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Published by cfmgomes, 2021-05-08 20:48:09

Set 1 - Basic Rules Box Set

Set 1 - Basic Rules Box Set

Preface ever made. And you will see why, in just lots more. But you already have every-
a bit. thing you need to start: this package, and
This is a game that is fun. It helps you your imagination. That will do it.
imagine. When you bought some other game
"As you whirl around, your sword ready, the or book, did you ever think, "Gee, that's Ah, yes; it does cost one more thing,
huge, red, fire-breathing dragon swoops nice, but it's not quite what I thought it which you also have right now — a bit of
toward you with a ROAR!" would be"? Well, your D&D adventures time. It takes a few minutes to learn the
See? Your imagination woke up already. will be just what you want, because basic rules, and another hour or two to
Now imagine: This game may be more you're the one making them up! play a full game. You will probably want
fun than any other game you have ever to spend more time, and might even
played! And it's not hard. It takes a little read- make it a hobby; millions of people have.
ing and a little thinking, but most of all,
The DUNGEONS & DRAGONS® it's fun. But for now, just sit back and imagine.
game is a way for us to imagine together
— like watching the same movie, or It's fun when you discover that no- "Your character stands atop a grassy hill. . .
reading the same book. But^ow can write body loses, and everybody wins! the sun glints off your golden hair, rippling in
the stories, without putting a word on the warm breeze . . . you absent-mindedly rub
paper — just by playing the D&D® It's fun when you get good at the the gem-studded hilt of your magic sword, and
game. game . . . for example, knowing what to glance over at the dwarf and elf, bickering as
expect in a kobold cave, and which drag- usual about how to load the horses . . . the
You, along with your friends, will ons are on your side. magic-user has memorized her spells, and says
create a great fantasy story, you will put she's ready to go . . . a dangerous dungeon
it away after each game, and go back to And you don't have to put in a coin entrance gapes at you from the mountain
school or work, but — like a book — the each time, like many other games. Once nearby, and inside, a fearsome dragon awaits.
adventure will wait. It's better than a you have these rules, you don't need Time to get moving . . .
book, though; it will keep going as long anything else.
as you like. Have Fun! Frank Mentzer
There's more, of course, if you want it: February, 1983
It is nearly the most popular game exciting adventures to play, miniature fig-
ures of monsters and characters, expert
rules for more experienced players, and

How to use this book in this set is the DUNGEON MASTERS Acknowledgements
RULEBOOK, and explains everything
You can learn how to play the DUN- the DM needs to know. The following individuals have made
GEONS & DRAGONS® game by your- This set gives all the details for playing a this work possible through its years of
self, simply by reading the next sections DUNGEONS & DRAGONS game. With evolution: Dave Arneson, Brian Blume,
of this booklet. You don't have to memo- these rules, your characters can reach Dave Cook, Anne C. Gray, Ernie Gygax,
rize everything as you read; the first two the 3rd level of experience. (These and E. Gary Gygax, Allen Hammack, Kevin
adventures are designed to teach you other terms are explained later in this Hendryx, John Eric Holmes, Harold
while you play. If you are ready to learn, booklet.) Other sets are available, with Johnson, Tim Kask, Jeff Key, Rob
begin reading at Start here. more magic items and spells, monsters, Kuntz, Alan Lucien, Steve Marsh, Tom
and rules for bigger and better games. Moldvay, Mike Mornard, Jon Pickens,
The game is usually played in groups Brian Pitzer, Michael Price, Patrick L.
of 3 or more people. If you want to learn Set #2 is the D&D® EXPERT Rules, Price, Paul Reiche, Evan Robinson, Gor-
with others, it's best if one person al- for character levels 4th through 14th. don Schick, Lawrence Schick, Don
ready knows how to play, and can teach The D&D® COMPANION Rules is Set Snow, Edward G. Sollers, Garry Spiegle,
the others. If not, you (or one of the #3, for characters levels 15th through Stephen D. Sullivan, Ralph Wagner, Jim
others) may read the first adventure 25th; and the D&D® MASTERS Set Ward, Jean Wells, and Bill Wilkerson.
aloud, while everyone follows along, to gives the remaining details for character
learn the basics of the game. However, levels 26th through 36th. Thanks also to Donald Paterson, for
it's better if each person can read the opening my own door to the D&D
adventures separately. Everything in these sets fits together world, and special thanks to Harold
to form a complete system for playing Johnson, who escorted me in.
When you all know how to play char- D&D fantasy role playing games. You
acters, read the sections "DUNGEONS may use all or part of these rules. They
& DRAGONS Characters" and "Play- often include several ways of playing
ing with a Group". One person must and running the game. You may create
also learn how to be a Dungeon Master new rules, monsters, and magic, using
(or DM) — the person who plays the these rules as guidelines.
roles of the Monsters. The other booklet

Revised by Frank Mentzer IP Players Manual 2
Illustrations by Larry Elmore
and Jeff Easley \t-2/ by Gary Gygax and Dave Arneson 3
9
© 1974, 1977, 1978, 1981, 1983 Table of Contents
TSR Hobbies, Inc. 10
All Rights Reserved Learning to play DUNGEONS & DRAGONS® games
Start here 11
Dedication What is "role playing"?
What role will I play? 12
This game has undergone a startling Your first adventure 13
metamorphosis from its earliest forms, 14
written for hobbyists, to the current Your character
revision, usable and understandable by Alignment: How characters and monsters behave 15
nearly anyone. The original flavor and Now where do you go? 22
intent has been carefully preserved. The character sheet 23
With the greatest admiration, respect, Ability scores
and thanks, this edition is dedicated to Adjustments 24
the president and founder of TSR Saving throws 28
Hobbies: E. GARY GYGAX. Special abilities 37
Combat chart 43
DUNGEONS & DRAGONS® and D&D® Magic items 45
are registered trademarks owned by Normal items 46
TSR Hobbies, Inc. Other notes 47
This book is protected under the Money and treasure 48
copyright laws of the United States of Experience 52
America. Any reproduction or other 53
unauthorized use of the material or Dice 55
This is very important. Be sure to read it carefully. 56
artwork contained herein is prohibited 58
without the express written consent of Solo adventure 59
Part 1: Town business 60
TSR Hobbies, Inc. Part 2: Battles 61
Distributed to the book trade in the More damage 62
United States by Random House, Inc. The monsters 63
and in Canada by Random House of Canada, Combat checklist
Ltd. Distributed to the toy and hobby Record keeping
Getting killed
trade by regional distributors. Mapping
Printed in the U.S.A. Part 3: Into the caves
After the adventure
First Printing — May, 1983
DUNGEONS & DRAGONS® characters
TSR Hobbies, Inc. What comes next?
Character classes
Prime requisites
Saving throws
Character class: human
Cleric
Fighter
Magic-user
Thief
Character class: demi-human
Dwarf
Elf
Halfling
Making up a new character
Players are not characters!

Playing with a group
How to prepare
Character alignment
Adventuring rules
Encounter rules

Additional rules
Missile weapons
Variable weapon damage
Combat maneuvers
Encumbrance
Retainers

The world of D&D gaming
Glossary

Learning how to play DUNGEONS & DRAGONS" games

Start here board could have all the dungeons, You also need equipment for adventur-
dragons, monsters, and characters you ing. You are carrying a backpack and
A dungeon is a group of rooms and cor- will need! other items, very similar to what you
ridors in which monsters and treasures would carry when camping. Some of
can be found. And you will find them, as For now, while you are learning, you these items include food, water, rope, a
you play the role of a character in a fan- will play a role in your imagination. lantern, and so forth; for now, just as-
tasy world. There are many kinds of Later, when you play the game with oth- sume you have everything you need to
monsters, but dragons are the biggest ers, you will all be playing different roles survive in the wilderness.
and most dangerous — and have the and talking together as if you were the
most treasure. characters. It will be easy, but first you With monsters around, you need pro-
need to get ready. tection! You are wearing armor made of
You can start playing this game right links of chain (called chain mail) and a
now — without learning any rules, and What role will I play? helmet. You own a beautiful sword, and
without anyone else to play with! Just start have a dagger tucked into one boot, just
reading, and you will discover the basics of Imagine: it is another place, another in case. You know how to use all of your
the game in a matter of minutes. time. The world is much like ours was, equipment properly.
long ago, with knights and castles and no
During your first adventure, you will science or technology — no electricity, If you like, you can give your fighter a
only need one of the dice in the box. no modern comforts of any kind. name. It doesn't matter whether you are
The others will be used later, for now all male or female.
you need is the roundish one with the Imagine: dragons are real. Were-
numbers 1 to 20 on it. Use the crayon to wolves are real. Monsters of all kinds live All set? Let's go!
fill in the numbers, and rub off extra in caves and ancient ruins. And magic
wax with a tissue so only the numbers really works!
are colored in.
Imagine: you are a strong hero, a fa-
After you do that, get a pencil and mous but poor fighter. Day by day you
paper — and you're ready to start! explore the unknown, looking for mon-
sters and treasure. The more you find, the
Read this booklet just like any book. more powerful and famous you become.
Don't skip around! This edition has been
completely revised to introduce the Your character's basic abilities
game to you, step by step. While you are
reading the next sections, you will learn In the game, we need some way of de-
many things about the game. You do not scribing your character, the fighter you
have to memorize everything as you go will pretend to be. We can say the fighter
along. is "strong, fairly nimble, not too smart"
— but we need to describe the character
By the time you have played the Solo a little better than that.
Adventure (pages 13-22), you will know
how to play the basic game. The rest of We call these descriptions abilities
this booklet gives other details that you (Strength, Intelligence, and others). We
will need when playing the game with measure each one with a number, called
others. an "Ability Score." The highest score
possible is 18, and the least is 3 (for rea-
In group games, one person is the sons we'll discuss later).
Dungeon Master, and everyone else is a
player. The Dungeon Master (or DM, You are a strong fighter; your Strength
for short) runs the game, while the oth- score is 17, nearly the highest possible!
ers play the roles of characters. The
other booklet in this set, DUNGEON You are "fairly nimble," which means
MASTERS RULEBOOK, gives all the that you can move swiftly. The name for
information needed for running group this ability is Dexterity. As a fighter, you don't
games. need a high Dexterity score. Your Dexterity
is 11 (which is a little above average).
What is "role playing"?
A fighter often isn't very smart. Your
This is a role-playing game. That means character isn't as smart as you are, but isn't
that you will be like an actor, imagining stupid, either. Let's say your Intelligence is 9
that you are someone else, and pretending (which is a little below average).
to be that character. You won't need a
stage, though, and you won't need cos- Now make a note of your Ability
tumes or scripts. You only need to imag- Scores. Anywhere in the middle of your
ine. sheet of paper, write:

