.

g.p. (Also gp) -Gold piece(s), the standard monetary unit; 10 g.p. = 1 pound, each g.p, weighing 1.6 avoir. 02. Sometimes used as a unit of weight/en-
cumbrance.

Henchman -A low-level non-player character whose loyalty is to one member of the party rather than the party itself.

-Hireling A non-player character hired to accompany a party on an adventure, or employed for some other temporary purpose.

Hit Dice -The number of dice rolled to determine the creature‘s hit points

-Hit Points The number of points of damage a creature can sustain before death (or optionally, coma), reflecting the creature’s physical endurance, fight-

ing experience, skill, or luck.

Holy/Unholy Water- Water which has been specially prepared by a cleric. Useful as a weapon against undead or to slow the effects of poison.

Humanoid- Refersto anthropomorphic, generally hostile creatures: orcs, goblins, hobgoblins, kobolds, etc.

Le. -That is.

Inches-One inch = 10 feet an the indoor (dungeon) scale; one inch = I O yards on the outdoor scale (See PHB, p. 39).

-Initiative The means of determining the order of actions of opposing individuals or groups. By means of initiative the order in which blows are struck in

combat (or other actionsare undertaken) is determined.

-invisibility A manner of hiding from normal visual means. This does not make someone soundless or odorless.

league- For game purposes a league equals approximately 3 miles.

-level 1. The relative depth and/or degree of difficulty of one floor of a dungeon. 2. The degree of difficulty and power of a spell. 3. The degree of pro-

ficiency and experience a character has in his ar her profession. 4. A measure of how “tough” a monster is.

-lycanthrope Any of the shape-changingman-beastsof legend (werewolves, weretigers, etc.).
-Magic Anything which cannot be explained by the science of the milieu. Any weapon or item which has a bonus ( +1, +2, etc.) is considereda magic

item.

-Magic Resistance The percentage chance of any spell absolutely failing in the monster’s presence. It is based on the spell being cast by an 1l t h level

magic-user, and must be adjusted upwards by 5% for each level the caster is below 1 l t h or downwards by 5% for each level the caster is above 1Ith. Thus a
magic resistance of 95% means that a 10th level magic-user has no possibility of affecting the monster with a spell, while a 12th level MU has a 10% chance.
Even if a spell does take effect on a magic-resistant creature, the creature is then entitled to normal saving throws.

-Melee Combat with hand-held weapons between more than two figures. This is distinguished from list combat, which is between two opponents, and

missile (q.v.) combat, which i s at a distanceand involves thrown or propelled weapons.

Mezzodaemon -A monster encountered in ADBD MODULE D3, VAULT OF THE DROW. Ignore it if its statisticsare unavailable to you.

Milieu -An unique game setting embodying numerouspossible variables in its creation, i.e. the “world” in which adventurestake place.

228

GLOSSARY 1

GLOSSARY

Miniature-A small lead or plastic figure which serves as a visual aid in ADBD.

-Missile Any weapon which is hurled or propelled towards a target; this includes arrows, spears, catapult boulders, and sling bullets, as well as anything

Ielse flung at a target (flasks of oil, vials of holy water, etc.).

-Monster for game purposes, any potentially threatening creature encountered, man or beast.

Monty Haul - A campaign (or the DM running it) in which greatly excessive amounts of treasure and/or experience are given out.

M U (Also M-U) -Magic-user.

Natural 20 -When a 20-sided die is rolled and a " 2 0 appears. This is distinguishedfrom a result of 20, which could be a lower roll augmented by ability
and magical bonuses.

-N.B. Note well.
-NPC (Also N-PC) Nan-player character.

Nycadaemon- A monster encountered in ADBD MODULE D3, VAULT OF THE DROW. Ignore i t if its statisticsare unavailable to you.

Party-A group of adventurers.

PC- Player character.

Persona-The role or identity of the character the player is portraying.

Petrification (Also petrifaction) -The rapid turning to stone of some obiect or being by magical means such as a basilisk's gaze, etc.

Philter-A magical draught or potion.

Phylactery- An arm wrapping with a container holding religious writings, thus a form of amulet or charm.

-Planes Other realms of existence, some of which interconnectwith the Prime Material Plane, the normal milieu setting (see PHB, p. 120).
-Poison Refersto both toxic man-made substancesand venom from poisonous creatures.

Pole Arm-A hafted weapon, other than a spear or staff, with a length of 5' or more.

Polymorph -The physical alteration by magical means of the shape of a creature.

-p.p. (Also pp) Platinum piece(s), a monetary unit. Each p.p. is worth 5 g.p.
-Psionics Mental combat, possible only by very intelligent beings and some monsters. Psionics also encompasses certain other special mental abilities,

such as telekinesis. See PHB, APPENDIX 1.

-Q.E.D. Which was to be demonstrated.

q.v. (Also q.q.v.) -Which see; something that is also referenced.

Random Generation- Determining at random something from a list of several possibilities,usually by rolling dice.

Relic-A magical holy item of great power, usually extremely old.

Research- In addition l a its normal meaning, the work involved when a MU or alchemist is involved in preparing new spells, enchanting items, etc.