This game doesn't have a board, be- 17 Strength
cause you won't need one. Besides, no 11 Dexterity
9 Intelligence

Learning how to play DUNGEONS & DRAGONS® games!

Your first adventure If you miss, the goblin tries again, but
misses. You can swing again; roll again
Your home town is just a small place to see if you hit.
with dirt roads. You set off one morning
and hike to the nearby hills. There are If you hit the goblin, he screams and
several caves in the hills, caves where runs away, down the corridor and into
treasures can be found, guarded by the darkness. (Goblins can see in the
monsters. You have heard that a man dark.) You have wounded him.
named Bargle may also be found in these
caves. Bargle is a sort of bandit, who has If you keep missing, keep rolling! The
been stealing money, killing people, and goblin is trying to hit you, but you keep
terrorizing your town. If you can catch dodging the blows. Remember: if you
him, you can become a hero! hit the goblin, he runs away.

As you approach the entrance, you Damage and hit points
look around. It's a nice day, and every-
thing seems peaceful. You know that In the game, when any creature is hit You stop for a moment to be sure that
things aren't usually peaceful in caves (either monster or character), damage is you are all right, and then continue
where monsters live, and it's usually caused. There is a way of keeping track down the corridor. There are no side
dark, too. So you get out your lantern of damage, called hit points. passages, no other way to go.
and a tinderbox (matches haven't been
invented yet, so the box has flint and The number of hit points is the Ahead, the corridor leads into a wider
steel), and carefully light the wick. The amount of damage that a creature can area, which we will call a "chamber". You
flame sputters a bit, but the oil soon take before being killed. Hit points can carefully approach the chamber, shining
burns with a soft glow. With your sword be any number; the more hit points a your lantern around to see if anything is
ready, you step into the cave. creature has, the harder it is to kill. We there. A hiss comes from a corner of the
often use an abbreviation for hit points: room to your left, and there you see a
It's dark and musty inside. A passage it is hp. huge rattlesnake, almost ten feet long!
leads inward from the entrance, going Near it, on the floor, are hundreds of
deeper into the hill. It looks like the only Your fighter starts with 8 hp (hit gold and silver coins.
way to go, so you head in that direction, points) and still has all 8, since the goblin Talking to a snake will do no good at all,
watching carefully for bats and other never hit you. He may have hit your ar- and you can't just sneak past it. Again,
nasty creatures. mor or shield, but never got through you must fight. For this battle, you will
your protection, so these attacks are still keep track of hit points. The snake has 3
Suddenly, you see a goblin! He is called "misses" — they didn't actually hp. On your sheet of paper, near the
smaller than you are, and looks like an damage your character. bottom, write "Snake 3," leaving some
ugly little man with gray skin. He sees Constitution: Your health room to keep track of the snake's
you, gives a scream, waves his sword, Your fighter is healthy, and can fight a damage.
and attacks! You dodge his blow, and long time without tiring. This ability is
raise your sword to swing. measured by another Ability Score, This time, you will need to roll an 11
called Constitution. Your Constitution is or higher to hit the snake. It's slower and
If the goblin hadn't attacked right 16, well above average but not perfect. easier to hit than the goblin was. But the
away, you might have tried talking to snake has a better chance of hitting you
him; but now you have no choice. You Your Constitution affects your hit than the goblin did, because it's bigger
must fight for your life. points. If you have a low score, you and tougher.
might only have 2 or 3 hit points. On the
How to hit other hand, if you had an 18 Constitu- If you hit the snake, cross off the 3
In the game, whenever you try to hit a tion, you might have as many as 10 hp, and write a 2 next to it; you have
monster there is a chance that you will or more! damaged the snake. If you miss, don't
miss — and, of course, a chance that you do anything.
will hit. It is very hard for monsters to Write your new Ability Score under
hit your fighter, because of your fine the others on your sheet. The snake then bites at you, and hits!
chain mail armor. The goblin isn't as At the top of the sheet, cross off the 8
hard to hit, because his armor is not 16 Constitution after the words "Hit Points," and write a
nearly as good. Near the top of the page, above the Abil- 7 next to it.
ity Scores, make a note of your hit
To swing at the monster, you must points: While playing a D&D game by your-
make a Hit Roll. Roll the twenty-sided self, you should use this method to keep
die. If you roll an 11 or less, your charac- Hit Points 8 track of your hit points, and the hit
ter misses the goblin. If you roll a 12 or Now back to your adventure: points of the monster you meet.
higher, you hit! (This number is part of
the Combat Rules. You will learn more
about it as you continue.)

Learning how to play DUNGEONS & DRAGONS® games!

Poisoned? find a small gem, a pearl, in one corner. toward a corridor leading out of the
This is a poisonous snake, which can be It may be worth 100 gold pieces itself! room. "He came through here so fast I
very dangerous. In the game, there is a almost didn't see him. You hit him?
way of finding our whether the poison After resting a bit to catch your Good for you! Goblins are nasty.
hurt you or not. Roll the twenty-sided breath, you shine the lantern around,
die again. If you roll a 12 or higher, that and see another corridor leading fur- "Since you don't know about clerics,
means that you dodged before the snake ther into the darkness. Looking back the let me explain. Clerics are trained in
could inject its poison (but you still take way you came, you see the light of day fighting like you, but we can also cast
damage from the bite). If you roll an 11 shining in the cave entrance in the dis- spells. I meditate, and the knowledge of
or less, your fighter takes 2 more points tance. It looks tempting, but you remind spells enters my mind. One of the spells
of damage from the poison (cross off the yourself that you are a courageous fight- I can cast right now is a curing spell, and
7 hp and write 5). er, and shouldn't run away just because you look like you need it!"
of a little fighting.
You made this roll to see if you saved Spell casting! You've heard of it, but
yourself from trouble; this roll is called a Remember, though, that you are know nothing about it. You are still cau-
Saving Throw, and will be used later in hurt; if you continue on, beware! If you tious, but you watch as the cleric says a
many other situations in the game. see another snake, or something else few words and touches you lightly on the
that looks as dangerous, you should arm. Magically, your wounds are healed!
Your fighter swings again. Remember, probably go back. Don't get killed! Live
if you roll an 11 or higher, you hit, and to fight another day; the treasure will On your sheet, imss out your I lit
can subtract 1 hit point from the snake. wait. I'oinis and wriir down 8 — the full
If you miss, do nothing. amoimi you .started with.
You carefully start down the corridor "Feel better?" she asks. "Would you
The snake bites your fighter again! into the unknown, your lantern held care to sit and rest a bit? I'd like to tell
You lose one more hit point, and must high and sword ready. you a few things that you will need to
make another saving throw; remember, know later." You sit down, happy to rest,
if you roll 12 or higher, you don't lose The corridor leads to another small but keeping your sword handy in case of
extra points. If you roll an 11 or less, you cave. As you approach, you hear a voice, trouble. She sits down next to her lan-
lose another 2 hit points from poison and see a light. tern.
damage. "If you didn't know about clerics, you
You pull the shutters closed on your probably don't know about magic-users.
You can now swing again. If the snake lantern, so you can hide better, and care- They are adventurers, like you and me,
still lives, it bites and misses. (In this bat- fully peek around the corner. To your but they study only spells, and rarely
tle, the snake won't hit any more; in a right, sitting by the cave wall, is a beauti- fight. They have different spells than we
regular game, it might kill your fighter ful woman, wearing armor like yours. clerics do, and instead of meditating,
before you hit it at all!) She has no sword, but has a rod with a they learn their spells from books.
metal ball on one end; this is a weapon There are a few magic-users living in
The snake will keep attacking, but it called a mace. A lit lantern is on the floor town, but not many.
will keep missing. Your fighter may have next to her. She seems to be meditating
to swing many times, but sooner or later or praying.
you will kill the snake. Make all the prac-
tice rolls you need. You decide she might not wish to be
disturbed. But as you try to quietly tip-
When the snake's hit points become toe past, she looks up and says:
zero, the snake is dead. (If your hit
points ever reach zero, you're dead!) "Greetings, friend! Looking for the
goblin? You might — Oh! You are hurt!
You are hurt, but there is nothing you May I help?" She watches you carefully,
can do about it right now. The damage in case you are dangerous, but seems to
your fighter has taken can be healed by a want to help.
few days' rest.
You apologize for disturbing her, but
The dead snake is not dangerous, so you wonder what she knows about the
you get to work. You pick up the many goblin, and — most of all — how she
coins and put them in cloth sacks you could help you. But wait; she might be
brought with you. As you are doing this, an enemy. Keeping your sword ready,
you notice that, besides the gold, there you move closer. She stands, and says:
are three types of silvery coins. Most are
silver, but others are more valuable met- "My name is Aleena. I'm a cleric, an
als called electrum and platinum! adventurer like yourself. I live in the
town nearby, and came here seeking
This is a rich treasure; snakes usually monsters and treasure. Do you know
have none. The treasure probably be- about clerics?"
longed to someone else who tried to kill
the snake — but failed. Stop and imagine what your character
would say. Back in town, she might be
Sometimes treasure could be hidden. one of your neighbors, you are not sure,
Looking carefully around the room, you but you don't know about clerics.

After listening to you, she says, "Well,
the goblin went that-a-way," and points

Learning how to play DUNGEONS 8c DRAGONS® games!

"If you are attacked by a bad magic- Sharing adventures dangerous, and we should continue on
user, you might be able to avoid the As your fighter talks with the cleric, you our way. I was lucky to Turn them, and it
magic, but it's harder than avoiding poi- get to know each other a little better. She might not work again."
son. Spells can be helpful, but they can offers to come along, to help in the ad-
be very dangerous, too. venture. Although this means that the As you continue down the corridor to-
treasure should be split between you, it gether, she explains. "We call this Turn-
"By the way, that looked like a snake also means that together you can defeat ing Undead', you see. Only clerics can
bite that I cured. That can be very bad, more dangerous monsters, and find do it, and sometimes it doesn't work.
because most poison is deadly; you more treasure. And two adventurers Ghouls are only one of many kinds of
were lucky that it didn't cause more have a better chance of success than ei- undead monsters; there are also skel-
damage. Some other creatures also ther does alone. You decide that it would etons, zombies, and much worse. If you
have special attacks, like poison. Some be a good idea, and together you set off had been alone, you could easily have
can paralyze, and some can even turn down the next corridor. been ambushed, and probably slain.
you to stone by just looking at you —
unless you look away in time. And Side by side, you quietly walk down the "Let's hurry, because the Turning only
dragons are the worst! They can dark passageway. You see another corri- lasts for a few minutes. There are too
breathe fire, acid, or other deadly dor branching off to the right, about many of them for us to handle."
things. You can never avoid all the twenty feet ahead. Keeping your lan- You see a door ahead, to the right. This
damage from their breaths, but you terns half-shuttered, so you can see what is unusual in caves, and you approach it
can lessen it if you cover up in time. you are doing without attracting much slowly and quietly. The corridor con-
attention, you move up to the corridor tinues past it, into the darkness.
Your chaiarlcr has different S.i\,inj> and peek around the corner.
Throws for each of ihe special aitaik Together you examine the door. It is
forms; these will be explained laiei. Four beast-like humans in tattered made of wood, with heavy iron bands
clothes are standing in a group about ten across it; the hinges seem to be on the
Charisma: Your personality feet away, down the side corridor. But other side. A large keyhole is below the
Your fighter gets along fairly well with they make no noise at all — quiet as the curved metal handle.
the cleric; she was friendly right away. dead. They look like they are waiting for
This is the effect of another Ability some poor victim to come along. "I don't see anything dangerous," says
Score: your Charisma. Since your fighter the cleric, "but then, I don't know much
is a likeable person, your Charisma score Before you can speak, the cleric about the traps you sometimes find on
is above average, 14 (remember, 18 is the touches your arm, and points back the doors. It's worth a try." She tries to open
best possible). If you had a low score, the way you came. The two of you back up a it, but the door seems to be locked.
cleric would have been very cautious, few feet so the creatures won't hear you. "Could you try to force it open?" she
and might not have offered to cure you asks.
at all. "They're ghouls!" she whispers. "If
Wisdom, Your common sense one hits you, it could paralyze you! You back up a bit and, with a short
A cleric is very wise. This is another Ghouls are undead monsters, very nasty run, slam into the door. But try as you
Ability Score, different from intel- things; neither dead nor alive, but some- might, you can't break it open.
ligence. For example, imagine that you thing horribly in between. We clerics
feel wet drops on your arm. Your Intel- have some power over these creatures of "What a pity!" murmurs Aleena.
ligence would tell you that it's raining; darkness. Follow me, and wish for luck." "There is probably some nice treasure in
your Wisdom would tell you to go indoors there, but we can't get to it. We need a
to avoid catching a cold. You move forward again, but with the thief!"
cleric leading the way. Peeking around
Your fighter is not very wise; your the corner, you see the ghouls. Luckily,
Wisdom score is 8. The cleric has a they don't seem to have heard your
Wisdom of 17, but is fairly weak, with a whispers. The cleric pulls a necklace out
Strength of 9. Each type of adventurer from under her armor, and you see that
has a different specialty; magic-users, there is a symbol of one of the town
for example, have high Intelligence, but churches on her silver chain. She boldly
often low Strength. steps out, holds up the symbol, and says
harshly "BEGONE, vile things!"
Put these two Ability Scores on your
sheet: When she steps out, the ghouls
quickly turn to attack. But now, as she
8 Wisdom thrusts the symbol out, the ghouls
14 Charisma pause; and suddenly, in a rush, they
scramble away down the side corridor,
into the darkness, and all in dead si-
lence.

"Don't bother to chase them," she
mutters. "As I said, they can be quite

Learning how to play DUNGEONS & DRAGONS® games!

Seeing the puzzled look on our face, ner, and see a tall bearded human in a the goblin hits you again, causing 2 more
she explains. "You may think that thieves black robe standing in a room. A goblin points of damage. Remember to keep
are bad, but many of them aren't. is crouched by one wall, watching. The track of hit points for both the goblin
Thieves are adventurers too; some of robed magic-user is moving his hands and your fighter.
them are quite nice folks, really. You do and saying works you don't understand
have to keep an eye on your coin purse, — and suddenly he disappears! If your hit points reach zero, the en-
but a thief can be very helpful finding emies win this battle. You will not see
traps, opening locks, climbing walls, and The goblin crackles with glee, and home again.
doing other things. says "Ah, master, it worked! Nobody can
see you now, and what a surprise those If you are still fighting, the magic-user
"I'm sure we could do better if we had nasty people will have. And I'm next! stays back in the corner, thinking about
a thief along, and a magic-user could Make me invisible too, master!" what spell to throw next. Roll again; the
help, too. I usually go adventuring with goblin keeps missing.
those types, plus a couple of big fighters The cleric whispers, "Now! Before
like you to handle the rough stuff. Un- they can do any more!" And you charge The goblin started the battle with 2 hit
fortunately, nobody else wanted to come into the room together. points. So the second time you hit the
along this time. creature, his hit points reach zero, and
The goblin jumps up and meets your he shrieks and falls dead on the floor.
You try the door again, but it won't charge with a swing of its sword. It You have overcome one enemy, but the
open. So, with a sigh of regret, the two magic-user remains!
of you continue down the corridor. The goblin lias 2 hit points, and you
still need to roll a \2 or boner 10 hit. When the goblin falls, the magic-user
The corridor curves to the left, and Roll the die and keep track of the bat- starts looking worried. Watching you
you see a light ahead. You stop and lis- tle in the same way as you did with carefully, he starts saying magic words
ten, and hear voices. One sounds like a the snake. and waving his hands. He's casting a
man, but the other sounds like a goblin. As you battle the goblin, Aleena looks spell at you.
wildly around for the invisible magic-
"Get UP, you wimpy weakling!" user, waving her mace to and fro in the You run at him, hoping for a chance
growls the man. "Who else did you see, air. It seems to hit something, and you to swing before he can complete the
besides this fighter and a cleric!" hear a deep grunt. She keeps waving her spell. But it's too late — a magical force
mace, but without further success, so she touches your mind.
"Please, master! Don't hurt!" whim- stops and casts a spell. You don't see
pers the goblin. "Nobody else, nobody. I what her spell does, so you concentrate Roll the die once again. You must
hurt the fighter real bad. I come to tell on fighting. make a Saving Throw against the spell.
you right away!" 1 In- i>ul]|iii hii« mm liijli'ri fnr '_' If you roll a 16 or less, the magic takes
effect; read the next section, Ending #1
The goblin's lies don't seem to fool the | i n i i i [ > u l i l ; i i i ] . i ^ c i Y o n ••n\\ • !•> 1 for this adventure. If you roll a 17 or
human. "Get UP, I say, or I'll turn you [ m i n i n l d . i i r u j j t ' w h e n \ m i h i : . • • >III higher, your fighter avoids the spell;
into a toad. You probably ran away with- p . m - i l in flu.- g u l i l i n ^ J : b u i i h r g u l i l m skip to Ending #2 on page 8.
out even trying. Nobody else, you're u i i K h , i * '_' fin { m i n i s . >ii n \ ,i t.iii
sure?" I j ^ l i i . R o l l .lLf.iin i n sic if v i m liii [lit-