Resurrection -The revival of a character after its death by magical means.

Round (Also melee round) - A unit of time in ADBD equal to 1 minute. Each round is composed of IOsegments, and 10 rounds constitutea turn.

-Saving Throw A die roll which is used in adverse circumstances to determine the efficacy of a spell, whether a character fell into a pit or not, whether a

character escaped a dragon's breath, etc.

Scrying-Viewing a person or thing through mystical means.

Segment-The smallest unit of time in ADBD; each segment is 6 seconds long. 10segments comprise a round (q.v.) .

s.p. (Also sp) -.Silver piece(s), a monetary unit. 20s.p. = 1 gold piece.
Structural Points-The amount of damage a structure can sustain before it gives way.

Surprise- Both parties in an encounter must check to see if either or both are surprised, which may result in a loss of initiative (q.v.).

To Hit -That number which must be matched or beaten by a 20-sided die roll in order to inflict damage on an opponent.

-Trap Any of several mechanical or magical devices which may be triggered by adventurers, usually causing damage to one or more of them. Examples

are pits, pits with spikes, poison needle traps on treasure chests, etc.

Treasure-A general term meaning anything of value which may be acquired by adventuring.

229

GLOSSARY AFTER WORD

Trick - Any device or machination which is more likely to be solved by wits rather than force. Tricks do not necessarily involve physical harm to the

characters; examples are rooms which rotate or descend to confuse mappers, statues which perform random actions, slanting passageways which take the
party unknowingly to a deeper level, etc.

Turn -A unit of time in ADBD, equal to 10 minutes. Each turn consists of 10 rounds (q.v.), and each round is comprised of losegments (q.v.).

-Turning Undead A process by which a cleric attempts to use his or her holy power to turn (force to retreat), influence, destroy, or damn encountered

creatures of the undead (q.v.) class.

Undead - A class of malevolent, soulless monsters which are neither truly dead nor alive, including skeletons, vampires, ghosts, zombies, ghouls, etal.

-vis-a-vis Face-to-face; compared with.

viz. -That is; namely.

Wandering Monster -General term for any encounter not previously keyed by the DM; usually refers to the periodic check for monsters in dungeons.

x.p. -Experience points.

AFTERWORD

IT IS THE SPIRIT OF THE GAME, NOT THE LETTER OF THE RULES, WHICH IS IMPORTANT. NEVER HOLD TO THE LETTER WRITTEN, NOR ALLOW SOME BARRACKS
ROOM LAWYER TO FORCE QUOTATIONS FROM THE RULE BOOK UPON YOU, IF IT GOES AGAINST THE OBVIOUS INTENT OF THE GAME. AS YOU HEW THE LINE
WITH RESPECTTO CONFORMITY TO MAJOR SYSTEMS AND UNIFORMITYOF PLAY IN GENERAL, ALSO BE CERTAINTHE GAME IS MASTEREDBY YOU AND NOT BY
YOUR PLAYERS. WITHIN THE BROAD PARAMETERS GIVEN IN THE ADVANCED DUNGEONS 8 DRAGONS VOLUMES, YOU ARE CREATOR AND FINAL ARBITER.
BY ORDERING THINGS AS THEY SHOULD BE, THE GAME AS A WHOLE FIRST, YOUR CAMPAIGN NEXT, AND YOUR PARTICIPANTS THEREAFTER, YOU WILL BE
PLAYING ADVANCED DUNGEONS 8 DRAGONS AS IT WAS MEANTTO BE. MAY YOU FIND AS MUCH PLEASURE IN SO DOINGAS THE REST OF US DO!

,

230

INDEX INDEX

This i s o combined index for both the DUNGEON MASTERS GUIDE and the ADVANCED DUNGEONS AND DRAGONS PLAYERS HANDBOOK, included to pro-
vide a handy reference to those areas most often consulted by the ADBD DM and player (It i s not designed to be a totally exhaustive listing ) DMG page
numbers are always listed first and in boldface. Page numbers for listings in the PHB are in regular type, and follow those in boldface (where simultaneous
listings occur.)

A

Abilities Ringsof. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

Character Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15;9-13 Rods, Staves, and Wands o f . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132-134
. . . . . . . . 11,100 Spells of . . . . . . . 41.43.AA, 45.46;45,46,65,75-77,87,90,97, 1 12,1 15
Generation of

Improvementof by Books, Manuals, etc. . . 136,138,139,149-150,155 Cities ond Towns

Acid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6A-65.00,81 City/Town Encounters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191-194101

Age, Character . . . . . . . . . . 12.13 Rondom Wilderness Encounters . . . . . . . . . . . . . . . . . . . . 173

aging,character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Social Class in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89-90

PotionofLongevity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Clerics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16:20-21
. . . . . . . . . . . . . . . . . . .65-66.75-762:0,104
Stoff of Withering . . . . . . . . . . . . . . . 134 Affecting Undead

Air Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ,4963 Creating Holy Water . . . . . . . . . . . . . . . . 114-115

Alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29,116 Wisdom Adjustments.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1