"Nobody else, master, I swear!" (•••him. If vcm MUM. tin- gohlui
"Hrmph. They could still mean trou- .mil m i w i
ble. Perhaps we can trick them, and kill Aleena can't iind Bjiglc, and ib alai t-
them without a fight . . ." ing to look worried. Suddenly, the sound
Aleena taps your arm once again, and of a spell comes from a far corner of the
you back up to discuss the situation. room! The cleric turns and runs in that
"I recognize that man's voice!" she direction, waving her mace and shout-
says. "It's Bargle, one of those bad ing, the black-robed magic-user appears
magic-users. He has probably cast a spell in the same corner as the spell noise,
on the goblin to force it to serve him. with a glowing arrow floating in the air
"If we go back, we should be safe. Oh! beside him. He points at Aleena; the ar-
I almost forgot. The ghouls are back row shoots out, and hits her! She wails
there. If Bargle only has one goblin, we and falls with a sigh, collapsing in the
should risk this battle, rather than face middle of the room. The glowing arrow
all those Undead. Besides, he's not ready disappears.
for us — yet."
Listening carefully, you hear the If your fighter hasn't slain the goblin yet,
magic-user and the goblin planning how roll again. But while you are swinging,
to trick you and Aleena. The two of you
also make plans. The magic-user is the
most dangerous, and Aleena will try to
fight his spells with hers. Your job is to
fight the goblin.
As your return, you hear a spell being
cast up ahead. You peek around the cor-

Learning how to play DUNGEONS & DRAGONS® games

Ending #1: YOU MISS THE you are. Bargle's reply isn't in a language coming out. Then you remember
SAVING THROW you can understand; you stop and turn, Aleena's words, "creatures of darkness."
and see him softly chanting a spell, Maybe they hate the sunlight, and only
As you get near the magic-user, a funny waving his hands at you. Before you can come outside at night. You'd better hur-
feeling comes over you. Why, he doesn't ask what's going on, you begin to feel ry, to get back to town before dark.
look so bad; in fact, Bargle seems to be a very sleepy. Everything goes black.
pretty nice guy! You think you used to It's hard to run with the cleric across
be friends, but you are not sure just * ** your shoulder, but you finally get back
where or when. just as the sun goes down. Once there,
Something lands on your face, and you you take her body to her church. It's too
"Feeling better?" he asks. "You were start to wake up. Opening your eyes, you late to help her, but they can give her a
overcome with rage for a moment. Are see — a leaf, apparently fallen from the proper burial. They thank you for your
you okay now?" tree above you. You are lying by a cave, kindness, and offer a small bottle as a
and it's late afternoon. You can make it reward.
"Sure," you reply, somewhat con- back to town if you hurry. But suddenly,
fused. "You seem to be okay, Bargle old you remember what happened — BAR- "What is it?" you ask.
pal, and I only took a little damage from GLE! The fight with the goblin, Aleena "It's a magical potion, of course!" he
that goblin. Say, I saw some ghouls back falling, the strange bad-but-nice feeling exclaims. "It's a Potion of Healing. If you
there; we should get moving." about the magic-user — Horrors! You are hurt, you can drink this and be
were ENCHANTED! And where is the cured, somewhat like our magical curing
"Indeed?" replies Bargle. "Well, let's treasure? spells. It's a nice magical treasure; save it
pack up the goodies, and move on." for an adventure in your future, in case
Together you collect the treasure: a You get up quickly, brushing the a cleric you are traveling with runs out
small bag from the goblin, and a larger leaves off your face and equipment. of spells. It's the least we can do."
one from the cleric. Bargle picks up a Perhaps Bargle was afraid to kill you, The clerics thank you again for your
black velvet bag, explaining that he and just stole all that he could find. Or, help, and you thank them for theirs. You
dropped it while he was fighting the more likely, Bargle was scared away by leave the church and head for your
goblin. something before he could slit your home on the other side of town, think-
throat. ing about your adventure and all you
As you get ready to leave, you blurt have learned.
out "Shouldn't we take the cleric's body Your dagger is missing, and some Now pretend that you made the Saving
back? She helped me out, earlier." food, but your sword is in its sheath and Throw, and read the next section to see
your pack is still there. One sack re- what might have happened.
"That would be nice," Bargle replies, mains, and from the pain in your back, If you have already read the next
"but we're carrying all we can. We all you must have been sleeping on it. It section, skip to the Winning section af-
take our risks, here in the dungeon." contains some of the coins you found by terward.
the snake and the tiny gem. The rest is
Something seems wrong about that. missing.
You argue with Bargle a bit, but he
convinces you that nothing could be You remember what happened to
done for her, and bringing her along poor Aleena. You should take her back
could slow you down — maybe enough to town; they might be able to help, and
that the ghouls would catch up. So you even if it's too late, she should get a
head off down the corridor, as if the best proper burial. As you prepare to return
of friends. to the caves, you find that your lamp has
gone out, the oil all burned away.
The corridor leads to another room,
which is empty. You search it together; There is still one oil flask in your pack,
nothing can be found. But looking down so you refill the lantern, light it with
the next passage, you see a light! your tinderbox, and head back into the
darkness.
"Bargle!" you exclaim. "Look here!"
"Ah, I see," he says. "That must be a You pass through one empty room,
way out! We're in good shape now. Lead and then find the bodies of the cleric
on, fierce fighter! I shall watch for the and the goblin in the next. But you see
ghouls." dark, quiet shapes in the darkness
You head down the corridor towards beyond; it's the ghouls! Quickly, you put
the light. Sure enough, it's a side the cleric's body over your shoulder and
passage, leading out of the hill into the run for your life.
sunlight. As your stomach grumbles,
you remember that it's after noon. You The ghouls follow, snapping at your
missed lunch in all the excitement. heels. You can't move as fast as usual
"Shall we head back?" you ask, as you with the weight of the cleric on your
squint out into the daylight, much shoulder. But you win the desperate
brighter than your lantern. race, and get outside once again!
"Surely!" he replies. As you head out-
side, you start to talk about how hungry You pause for a moment, out of
breath. Looking back, you see the ghouls
in the cave — but they don't seem to be

Learning how to play DUNGEONS & DRAGONS® games

Ending #2: YOU MAKE THE Peering into it, you find that the corri- It won't spoil; save it for an adventure in
SAVING THROW dor leads outside, into the midday sun. your future."
Carefully, in case Bargle is waiting to
Bargle's magic doesn't seem to work! He ambush you, you walk outside — and all The clerics thank you again for your
pauses, surprised, as you swing. is clear and calm. help, and you thank them for theirs. You
leave the church and head for your
Kull tin- dn1. II w>ii loll M nr highi-i. ; You rest a bit, pick up the cleric, and home on the other side of town, think-
M>U liii. A mil (if 7 nr It-is n i f . m s ilia! head back to town. Once there, you take ing about your adventure and all you
Mm mi»trd. II you citn gif <!')•.<• m her body to her church. It's too late to have learned.
ilifin, iii.i^u-uscr? me- ( i l i t n IMNV in help her, but they can give her a proper
tin. r t i c \ .in1 iKK MM \ il.mi;criiiis m a burial. They thank you for your kind- If you haven't read Ending #1, "You
i IHM1 ness, and offer a favor in return. You Miss The Saving Throw" go back and
remember the strange small bottle in do that now, pretending that you were
If you hit, the magic-user gives a cry Bargle's bag, and get it out, asking enchanted by Bargle's spell.
and falls, dead. You have won! whether they can tell you what it is. Winning
You have just played a D&D game!
If you miss, Bargle screams and runs One of the clerics opens the bottle,
down the next corridor, into the dark- and sniffs at it. "Why, it seems to be a This adventure was designed to show
ness. You start after him, but then you magical potion!" he exclaims. "Let me you some of the basic parts of the game.
stop. Who knows what magical powers see, now, I'm sure I've smelled that You played a fighter, who tried to sur-
the man might have, waiting there to before. Ah! I remember. It's a Potion of vive in the dungeon, while finding mon-
trap you? Better to see if Aleena is alive, Growth! If you drink it, you will become sters and treasures. You succeeded — so
and rest a bit. a giant for a short time, for one to two your character "wins."
hours — and can do double normal
You kneel by the cleric, and gently damage when you hit a monster. Con- Think a moment. Why do we play
turn her over. Alas, Bargle's magical gratulations, it's a nice magical treasure! games? To have fun. Each player "wins"
spell has taken her life. Mourning the by having fun — so if you had a good
loss of your new-found friend, you de- time, you win! You can have fun even if
cide to take her back to town for a your character gets killed — and if that
proper burial. You tidy her up while happens, don't worry. You can always
keeping an eye out for monsters and make up another one!
listening carefully in case Bargle comes
back; but nothing happens. Winning a role playing game is like
"winning" in real life; it's just succeeding
The goblin had very little treasure, in doing what you wanted to do, and
just a few copper pieces in a small bag. living through it. The fun comes from
Searching the room, you find another doing it, not ending it! This is why we
bag, a finer one of black velvet. It must say that in this game, everybody wins
be Bargle's, dropped in the heat of the and nobody loses.
battle! Opening it, you find several valu-
able gems and a small bottle. You put the Is this a game or a story, you ask? It's a
treasure away, planning to examine the little of both. As you learn more about it,
bottle later. it will become more and more like a
game. You still have many game details
Nothing else of value is in the room. to learn, so continue reading.
You pick up the poor cleric and carry
her on one shoulder. Should you con- You have met some monsters, and
tinue down the dark corridor, or head won the battles. You have found some
back the way you came? treasures — not only coins and gems,
but a magical potion.
You suddenly see shadowy shapes ap-
proaching from the way you came. The Most important, you have learned
ghouls must have returned! Now there how to use your own imagination, while
is no choice; you must hope that the using the rules of the game. Could you
magic-user ran away, and that a way out see, in your mind, the wicked magic-user
lies in that direction. Fighting the ghouls Bargle? Or the kind, wise cleric Aleena?
would mean your death. Can you imagine the gold and silver
scattered on the floor by the huge,
You stagger under the weight, but deadly rattlesnake — and the fierce bat-
manage to run down the corridor, hold- tle afterward?
ing your lantern shakily with one finger.
You enter a room, but it looks empty. No This is another part of the fun in a
time to search; you continue onward. As DUNGEONS & DRAGONS game.
you head into the next corridor, you see
light ahead! And as you approach, you
see that it's coming from a side passage.

Your character

Alignment: How characters Throws, and so forth — are written In the box above the words Hit
and monsters behave down for you on a sheet in the middle of Points, put 8. You should know what
this booklet, along with other details. that means, from your first adventure.
Take a moment, now, and think about This description of your character is It's a measure of how much damage
how your character behaved. The called a Character Sheet. your fighter can take.
fighter was one of the "good guys." You
wanted to do the right things; for exam- Remove the character sheet by care- At the top right corner, there is a
ple, you brought the cleric back home fully folding it along the dotted line and place for the name of your Dungeon
with you. On the other hand, the magic- then tearing it along the perforation. Master. In group games, this is the per-
user and the goblin were the "bad guys." son who plays the monsters, while you
They didn't care whether you lived or You will find the scores for other play your character. You don't have one
died, just what they could get from you character types in the center of this yet, so leave that blank. Later, when
— selfish, and nasty besides. booklet too. These are for when you you're playing in a group, one person
play with a group. You will have to write will be the Dungeon Master.
There is a way to describe how your the information on copies of the blank
character behaves in the game; it is character sheet on the back of this book. Below that line is a rectangle labeled
called Alignment. Your fighter's Align- Do not use any of these characters for Character Sketch or Symbol. You may
ment is called Lawful, he tries to protect the Solo Adventure in this booklet. wish to draw a picture of your character
others and defeat monsters. there, a "character sketch." You may skip
Use a pencil whenever you need to this part of the character sheet, if you
Aleena the cleric was also Lawful. write on a character sheet, not a pen. wish; it won't affect the game, but might
This is one reason why you became Many of the notes you will make are help you imagine what your character
friends. Your Charisma helped when temporary, like the amount of money you looks like. Or instead of a sketch, you
you first met her, but if your Alignments have, your equipment, and so forth. may want to pick a symbol — something
were different, you probably wouldn't that your character will be connected
have been so friendly to each other. Get out the rest of the dice and the with. Your symbol could be a bird, or a
crayon. If you have the dice, the crayon, tree, or anything you wish. For example,
Bargle, the magic-user, had a dif- a pencil, and your character sheet, you if your character's name is Hawk, you
ferent Alignment than yours. He was are ready to learn some more. may wish to draw a falcon-like bird in
Chaotic, the opposite of Lawful. He was this rectangle.
selfish, cared only about himself and The Character Sheet
steals from others. Most people don't The middle part of the character
like chaotic's. You two wouldn't normally Let's look at the whole character sheet, sheet gives all your Ability Scores and
become friends at all (except for the bit by bit. Saving Throws.
spell he cast, that magically forced you to
be his friend for a short time). At the top of the sheet, fill in your Ability Scores
name above "Player's Name."
Monsters have alignments, too. The Let's take a closer look at your character.
goblin and the ghouls were Chaotic. But What's your character's name? It Your fighter has the following Ability
the snake wasn't really bad or good (al- could be the same as yours, or you could Scores:
though it certainly was dangerous). Its make one up. Write the name in the
Alignment is called Neutral. It will fight to place for it, under your own. 17 Strength
protect itself and will help others, if that 9 Intelligence
will help it, but is mostly concerned with Your fighter is one of the "good guys," 8 Wisdom
surviving. Neutral doesn't mean stupid so your Alignment is Lawful. This has 11 Dexterity
(Alignment has nothing to do with Intel- already been filled in on your sheet, and 16 Constitution
ligence); it means a balance, an average shouldn't change. If you want to play a 14 Charisma
between the Law and Chaos. The snake Neutral character (or, if you want to take
wasjust a typical animal, trying to stay alive the chance, a Chaotic one), you should In the adventure, it said "your Ability
and get something to eat. put the Alignment on the character Score is . . . ," because your starting
sheet for that new character. character was already made up. Later, if
Alignment will be explained in more you would like to play another character,
detail later in this booklet, on page 55. The Class of your character is the you can use any of the others included in
type of adventurer you are playing. this booklet. But when you are ready to
Now where do you go? Fighter has already been filled in, be- make up a completely new character,
cause once a Class is chosen, it will never you will roll for your Ability Scores,
You can have more adventures by your- change. using the dice. This is explained in more
self! Another adventure has been de- detail on page 48.
signed just for your fighter. It starts on You are just starting, so your Level is
page 13. But before you play that adven- 1, or "first" (1st). You will learn more Every D&D character has these six
ture, you will need to know a few more about a character's "level" very soon. Ability Scores (though the numbers are
details about your fighter, and how to usually different, of course). The num-
use all the dice. Armor Class is a measure of how bers are always from 3 to 18, the total of
hard it is for monsters to hit you; abbre- three six-sided dice.
All the details of your character — viated AC. It can be any whole number,
your hit points, Ability Scores, Saving 9 or less. The lower the number, the
smaller the chances are that you. will get
hit. Since your fighter is wearing sturdy
armor, your Armor Class is 4; write that
number in the shield shape.

Your character

Adjustments Dexterity: Your Dexterity is average, so this is not a "special ability." Most other
there are no adjustments here. If you characters can't fight as well, but have
There is a place on the sheet for "adjust- were clumsy (with a low Dexterity score), Special Abilities which they need for
ments" next to your Ability Scores. If you would have trouble using missile survival and success. The Special Abili-
any Ability Score is very high or low, weapons like bow and arrow (which you ties of each character class are given in
there may be adjustments, which can be will learn about later in this booklet). the class descriptions (pages 23 - 47).
good or bad. The adjustments will apply You might also react a little slower than
to certain die rolls in the game. An the monsters. But your average score EXAMPLES: Clerics can Turn L n-
"average" Ability Score is any number here keeps you even with them. dead monsters. Magic-users i.im cast
from 9 to 12, and has no adjustments. Constitution: Your Constitution score is spells (as tun clerics anil el\es).
high, so you get a + 2 bonus here. As we Thieves (-;in pick locks.
Strength: With a low Strength score, it explained in the adventure, you have 8
would be harder to hit monsters, and hit points; without your good Constitu- Combat Chart
you would have a "minus" adjustment, a tion, you would only have 6 hit points. If
penalty. But your great Strength gives you had a low Constitution score, you You know how to roll when your charac-
you a bonus, the "plus" adjustment. might have even less. A higher Constitu- ter wants to hit a monster; this is called a
Your + 2 bonus helps you in fighting; it tion score would mean more hit points. "Hit Roll." You will always use a twenty-
is added to both your Hit Rolls and to Charisma: Your Charisma is also above sided die for Hit Rolls.
the Damage you do. It also helps when average, and you get a + 1 bonus when
you try to perform feats of strength — meeting and talking to others. Your You will not need to use this Combat
like breaking open a stuck door, or Charisma will affect their reactions; they Chart until you play in a group game.
lifting a huge rock. will probably like you, and you can prob- When you read a one-player adventure,
ably get your own way a little more the Hit Roll you need will be given. This
The + 2 adjustment has already been often, because of your Charisma bonus. will include your Strength adjustment as
included in your Hit Rolls for the Solo well as the monster's Armor Class.
Adventures in this booklet. As with your other bonuses, your
Charisma bonus has been accounted for In group games, you will use a slightly
Intelligence: Your Intelligence is aver- in the Solo Adventure to come. different procedure, using this chart. In
age so there are no adjustments here. the D&D combat system, every creature
Because of your intelligence, your char- Saving Throws has an Armor Class, whether it is wear-
acter can speak two languages. You can ing armor or not. If your roll (including
speak the same language as all the other In the first adventure, you made Saving the Strength adjustment) is a number
humans, which we call "Common." Throws against poison and magic spells. high enough to match or beat the num-
When you try to save yourself from a ber listed under the target's Armor
Your fighter can also speak a code special attack, you roll the twenty-sided Class, you will hit the target, and can
language, called an "Alignment die; if the result is equal to or higher then roll Damage. This will be explained
Tongue." This is used to speak privately than your number you succeed in avoid- in more detail later.
with someone else of the same Align- ing the attack.
ment. (In your first adventure, you TURN THE SHEET OVER
could have spoken to Aleena the cleric in There are three other Saving Throws, We are done with the hardest parts, but
the Lawful tongue, and Bargle the against Magic Wands (if someone shoots there are a few more things to come. Be
magic-user wouldn't have understood one at you), Paralysis (which would have very careful when you get to "Money"
what you were saying; he speaks Cha- been used if one of the ghouls had hit and "Experience."
otic.) Characters usually don't use their you), and Dragon Breath (dragons can
Alignment tongue unless they have to. be very dangerous, so there weren't any
You can say that you speak "Common" in your first adventure). You will always
and "Lawful." Near the bottom of the use a twenty-sided die to roll a Saving
sheet is a place to write the names of Throw.
your languages.
For most characters, the easiest Saving
Wisdom: Your Wisdom is 8, just below Throws to make are those against Poison
average, so you have a penalty adjustment and Magic Wands, and the hardest are
of — 1. As with your Strength bonus, your those against Dragon Breath and Magic
Wisdom penalty has been included in the Spells. Saving Throws are explained in
Solo adventure to come. more detail in the Dungeon Masters
Rulebook.
In group games, you will subtract one
from your die roll each time you make a Special Abilities
Saving Throw against a magic spell.
Aleena the cleric had a bonus against Your character does a better job at fight-
magic spells, because of her high Wisdom, ing than any other type of character, but
but she had a penalty on her Hit rolls,
because of her low Strength score. 10