See also Spells, Clerical

Climate and Ecology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87-88

Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61-84;104-105

Aerial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5043

Attack Matrices . . . . 73-70

Helm of Opposite Alignment . . . . Underwater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
of Swords . . . . . . . . . . . . . . . . . . . Waterborne.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54-55
. . . . . . . . . . . 118-119
Armorer (expert hireling) Command Word
Character Closs Restriction
. . . . . . . 29-30 Coniuring seeSu

. . . . . . . . . .19 . . . . . . . . . . . . . . . . . . . . . . . . . 106-110

Constructions

Construction Defensive Values. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110

.......................... Cover and Concealment

...................... From Missile Fire. . . . . . . . 64

Cloak of Displacem FromSpells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Clook of Protection
Crystal Ball
Ring of Protection .
Explanation of
See also Armor
See also Dexterity, Armor Class Bonus Use of. . . . . . .

Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . . . Curses .43
121
Flask of Curses . . . . . . . . . . . .
Reverse of Bless . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Scrolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

D

. . . . . . . . . . . . . . . . . 20 Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
........................

B Death, Character. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15,110

Bards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117-119 See also Resurrection 23-25,38-39.1 1 1-1 12

. . . . . . . . . . . . . . . . . . . 145:9 Deities. .......................

Bend Bars/Lift Gotes Demons and Devils

Books, Librams, Man . . . . . . . . . . . . . . . . . . . . . 136 Aerial Combat Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
ClericsAffecting . . . . . .
BOOT HILL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112.1 13 Protection Scrolls. . . . . .
Random Generation of .
C Summoning, Control of and Protection from. . . . . . . . . . . . . . . . . . 86-87

Castles See also Monsters, Random Encounters

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106-107 See also MONSTER MANUAL

s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Detection of Evil and/or Good. . . . . . . . . . . . . . . . . . 41.45.60:22,44,112
Outdoor Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . 182-183 . . . . . . . . . . . . . . 15: 11-12
Dexterity

Chaos see Alignment Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . 28:ll

Character Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18-19 gauntlets of Dexterity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 A5

See also Assassins, Bards, Clerics, Druids, Fighters, Illusionists, Mag- Missile Fire Attack and Initiative Bonuses . . . . . . . . . . . . . . . . . . .6 4 1 1

ic-users, Monks, Paladins, Rangers, Thieves Reaction in Surprise . . . . . . . . .

Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11-12;8 Dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Character, Multi-Classed see Disease . . . . . . . . . . . . . . . . . . . . . . .
Disguise ......................
Character with Two Classes. .

Charge . . . . . . . . . . . . . . . . . Distance . . . . . . . . . . . . . . . . . . . .
Charisma . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15:13 Encounter Distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62

CharmingandControl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Doors
Bardic Charm Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Concealed or Secret, Detection of . . . . . . . . . . . . . . . . . 97,136,167;16

Listening at. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60,97,173;27-28
Opening.. . .
Eyes of Chorming . . . .97;9

Drugs, Effectsof 82-83

Monster Charm Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Druids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20-22

Potions of 125,126,127 See also Spells, Druidical

231

INDEX INDEX

DungeonDressing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217-220 G
DungeonGeneration, Random ........................... 169-173
Dwarves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15-16 GAMMA WORLD

See also MONSTER MANUAL Gems,Magical . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Jeweler-Gemcutter (expert hireling) . . . . . . . . . . .
E

Economics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Ego of Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167-168

. . . . . . . . . . . . . . . . . . 16

. . . . . . . . . 119 Gnomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16-17
. . . . . . . . .31 .89
See also MONSTER MANUAL

Gods see Deities

Good see Alignment

Good, Detectionof see Detectionof Evil and/or Good

Governmental Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Grappling see Nan-Lethaland Weaponless Combat

H

Half-Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

See als TER MANUAL

HaIfIings ................................. 17

See alr TER MANUAL

HaIf-Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

See also Crystal Ball See also MONSTER MANUA

Etherealnessand the Ethereal Plane. . . . . . . . . . . . . . . . . . . . 181: 120-121 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82;105-106
Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Hear Noise. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Height of Characters. . . . . . . . . . . . . . . . . . . . . .
Henchmen. . . . . . . . . . .
Etherealness (psionic)
126 Hirelings. . . . . . . . . . . . . . . . . . . . . 103:39
Ether Cyclone . . . . . . .
Oil of Etherealness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Evil see Alignment

Evil Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66

Evil, Detectionof see Detectionof Evil and/or Good ConstitutionAdiustment .

Expenses of Player Characters

Experience

Awarding of. . . . . . . . . . 84-88: 106-107
Levels, Gaining of. . . . . .
X.P.Valueof Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121-125 esToble. . . . . . . . . . . . . . . . . . 106

X.P. Value of Monetary Treasure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 I
X.P. Value of Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . .

F ............... .26
. . . . . . . 56,59: 74,102
Inhabitants,Typical.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88,94

Fabricationof Magic Itemssee Magic Items, Fabricationof See also Zero Level Characters

FallingDamage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 . . . . 61-63,66,72-73; 104
. . . . . . . . . . . . . . . . 83-84
Fatigue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Psionic Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 8
Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16; 22-25 Scarab of Insanity . . .
Intelligence . . . . . . . . . .
ExtroordinoryStrength. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 inswords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Flying Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50.52
Followersfor Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . . 16-18: 32 Invisibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59-60: 102
Dust of Appearance and of Disappearance . . . . . . . . . . . . . . . . . . . . 143
Fortresssee Castle

Invisible Opponents in Melee 130

Potionof. . . . . . . . . . . . . . . .
Ringof ...............................................

Robe of Eyes 152

Spells of . . . . . . . . . . . . . . . . . . . . . .54,55,69,70,74,88,94,96,97,113

232

INDEX INDEX

J Monks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73:30-32
Jewelry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 OpenHandMelee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70-71

Jeweler-Gemcutter (expert hireling) . . . . . . . . . . . . . . . . . . . . . . . . . 30 Monsters
Random Treasure Determination. . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Value and Reputed Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . .25-27 CharmPower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
and Organization. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104-105
Jewels see Gems as Player Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20-21

Languages 2429 Populationand Placement
34-35
Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Special Roles of the Dungeon Master . . . . . . . . . . . . . . . . . . . . . . . . 103
Learningof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . theTerm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Comprehensionof X.P. Value o f .
Monsters, Rondo
Determination of.
Cityflown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191-194
Dungeons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174-179
Outdoor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182-189

Morale. . . . . . . . 36-37,67: 106

. . . . 49,58; 102

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165

M Multi-ClassedCharacter

M EncountersWith . . . .
M Multiple Charactersfor a Single Player. . . . . . . . . . . . . . . . . . . . : . . . . 111
M
N
. . . . . 175-176.194

M Neutrality see Alignment

Non-HumanSoldiers see Soldiers, Non-Human

Non-Lethal and Weaponles

Non-Player Characters, Personaeof . .
Generating Abilities of .

0

M Oil, lnflammabl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64-65

Restrictions to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Intelligence of. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Outdoors, Adventures in the . . . . . . . . . . . . . . . . . . . . . . 47-49

See also Spell Casters, Tribal 10 Overbearing see Non-Lethaland Weaponless Combat
See also Spells, Magical
Magic Weapons P
Creatures Struck Only by
Paladins. . . . . . . . . . . . . . . . . . . . . . . 18: 22-24
See also MiscellaneousWeapons and Swords, Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

Peasants, Serfs and Slaves see Inhabitants,Typical

Planes of Existence

Alignmentof.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24,112; 120-121
Amulet of the Planes. . . . . . . . . . . . . . . . . . .
Encounters . . . . . . . 137
. . . . . . . . . . . . . . . . . . . . . . . . 181
See also Soldiers
2,80,92, 100, 114, 115-116, 120-121
Mirrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Travel in. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42,57-58, 142
Player Character see Character . . .

. . . . . . . . . . . . . . . . . . . 19,32,45,48,57,107
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20;29

Grenade-LikeMissiles. . . . . . . . . . . . . . . . . . . . . . 64

Manufacture of . . . . . . . . . . . . . . . . . . . . . . . . 116

Random Determination of. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
. . ..
63-65; 104

............................... 5142.53
DexterityAttack Bonus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Grenade-Like. . . . . . . . . . . . . . . . . . . .
64-65

Missile Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Miscibility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
SiegeEngines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108-110
Random Determination. . . . . . . . . . . . . 121
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119,125
Money
90 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Economics,Taxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Placement of Monetary Treasure . . . . . PsychicWind . . . . . . . . . . . . . . . . . . . . . . . . . . .

, Player Character StartingMoney . .
Random Treasure Determination. . . . . . . . .
X.P. Value of Treasure Taken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

233

INDEX INDEX

Pummeling see Non-Lethal and Weaponless Combat 67-69 Siege Engines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108.1 10
Engineer-Artillerist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
PursuitandEvasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Skills, Player Character Seco
R
Social Class and Rank . . . . . . . .
Races, Player Character. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15-16: 13-18 Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30-31

AgeondAging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Non-Human, . .
Spell Casters, Tribal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 0
Mu1t i-Classed . . . . . . . . . . . . . . . . 32-33 Spell Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40: 100-101

Thief Ability Adjustments. . . . . . . . .20 in Combat .

Raise Dead see Resurrectionand Raising Cover and Con

Rangers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16- 7:24-25 Cost of NPC Casting Clerical Spell . . . . . . . . . . . . . . . . . . . . . . . 103-104
. . . . . 102 Explanations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41-43: 43-54
Reactions. Spells, Druidical . . .

Encounte . . . . . . 63 Underwater Use

Chorismo Adjustment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Outdoor Encounters.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183

Relics see Artifacts

Reseorch, magical see Magical Research . 38,49

Rest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50.53

-Resurrectionand Raisino

From Death Due to Aging . . . . . . . . . . . . . . . . . . . .
Ring of Regeneration . . . . . . .

Rod of Resurrection . . . . . . . .
Spellsof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Survival Percentage . .