Your character

Magic Items

Whenever you find a magic item, write it
down here. This includes the magic po-
tion you found in your first adventure!
In this box, write Potion of Healing— the
magic item you found in Ending #1.
(Since you probably missed the Saving
Throw against Bargle's spell, we will use
that ending for your character's adven-
ture. You will need the Potion of Healing
in your next adventure.)

Normal Items

This is where you list the equipment that
your character has. Copy the following
list into the box, and look it over so you
know what you are carrying. For now,
don't worry about how much the items
cost or where they came from.

You have a dagger and other normal
equipment again, even though Bargle
stole some. We will assume that you kept
spare equipment at home — but the list
here is all that remains.

YOUR EQUIPMENT LIST goblin. You brought home a little of To find the Total value (200 gp), you
2 Flasks of oil each, though Bargle stole most of it. need to know more about the D&D
1 Tinderbox money system.
1 Rope, 50' This is where you make a note of the
1 Leather backpack treasure you have, adding to the list for Think of copper as pennies, silver as
1 Standard rations (preserved food) any more treasure you find. We use dimes, and gold as dollars. Electrum
1 Waterskin (leather canteen) abbreviations for the types of coin (listed pieces are like half dollars, but platinum
1 Lantern here in order, starting with the most is expensive; one platinum piece is like a
2 Torches valuable): five-dollar bill. Study the Money Con-
2 Small sacks version Table on this page.
platinum pieces = pp
Large sack gold pieces = gp MONEY CONVERSION TABLE
Suit of Chain Mail armor 100 cp = 1 gp 2 ep = 1 gp
Shield electrum pieces = ep 10 sp = 1 gp 5 gp = 1 pp
Dagger silver pieces = sp
Sword 1 pp = 5 gp = 10 ep = 50 sp = 500 cp
copper pieces = cp
Other Notes When you find treasure in an adven-
These abbreviations are often used, so ture, write it down on a separate piece of
This is a way to help you remember who you should get to know them well. To paper. At the end of the adventure, add
your character has met, and where you write down the treasure you found, copy the treasure to your list, and Figure out
have gone. You should write down this into the Money box on your charac- your new total.
"Caves near town; met Bargle, Chaotic ter sheet:
magic-user." Make more notes as you In your adventures, look for the most
play more adventures. pp: 7 1 gem: 100 gp valuable treasure. If you are carrying all
you can, you may have to drop some
Money and Treasure gP: 50 treasure to pick up more valuable coins;
ep: 20 drop copper first, of course.
You found many gold and silver pieces sp: 40
when you killed the giant snake, and a cp: 100
few copper pieces when you killed the
Total Value: 200 gp

11

Your character

Experience experience for treasure, and not much finally have this many XP, adding up
for killing monsters? It's better to avoid your points from each and every adven-
In the game, your character will become killing, if you can, by tricking monsters ture, your character will no longer be
more powerful each time you complete an or using magic to calm them down. You Level 1; you will move up in power, to
adventure. The way of measuring this can sometimes avoid the risks of combat. Level 2. This doesn't mean that you lose
"power" is another number, called Experi- But you will have to fight many mon- any XP; you will keep adding more as
ence Points; the abbreviation is XP. sters to get their treasures. you get them.

When your character started, you had Remember your "Level" at the top of You will probably work your way up to
no Experience Points. But in your first the front of the sheet? That relates to XP Level 3, 4, 5 and so forth, becoming more
adventure, you killed a giant snake and a (Experience Points) in the following powerful each time. And human charac-
goblin, and found some treasure. You get way; if you gain enough experience ters can go all the way to 36th level,
Experience Points for each of these things. points your level goes up. though this should take hundreds of
games. For low level your goal doubles for
For the treasure you found, you get When your Level goes up, you be- each Level: 4,000 XP for 3rd Level, 8,000
200 XP (one experience point per gold come more powerful. Each time this XP for 4th Level, and so forth.
piece value). For killing the monsters, happens, you will get more Hit Points.
you get 30 more. That adds up to 230 Sometimes (but not every time) when Now you should know how to use each
XP, but it's not your total. You also get a your Level goes up, your character will part of your Character Sheet. If you
bonus because you are a Fighter and be able to make Saving Throws a little didn't understand something, STOP!
have an above average Strength score. easier, and hit things a little more often. Go back and read the details again.
This bonus is + 10% of your XP. Since So the more Levels you gain, the longer
you earned 230, you get 23 bonus you can survive, and the more treasures You will have a character sheet for
points, for a total of 253 XP. In the you can collect. each character you play. It will have all
Experience box at the bottom of the the details you need to play the charac-
page, write "253." On the line at the bottom of the ter properly.
Experience box, write the number
Did you notice that you get a lot of "2,000." This is your goal. When you

FOUR-SIDED d4 SIX-SIDED d6 EIGHT-SIDED d8 TWELVE-SIDED dl2 TWENTY-SIDED d20

Dice number, counting zero as "no tens." Roll roll two 4-sided dice at once, adding the
a second time for the "ones" number. results normally.
This is a very important section
Be sure to read it carefully. If both rolls are "zero", the result is Some examples:
When you have several dice, they are one hundred. d% Roll the ten-sided die to find
just called "dice" — but one is called a
"die." Each side of a die is called a "face." EXAMPLES: A roll ol 5 followed bv a the "tens" number, and again
Each type of die is named for the num- roll ol 3 gi\es a mial result of .Vi. If ihc to find the "ones" number.
ber of faces it has. The dice, and the 3 were rolled fiisi. the result would be 4d8 Roll an eight-sided die four
abbreviations for them, are used in 35. A mil ol 0 Followed by a roll oi «i times
every adventure, so you should get to gi\es a total o( 06. or simph 6. 9dl2 Roll the twelve-sided die nine
know them well. Now stop and color in the numbers on times
all the other dice by rubbing the crayon ld20 Roll the twenty-sided die once
Check to be sure your set has all the across the grooves and using a tissue to Sometimes you will find a number after
dice you need: wipe off the extra way. the "d" that's not a kind of die; for
We often use abbreviations for the kinds example, Id3. In this case, it means that
The four-sided die looks like a pyra- of dice: a "d," followed by the number of the result should be 1, 2, or 3. To make a
mid. Try to spin it as you throw it, to be faces. For example: d8 means an eight- "Id3" roll, roll Id6 and divide by 2
sure of making a fair roll. When it lands, sided die. (rounding up), to get a result from one
only the bottom number on each face is The roll of a ten-sided die twice, to to three.
right-side up; this is the result of the find a Percentage, is abbreviated "d%," Using the same principle, you can
"roll." For all the other dice, roll them on and sometimes called a "Percentage roll" find the result of Id2 (Id4 divided by 2)
a table or flat surface, and the number or "Percentage dice." and Id5 (ldlO divided by 2).
on top is the result of the roll. Whenever a number appears before If you have read everything so far —
the "d," it means the number of times YOU ARE READY FOR YOUR NEXT
The ten-sided die has a zero on one you need to roll the die. So "2d4" means ADVENTURE!
face, which is read as "ten." "roll a four-sided die twice, and add the To Start, just turn the page.
results," for a total of 2-8. Or, if you have
The ten-sided die can also be used to more than one set of dice, you can just
find a Percentage (a number from 1 to
100), in the following way. Roll the die 12
once and read the result as the "tens"

Solo adventure

In the following one-player adventure, "Looks good!" he exclaims. "Just a bit promise to come here first the next time
you will explore a dungeon, looking for here, and a bit there . . . want to trade in you need better armor or more weap-
monsters and treasures. Part 1 is a shop- that chain mail you had on? Looked to ons. Agreed!" He stomps off, grum-
ping trip in town. In Part 2, you will be in pretty good shape . . . ." bling, then stops and turns. "You can
learn more about battles. And in Part 3 pick it up Tuesday. Pay the clerk on your
you will visit the dungeon. You will often "Wait a minute!" you reply. "Don't you way out!"
be given choices, and asked to pick one. have anything lighter than this stuff? I'm
Each choice gives a number; turn to that not going to be able to carry as much Subtract 30 gold pieces worth of coins
number to find the results of your treasure if I wear all this metal!" from the Money on your character
choice. Your adventure will continue sheet. You can either subtract it from
from there. "Ah, well!" he says, soothingly. "If you your gp, or use some coins of lesser
want better protection, you have to use value if you understand the Conversion
Part 1: Town Business this. Unless, of course, you can somehow Table. Change the numbers on your
find magical armor." sheet to account for your spending, and
You spend a few days in town, letting change your Equipment List. Then turn
your wounds heal. Since you found so Plate mail will improve your Armor the sheet over, and change your Armor
much treasure on your first adventure, Class to AC 2, better than your current Class to 2.
you go shopping for some better armor. AC 4, so it would be nice to have.
You come back to the shop in a few
Armorer Baldwick knows you well. "Well, how much?" you ask. days and pick up your heavy Plate Mail
He's a jolly fellow, getting a bit gray. You "Well . . . 75 gold pieces as is. Want to (it's not ready on Tuesday, but you have
remember snitching apples from the big trade in that chain mail?" he repeats. time to wait). You spend the time look-
tree in his yard when you were young "Oh, I guess so," you reply. "How ing around for other adventurers — any
and foolish. much?" help would be welcome — but the few
"For you, well . . . since you're trying you find all just want to relax, have a
"Well, well!" he booms, as you enter to get started, and since I've known you good time, and heal up from their last
his shop. "How have YOU been these so long . . . 50 gold pieces, with your adventures.
days? All grown up now, I see!" trade-in."
You talk with him a bit more, using So, fully equipped but still alone, you
You chat for a few minutes about your your Charisma, and bargain him down set off one morning for the caves near
younger days, and then you ask if he has to a better price. town, remembering to watch out for
any armor that would fit you. "Okay, OKAY!" he says finally. "Just ghouls.
30 gold pieces with the trade-in, and you
"Why, surely! Let me see, let me see
. . ." He pushes his way through racks of 13
armor of all kinds, as you follow closely
behind. There are dozens of sets of
armor, for people of all sizes, but most of
them need repair.

"AHA!" he exclaims, pulling an
armload of metal down. "Try this on!"

The armor you are wearing is made
of round chain links, all skillfully inter-
woven to form a covering for most of
your body. But this armor is different.
Large pieces of well-crafted metal are
fastened to chain mail and leather, fash-
ioned into pieces that you could wear.

"Plate mail, of course; just finished it a
week or two ago. Want to try it on? I
think it'll fit."

You go to a back room and remove
your chain mail, and try this heavier
armor on for size. Sure enough, it fits,
almost as if it were made just for you.
The metal plates hang from leather
straps and chain mail links, forming a
tough protective suit. But it's very heavy,
almost twice as heavy as your chain mail.

You come out to show him, and he
walks around you, carrying a piece of
charcoal and marking the armor here
and there for some necessary adjust-
ments.

Solo adventure

Part 2: Battles above). If the goblin's new total is zero or THINGS TO REMEMBER
less, the creature is dead. If the goblin 1. Keep a record of the monsters
You are almost ready to enter the "dun- still has any hit points left, it swings at
geon." But first, you need to learn a little you: killed and treasure found, using a
more about battles. separate piece of paper.
If you roll a 17 or higher for the 2. Use the Combat Checklist when-
You already know how to swing at a goblin's attack, he hits you, for 1-6 points ever you have a battle.
monster: of damage as noted in the box above. 3. Roll Id6 each time you hit, to find
You roll the six-sided die and subtract the amount of damage done.
You roll ld20 (a twenty-sided die), the result from your 8 hit points. 4. Drink your potion when you are
and compare the result to the Hit roll badly hurt.
given in the description. If you rolled Combat Checklist
that number or higher, you hit the Mapping
enemy, and roll Damage. A step-by-step list of everything you
need to do when fighting a monster is This time, you will make a map of the
More Damage! given on the same page as the monster dungeon so you don't get lost. Maps also
description (the boxed information). help in remembering where the worst
In your first adventure, each time you Use this checklist for every battle, to be monsters were — like the ghouls — so
hit a monster you.did 1 point of damage. sure you are running each one correctly. you can avoid them until you feel ready
However, from now on, you will roll Id6 for them.
(a six-sided die) to see how much Record Keeping
damage you do to the creature you are You will draw your map on a piece of
fighting. Use a piece of scrap paper to keep track of graph paper. Each line one square long
the battles. Whenever you find some treas- will equal 10 feet in the dungeon. Copy
You will keep track of the damage in ure, write down the amount and type on each map carefully. Draw an arrow
the same way, writing down the starting the same paper. Experience points will be pointing to the top of the paper and
number and subtracting the damage given at the end of the adventure, but you label it "North", then draw a line across
each time you hit. Just cross off the old will need a list of the creatures your fighter the arrow and label "East, South, and
number of hit points, and write down conquers. All the points for treasure and West." This will help you remember the
the new number. experience will be added up at the end of directions.
the adventure.
The Monsters As you draw your maps be sure to
Getting Killed write notes on it to help you remind you
Monsters will also be able to do more where things are.
damage. In your one-player games, you If your character is slain by the mon-
will keep track of their damage on a sters, that is the end of the adventure. If you don't make a map as you go,
separate sheet of paper along with your But it's not the end of the game! You can you will probably get confused.
own. In group games, the Dungeon start the fighter over again, pretending
Master keeps track of all the monster that it is a new character.
details.
If you play this adventure a second
Some monsters do 1-6 points of time, do not keep any treasure found
damage, just as you do. But sometimes before you "got killed!" You should start
they do more or less than Id6. Each time the character over again, from the be-
you encounter a monster, the informa- ginning.
tion you need will be given in a box, like
this: Remember that you are carrying a
magical Potion of Healing. If you get
GOBLIN: 17 D: Id6 hurt, you can drink it, and it will cure
You: 12 hp: 4 all your damage. You can then
change your hit points back to 8. You
The number after the monster's name is can only drink it once, and then it's
the roll it needs to hit your fighter. "D" is gone.
the dice to roll after the monster hits, to
find the amount of damage it did to you. You may drink the potion when-
The monster's hit points are also given. ever you wish, but you should wait
until you have only 2 or 3 hit points
In this example, if you roll a 12 or left, if possible. If you drink it in the
higher, you hit the goblin. You then roll middle of a battle, you must skip your
Id6, the standard amount, and add 2 attack (you are drinking, not swing-
(for your Strength bonus). You subtract ing), and roll only for the monster's
that total from the goblin's 4 hp (as given attack for that round of combat.

14

Solo adventure

Part 3: Into The Caves 5 You decide to go back to the statue 13 You kill the two skeletons! As each
room. Return to 1. one "dies," its bones collapse in a heap,
and the rusty sword drops to the floor
Since you explored some of the caves 6 You go back to the statue room. Read with a clang.
earlier, you find yet another entrance to 58.
venture into this time. After finding a You search the area, but find no treas-
suitable cave, you pause to be sure you 7 You turn the corner and follow the ure. However, there is a door in the east
are ready. passage back to a room. Read 9. wall of the room. Do you want to:

The caves are dark and dreary, as you 8 After the turn, the corridor goes 50' Go South? Read 62
remember from the last time, so you get west and opens into a room. Read 54 Open the door? Read 27
out your lantern and light the wick, after you add Entry 8 Map to yours:
using your tinderbox. Then, carefully, 14 You go west, and come to another
you step into the first "room." 9 You may go one of three ways. Do room. It has an exit south, leading out-
you want to: side, and another corridor heading west.
Tear the sheet of graph paper out of You don't want to go west, the ghouls
the center of this booklet. Then, starting are in that direction.
near the bottom, copy Entry 1 Map:
You recognize this room as the en-
1 The room you are in is fifty feet Go North? Read 21 trance for your very first adventure!
square, with 10' wide exits in the middle Go East? Read 53 This is where you hit the goblin, and he
of the north, south, east, and west walls. Go back to the Statue room? Read 36 ran away. Do you want to:
The ceiling of the room is 15' up, but the
corridors are only 10' tall. 10 If you have already killed the mon- Go back East? Read 62
sters and taken the treasure from this Go South? Read 3
The walls, floor, and ceiling are made part of the dungeon, read 9. If not,
of rough rock. There are some cracks continue: 15 If you have already killed all the
and crevices in the rock walls, all very monsters in this part of the dungeon,
small. Standing in the exact center of the The corridor goes 20' north from the read 61. If not, continue:
room is a stone statue of a woman in room and then turns right. You peek
armor. You examine it carefully, and around the corner, and see that the The corridor goes north and opens
finally even touch it — but it is merely a corridor goes 20' and opens into an- into a room. The area looks like Entry 15
statue, nothing magical or special. other room. Read 54. Map (add it to your map):

You have entered this 50' square 11 You quietly approach the room, and As you peer into the room, you see
room by the southern corridor, which you don't see anything unusual. But as two skeletons with rusty swords standing
leads out to fresh air and sunlight. The you step into the room, some giant rats about 10' from you, around the corner.
other corridors are dark. The light from leap out from the corner to your right, Without making a sound, they step for-
your lamp helps, but shadows linger in and attack! Two of them hit you, for a ward, grinning horribly, and swing at
the corners of this large room. Do you total of 3 points of damage. You are you. One of them hits, for 2 points of
want to: suddenly in battle, and cannot escape. damage. Read 26.
Read 83.
Stop and Listen? Read 42 L_
Search the room? Read 57 12 Talking to the creature doesn't do
Go down a corridor? Read 58 any good. It attacks, and gets one free i-
swing while you are talking! Read 86,
2 You are back outside! If you want to and run the battle normally after giving •• —
go back inside, read #1. If you want to the monster one free attack. •• —
quit, stop reading here; your fighter
goes back to town. If you killed any Entry 8 map
monsters or found any treasure, read 88
to find how many Experience Points you
have earned. If you want to go shopping
for supplies, read 89.