X.P. BonusFor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85-86 Underwater Use
Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129-132

Random Determination of. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Useof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129

Rods, Stavesand Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132-136
Random Determination o f . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Useof . . . . . . . . . . . . . . . . . . . . . . . .

Round, Melee.. . . . . . . . . . . . . . . . . . .

S

Spy (expert hireling). . . . . . . . . . . . . . . 15: 9,72

Staves see Rods, Staves and Wands

Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Manufacture of
Random Determ

.................... 119,141
Searching,Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

Shamans see Spell Caster, Tribal

Shields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27-28, 165

Random Determination of. . . . . . . . . . . . . . . . . . . . . . 124
Useof . . . . . . . . . . . . . . . . . . . . . . . . .

Ships . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . . . . . . . . . . . . . . . . . . . . 109

See also Resurrectionand Raising

INDEX INDEX

T W

Taxes see Money Walls, Climbing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19;28
Telepathy see ESP
Wands see Rods, Staves and Wan !
Territory Development. . . . .
Thieves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93-94 Waterborne Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53-55 I
. . . . . . . . . . . . . . . 17:26-28
Weaponless Combat see -Lethal and Weaponless Combat

Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28;36-38,124

Time . . . . . . . . . . . . . . . . . . . . . . . . . ............... Attacking with Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

. . . . . . . . . . . . .89 Proficiency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36-37
Speed Factors. . . . . . . . . . . . . . . . . .
.................... . . . . . . . 66-67:38
Weapon Maker (expert hireling) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

. . . . . . . . . . . . . . . . . . .216 Weapons, Magical see Magic Weapons, Miscellaneous Weapons and
. . . . . . . .70,73,77
Swords, Magical

Weight Allowance . . . . . . . . . .................... 9

See also Encumbrance

Treasure . . . . . . . . . . . . . . . Weight of Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Division o f . . . . . . . . . . . . . . . . . . .
wildernessterrian Random.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173

Wisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15:Il

Tribal Spell Casters see Spell Casters, Tribal pearlofwisdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172,216-217;IO3
Wishes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88,94,100

U Effect of Wishes on Ability Scores . . . . . . . . . . . . . . . . . . .1 1
Rings of. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . .130,131

Ultravision. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56.59: 102 Withering see Aging

........................... X

. . . . . . . . . . . . . . . . . . .119 X.P. see Experience

See also Monsters, Random Encounters Z

Random Monster Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . 179-180 Zero Level Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74,79

Unholy Water see Holy/Unholy Water See also Inhabitants, Typical

ADVANCED D8D is an entire family of related game products comprising several hardbound volumes, playing aid items, and accessories. ADBD is only a
part of the larger line of TSR Games. TSR products are available at fine book, game, hobby, and department stores nationwide. If you are unable to locate
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request.

AMERICA’S PREMIER GAME CONVENTION
& TRADE SHOW

If you’re a gamer of any type, there’s an annual event you should know about no
matter what your particular area of interest is. The event is GenCon, America’s

Premier Game Convention and Trade Show, sponsored by TSR Hobbies, Inc. and

held in August of every year at a location in southeastern Wisconsin. Over two

thousand enthusiasts gather annually for this gaming extravaganza which runs
four days in its entirety (Thursday through Sunday), featuring a potpourri of

events and features dealing with all facets of thee hobby: tournaments, general

gaming, exhibits, auctions, seminars, movies, miniatures, boardgames,

role-playing events - - plus special celebrity guests, prizes, and trophies: It all
adds up to four days of gaming that you won’t want to miss, so make your plans
now to attend!

Inquiries regarding GenCon for any particular year(inc1uding dates, general
information, accomodations, etc.) should be made between March 1st and August

1st by writing to:

1 GenCon

-’p’- POB 756,

i’ Lake Geneva, WI 53147

’’TSR GAMES
PO9 756
LAKE GENEVA, WI 53147

235

PLAYERS HANDBOOK. This hardbound volume contains everything the player needs to know in AD&D. It contains complete

information on characters, levels, equipment, spells, and more.

MONSTER MANUAL. A hardbound compendium of the creatures inhabiting the AD&D fantasy world. Over 350 descriptions of
monsters, from Aerial Servant to Zombie, profusely illustrated.

THE WORLD OF GREYHAWK. This work provides a complete campaign milieu in which to base adventures and characters,
place dungeons, etc. Two large full-color maps, a folder, and a 32-page booklet full of ready-made historical and
geographical information. Approved for use with Advanced D&D.

DUNGEON MASTERS SCREEN. Actually two laminated reference screens, one for normal combat, saving throws, and other
oft-needed informotion, and another for psionic combat. With full color illustrations.

PLAYER CHARACTER RECORD SHEETS
PERMANENT CHARACTER FOLDER AND ADVENTURE RECORD SHEETS
NON-PLAYERCHARACTER RECORDSHEETS

These three products are designed for various types of character record keeping, and are made for the convenience of
player and Dungeon Master alike. All are three-hole drilled for easy notebook storage.

THE ROGUES GALLERY. An aid for the harried Dungeon Master, this booklet contains hundreds of ready-made non-player
characters, as well as caravans, bandit groups, dungeon parties, and more.

MODULES
Every AD&D module is a ready-to-play adventure setting, populated with appropriate monsters, treasures, tricks, and
traps, and including maps, background information, and histories. Though each individual module is designed to stand
on its own, several series are specially made to form a connected progression of adventures.

G1: STEADING OF THE HILL GIANT CHIEF S 1: TOMB OF HORRORS
G2: GLACIAL RIFT OF THE FROST GIANT JAR1 52: WHITE PLUME MOUNTAIN
G3: HALL OF THE FIRE GIANT KING T1: VILLAGE OF HOMMLET
C 1: HIDDEN SHRINE OF TAMOACHAN
D1: DESCENT INTO THE DEPTHS OF THE EARTH
D2: SHRINE OF THE KUO-TOA 236
D3: VAULT OF THE DROW

NON-PLAYER CHARACTERS TRAITS TABLES

PERSONAE OF NON-PLAYER CHARACTERS General Tendencies (d12, d6)
1. optimist
ADJUSTMENTS TO ABILITY DICE ROLLS FOR 2. pessimist 13. precise/exacting !
NON-PLAYER CHARACTERS 3. hedonist 14. perceptive
4. altruist I
race 5. helpfuVkindly 15. opinionated/contrary
Dwarf + +strength 1, constitution 1, charisma -1 6. careless 16. violent/warlike
Elf + +intelligence 1, dexterity 1 7. capricious/mischievous 17. studious
Gnome + +wisdom 1, constitution 1, charisma -1 8. sober 18. foul/borbaric
Halfling + +dexterity 1, constitution 1 9. curious/inquisitive 19. cruel/callous
10. moody 20. practical jokerlprankster
Class Minimum Score or adjustment to 11. trusting 21. servile/obsequious
Cleric Ability Dice Roll* 12. suspicious/cautious 22. fanaticaVobsessive
wisdom +2 23.' malevolent
Druid 24. loquacious
Fighter +12/14 minimum wisdom/charisma
Personality(d8, d8)
Ranger strength +2, constitution 1
Paladin as fighter, 12 minimum wisdom 1-5 Average 6-7 Extroverted 8 Introverted
Magic-User 1. modest
IIlusionist +as fighter, 17 minimum charismo 2. egoist/arrogant 1. forceful 1. retiring
Monk 3. friendly
Thief intelligence +2, dexterity 1 4. aloof 2. overbearing 2. taciturn
Assassin 15/15 minimum intelligence/dexterity 5. hostile
12/15/15 minimum strength/wisdom/dexterity 6. well-spoken 3. friendly 3. friendly
7. diplomatic
+dexterity +2, intelligence 1 8. abrasive 4. blustering 4. aloof
+as thief, strength 1
5. antagonistic 5. hostile

6. rude 6. rude

7. rash 7. courteous

8. diplomatic 8. solitary/secretive

Occupation +strength 1 to +3 Disposition (d10) Intellect (d10)
laborer +strength 1, constitution +3 1. cheerful 1. dull
Mercenary (level 0) 2. morose 2. average
4 minimum hit points 3. compossionote/sensitive 3. average
merchant/trader 4. unfeeIing/insensitive 4. active
12/12 minimum intelligence/charisma 5. humble 5. active
6. proud/houghty 6. dreaming
* Note that these are adjustments in addition to those noted in the ADBD 7. even tempered 7. ponderous
8. hot tempered 8. anti-intellectual
PLAYERS HANDBOOK. In spite of all additions, normal obility limits can- 9. eosygoing 9. scheming
not be exceeded. 0. harsh 0. brilliant

FACTS TABLES Possessions (or wealth) (d10) Nature (d6) Materialism (d6)
1. none 1. soft-hearted 1. aesthetic
Alignment (d10) 2. scant 2. forgiving 2. intellectualist
1. lawful good 3. scant 3. hard-hearted 3. average
2. lawful neutral 4. overage 4. unforgiving 4. covetous
3. lawful evil 5. average 5. jealous 5. greedy
4. neutral evil 6. average 6. vengeful 6. avaricious
5. chaotic evil 7. average
6. chaotic neutral 8. above average
7. chaotic good 9. exceptional
8. neutral good 0. superabundant
9. neutral
0. neutral

Appearance (roll separately for each category) Honesty (d8) Bravery (d8)
1. scrupulous 1. normol
Age (d10) General (d10) 2. very honorable 2. normal
3. truthful 3. normal
1. young 1. dirty 4. averoge 4. foolhardy
5. overage 5. brave
2. youthful 2. clean 6. average 6. fearless
3. youthful 3. unkempt 7. lia! 7. cowardly
8. deceitful 0. craven
4. mature 4. immaculate
5. mature 5. rough

6. mature 6. ragged
7. mature 7. dandyish

8. middle-aged 8. foppish Morals (d 12) Piety (d12)
1. aesthetic 1. saintly
9. old 9. non-descript 2. virtuous 2. mortyr/zealot
0. ancient 0. imposing 3. normol 3. pious
4. normal 4. reverent
Sanity (dl 0) * Roll again, and if either insane or maniacal is in- 5. lusty 5. averoge
1. very stable 6. lusty 6. averoge
dicated a second time, the character then con- 7. lustful 7. average
2. normal forms to that sanity level; in all other cases the 8. immoral 8. average
3. normal second roll stands in place of the first. 9. amoral 9. impious
4. normal
5. normal 10. perverted. 10. irreverent
6. normal 11. sadistic* 11. iconoclastic
7. neurotic 12. depraved* 12. irreligious
8. unstable
9. insane* Roll again; if perverted, sadistic, or depraved is again indicated, the
0. maniacal' character is that; otherwise, the second roll tells the true morals, and the
first roll is ignored in favor of the second.

237

Energy (d8) thrift (d8) NON-PLAYER CHARACTER ENCOUNTER/OFFER
1. slothful 1 . miserly REACTION ADJUSTMENTS
2. lazy 2. mean
3. normal 3. thrifty Sanity - 1 % to 6% Disposition +/- 1%to 6%
4. normal 4. average neurotic any +/- 1% to 4%
5. normal 5. average insane +/- 1% to 10% +/- 1% to 20%
6. energetic 6. spendthrift maniacal +/- 1% to 20% Nature +/- 1% to 20%
7. energetic 7. spendthrift any
8. driven 8. wastrel +/-General Tendencies
any 1 % to8% Bravery
any
interests (d12. d6) 13. wines & spirits Personality +/-l%to8%
1. religion 14. foods 8 preparation any Materialism
2. legends 15. gambling any
3. history 16. drugs
4. nature 17. collector* HEIGHT AND WEIGHT TABLES
5. horticulture 18. collector*
6. husbandry 19. collector’ MALES +Height In Inches +Weight in Pounds
7. exotic animals 20. collector’ Average - or
8. hunting 21. community service Dwarf Average - or
9. fishing 22. altruism Elf 150 2-16 2-24
23. none Gnome 48 1-4 1-6
10. handicrafts 24. none Half-elf 60 1-4 1-6 100 1-10 1-20
11. athletics Halfling 42 1-3 1-3
12. politics Half-orc 66 1-6 1-6 80 2-8 2-12
Human 36 1-3 1-6
* See Collections table below. 66 1-4 1-4 130 1-20 1-20
72 1-12 1-12
60 2-8 2-12

150 2-16 4-40

175 3-36 5-60

Collections (d12) FEMALES +Height in inches +Weight in Pounds
1 . knives & daggers Average - or
2. swords Dwarf Average - or
3. weapons Elf 120 2-16 2-20
4. shields & weapons Gnome 46 1-4 1-4
5. armor Half-elf 54 1-4 1-6 80 1-10 2-12
6. books & scrolls Halfling 39 1-3 1-3
7. minerals & gems Half-orc 62 1-6 1-6 75 1-8 1-8
8. ornaments 8 jewelry Human 33 1-3 1-3
9. coins & tokens 62 1-3 1-3 100 1-12 2-16
66 1-6 1-8
10. trophies & skins 50 2-8 2-8
11. porcelain, china & crystal
12. artwork* 120 3-18 4-32

* This includes tapestries, paintings, statuary, carvings, etc. 130 3-30 4-48

HEIGHT AND WEIGHT DETERMINATION

RANDOM LANGUAGE DETERMINATION TABLE Dwarf Under Height Over Under Weight Over
Elf 01-15 Avg.* 81-00 Avg.**
Dice Roll Language Dice Roll Language Gnome 01-10 16-80 81-00 01-20 21 -65 66-00
01 Brownie 45-49 HaIfIing Half-elf 01-20 1 1-80 86-00 01-1 5 16-90 91-00
Bugbear 50-51 Hobgoblin Halfling 01-35 21-85 91-00 01-20 21-75 76-00
02-03 Centaur 52-54 Kobold Half-orc 01-10 36-90 91-00 01-20 21-85 86-00
04 Dragon, Black 55 Lammasu Human 01-45 11-90 76-00 01-10 1 1-50 51-00
05 56-58 Lizard Man 01-20 46-75 81-00 01-30 31-55 56-00
06 Blue 59 Manticore 21 -80 01-25 26-75 76-00
07 Brass 60 Medusian
08 Bronze 61 Minotaur * For average height roll % dice: 01-30 = shorter by 1-4%”,71-00 = taller
09 Copper 62 Naga, guardian
10 Gold 63 by 1-4%” ( 1 -3%”for races under 5‘ tall).
11 Green 64 Spirit
12 Red 65 Water ** Weightasabove,adiust by 1-8# (1-4if l00#or less).
13 Silver 66 Nixie
14 White 67-70 ENCOUNTER REACTIONS
15 Dryad 71 Nymph
Dwarvish 72-76 Ogrish Any intelligent creature which can be conversed with will react in some
16-20 Elvish 77 Ogre Magian way to the character that is speaking. Reaction i s determined by rolling
21 -25 Ettin 78 Orcish percentile dice, adjusting the score for charisma and applicable loyalty ad-
Gargoyle 79 Pixie justment as if the creature were a henchman of the character speaking,
26 Giant, Cloud 80 Salamander and the modified score of the percentile dice is compared to the table
27 Fire 81 Satyr below:
28 Frost 82 Shedu
29 Hill 83 Sprite Adjusted Reaction
30 Stone 84 Die Score Violently hostile, immediate attack‘
31-33 Storm 85 Sylph 01 (or less)-05
34 Goblin 86-00 Titan Hostile, immediate action*
35 Gnoll Troll 06-25 Uncertain but 55%prone toward negative
36-39 Gnome Xorn 26-45
40 Human foreign or other* 46-55 Neutral -uninterested -uncertain
41 -44 56-75 Uncertain but 55%prone toward positive
76-95
96-00 (or greater) Friendly, immediate action
Enthusiastically friendly, immediate acceptance

* Or morale check if appropriate. \

* Select a foreign tongue, choose an unlisted creature language, or select @ 1979 TSR GAMES

at random by ignoring rolls over 85, if the first two options are not This page is perforated for easy removal and reference.
desired.

238

ENCUMBRANCE OF STANDARD ITEMS Encumbrance Quiver 30
in gold pieces Rcrtions, iron 75
I Item 200
Backpack 20 standard 50
Belt 3 Robe or cloak, folded 25
Belt pouch, large 10 60
small 5 worn 75
Book, large metal-bound 200 Rod 20
Boots, hard 5
soft 60 Rope, 50' 250
Bottles, flagons 500
Bow, composite long 30 Sack, large 1 50
composite short 60 small 20
long 80 50
short 50 Saddle, light horse 25
Caltrop 100 heavy horse 10
Candle 50
Chest, large solid iron 50 Saddlebag +100
small solid iron 5 Saddle blanket (pad)
small wooden 1,000-5,Ooo Scroll case, bone or ivory 50-1,000
large wooden 200-500 2
Clothes (1set) 100-250 leather 25
Cord, 1 0 ' 500-1,500 Spike
Crossbow, heavy 30 Staff 60
light 2 Tapestry (very small to huge) 80
Crystal ball, base and wrapping 80 Tinderbox 30
50 Torch 5
Flask, empty 150 Wand, bone or ivory case 50
full 7
20 box Base Movement
Gem 1-5 leather case 9"
Grapnel 100 Woterskin or wineskin, empty 9"
Hand tool 10 12"
Helm 45 full 12"
Helm, great 100 9"
Holy water, potion bottles 25 Armor Type Bulk +Weight* 6"
Horn 50 BANDED buIky 35#
Jewelry, large 50 CHAIN fairly 30#-k v
1-5 CHAIN, ELFIN non- 15#
small 60 LEATHER non- 15# 6"
Lantern 5 PADDED fairly 1 O#
Mirror 350 PLATE (MAIL) bulky 45# -
Musical instrument* 100 RING fairly 25#
1 SCALE fairly 40# -
Pole, 10' SHIELD, LARGE bulky 1 O#
SHIELD, SMALL non- 5# -
Purse SHIELD, SMALL, WOOD non- 3#
SPLINT bulky 40# 6"
STUDDED (LEATHER) fair$ 20# 9"

'Assumes human-size.

STANDARD HIRELINGS TABLE OF DAILY AND MONTHLY COSTS captain special
crossbowman
Occupation Daily Cost Monthly Cost' footman, heavy 2
bearer/ porter 1 s.p. footman, light 2
carpenter 3 s.p. 1 S.P. footman, pikeman 1
leather worker 2 s.p. 2 g.p.** hobilar, heavy 3
limner 30 s.p.'* hobilar, light 3
linkboy 10 s.p. 10 g.p. horseman, archer 2
mason 1 s.p. horseman, crossbowman 6
pack handler 4 s.p. 1 S.P. horseman, heavy 4
tailor 2 s.p. 3 S.P. horseman, light 6
teamster 2 s.p. 30 s.p. horseman, medium
valet/ lackey 5 s.p. 30 s.p.** lieutenant 3
3 s.p. sapper/miner 4
5 S.P. serjeant
50 s.p. slinger special
sage
*Monthly rate assumes that quarters are provided for the hireling, scribe 4
and that these quarters contain a bed and like necessities. ship crew
ship master special
'"Additional cost is 10% of the normal price of items fashioned by the
SPY 3
hireling. steward/castel Ian
weapon maker special
EXPERT HIRELINGS TABLE OF MONTHLY COSTS IN GOLD PIECES
15
Occupation or Profession cost
alchemist 300 special
armorer 100' special
blacksmith special
engineer-architect 30 special
engineer-artillerist 100*
engineer-sapperlm iner 150 100'
jeweler-gemcutter 150
mercenary soldier - 100' *Cast does not include all remuneration or special fees. Add 10Yo of
t archer (longbow)
4 the usual cost of items handled or made by these hirelings on a per
archer (shortbow) 2 iob basis, i.e. an armorer makes a suit of plate mail which has a nar-
artillerist 5
mal cost of 400 gold pieces, so 10% of that sum (40 g.p.) is added to

the costs of maintaining the blacksmith.

@ 1979 - TSR GAMES

DUNGEON MASTERS GUIDE

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