3 You go south, and leave the caves.
You may go home, and end this adven-
ture, or you can go back to the first
room. Read 2 for further instructions.

4 You go south from the strange room. J
If you have already killed the monsters
and taken the treasure from this part of Entry 15 map
the dungeon, read 23. If not, read 44.

Solo adventure

16 You are leaving the Rust Monster looks like Entry 21 Map (add it to your on your answer). Whatever answer you
room, heading west. Have you mapped map): gave, the mouth laughs and says "Come
this part of the dungeon yet? back again some time!" The invisible
You search the room carefully and barrier is gone, and you can leave the
No Read 28 find one small bag by the door, appar- room. You cannot find anything more
Yes Read 62 ently dropped by one of the goblins. here, nor will the mouth speak to you
17 The corridor goes north 30', and The bag contains 10 sp, 5 gp, and — a again.
then there is a side passage to the left key! Now do you want to:
(west). The main corridor continues an- Read 40.
other 30' and then turns left. When you
get to the side passage, you see that it Open the door? Read 66 2 5 You decide that the rats look dan-
goes 10' west and opens into a strange Go back? Read 37 gerous, and you head back the way you
room. Read 49. came. The rats don't notice.
2 2 If you have been in this room be-
18 You carefully enter the room, and fore, please read 39. Otherwise, con- Read 58.
see two goblins in a far corner. They tinue: 2 6 You are facing two skeletons. Do
have swords, and seem to be expecting you want to:
you. They attack, and each gets a free You enter the strange room to investi-
swing before you can react. Read 85 and gate. The room is empty and clean, and Talk to them? Read 30
run the battle normally, but give each the only feature is the orange mouth on Turn them? Read 47
goblin one free swing to start. the far wall, about 8' long. The room Run away? Read 72
looks like Entry 22 Map (add it to your Fight? Read 84
map):
19 You think that there are goblins up 2 7 You carefully examine the door,
here, so you keep your lantern shuttered You search the room, listening and and fine nothing strange about it. There
and sneak up to peek into the room. You looking carefully, but you find nothing. is a keyhole in it. Have you found a key?
hear soft talking in a language you don't Suddenly, as you are about to leave, the
understand. lips of the giant mouth move, and in a big Yes Read 80
booming bass voice it says, "Surprise! You No Read 46
Peeking around the corner, you see are here for double-or-nothing! Ready or
two goblins to your right, at the south not, here we go. O-T-T-F-F-S-S. What's 2 8 The corridor goes only 10' west
end of the room. They seem to be next in line? If you solve this riddle, your before connecting to another corridor
talking about something and don't treasure will double. If you fail, it will all heading north; the main corridor con-
notice you. Do you want to: disappear. What is your answer?" tinues west, into darkness. The north
corridor goes 30' and opens into a
Go back? Read 32 If you try to leave, you find the way room. Do you want to:
Talk to them? Read 50 blocked by an invisible force. "You must
Attack? Read 63 answer, y'know!" bellows the mouth.

Think about it, and decide what the
answer is. Then read 82.

2 0 You decide to leave the goblins 2 3 You go back to the room where the Go North? Read 15
alone. But as you start to back off, the giant rats were and continue through, Continue West? Read 14
goblin you have been talking to draws its arriving back at the first room. Read 58.
sword and attacks! The other one leaves,
going north and turning left. Do you 2 4 You suddenly feel different (either 2 9 You go back to the statue room.
want to: more or less weighted down, depending Read 58.

Fight the goblin? Read 64
Run away? Read 73
Keep talking? Read 51

2 1 If you have already explored this Entry 22 map
area, please read 52. If not, then con-
tinue:

Starting from the north wall of this
room, the corridor goes 10' north, turns
left (west) and goes 10' further, opening
into the east wall of another room.
There are more goblins here! But when
they see you, they shriek and run
through a stout door on the north wall,
slamming it behind them. The room

Solo adventure

3 0 The skeletons ignore your chatter, 3 8 You go east down the long corridor, 4 5 You go into the room and look
and swing again. One of them hits you, around the corner heading south, and around. There is nothing here but the
doing 2 more points of damage. Return come to the side passage leading into the reddish dust. When you look closely at
to 26. strange room. Read 49. the dust, however, you realize that it's
rust!
31 You go north from the strange 3 9 The mouth roars, "YOU again?! Go
room. If you have already been through away, pest!" You can't find anything of You hear a snort, and when you look
this part of the dungeon, read 7. If not, value here. Read 40. up, you see a strange looking creature
read 8. coming into the room from the western
corridor. It looks like a giant armadillo
32 You decide to go back. The goblins 4 0 From here, do you want to: with a long tail, and has 2 feathery
don't notice you, and you return to the feelers on the front.
statue room. Read 58. Go North? Read 31
Go South? Read 4 It charges at you! Do you want to:

3 3 You decide to attack the goblins 4 1 The creature is feasting on rust, and Talk to it? Read 12
before they can get help. You leap out ignores you. You run past it through the Run away? Read 56
and block the first goblin's escape, and room and arrive back at the statue room. Fight? Read 86
they both draw swords and attack you. Read 58.
Read 85 and run the battle normally. 4 6 You try to bash the door open with-
out using a key, but without success. The
3 4 As you keep talking to the goblin solid door remains securely closed. You
you see 3 more coming from the north. eventually give up, passing the scattered
They look mad. Do you want to: skeleton bones as you head out to the
main corridor. Read 62.

Run away? Read 73 4 7 You try to Turn the skeletons like
Fight? Read 87 the cleric Aleena Turned the ghouls, but
nothing happens. It's a special talent that
3 5 Although you try to talk to them, clerics have, not fighters. Each skeleton
the goblins are ferocious and ready for a swings at you again, but they both miss.
fight. One swings and hits you, for 2 Return to 26.
points of damage. Do you want to:

Run away? Read 73 4 8 You get back to the Rust Monster
Fight? Read 87 room. Did you kill the Rust Monster?

3 6 You decide to go back to the start. Yes Read 55
Going west from here, the corridor No Read 67
turns south. You follow it back to the
statue room. Read 58. 4 9 You may go in and investigate the
strange room, or you can go north or
3 7 You go back to the room where you south. Do you want to:
first found the goblins. Read 9.
Go North? Read 31
4 2 You stop and listen, and hear squeak- Go South? Read 4
ing noises to the east. Go back to 1. Investigate? Read 22

4 3 The corridor goes 20' to the west 5 0 You greet the goblins in your own
and opens into a room, which looks like language, the Common Tongue. They
Entry 43 Map (add it to your map): look up, startled, and one growls some-
thing in its own language. The other
The room is empty, except for a few smiles at you, and says "Why, hello
small piles of reddish dust. Do you want there! What can we do for you?" The
to: growling goblin starts heading north,
apparently leaving the room. Do you
Go back? Read 5 want to:
Continue? Read 45
Keep talking? Read 69
4 4 As you approach a room, a giant rat Attack? Read 33
jumps out of the shadows and bites you! Go back? Read 20
You see 2 more giant rats in the room.
Entry 43 map Take 2 points of damage, and read 83.

17

Solo adventure

51 You try to keep talking, but the 5 6 As you turn to run away, the mon- 6 0 Your armor, shield, sword, and dag-
goblin attacks; it misses. You suddenly ster quickly attacks, and gets in your way. ger have all been turned to rust by the
hear more goblin noises to the north, You cannot retreat! Read 86. fearsome Rust Monster! But now that
and see 2 more goblins coming, with you have no more metal, the creature
their swords out and looking very angry. 5 7 You search the room carefully, and turns away from you, not interested any
Do you want to: you find a small scrap of paper in a more. You can see, now, that it has no
niche (small hole) in one wall. Opening teeth or claws, and can't actually hurt
Run away? Read 73 it, you discover a note, written in the you!
Fight? Read 87 Common tongue:
You watch as it ambles over to one of
52 You go around the corner and look RATS EAST the piles of rust, and it starts to eat,
in the room, but nobody is there. There GOBLINS NORTH ignoring you completely.
is nothing here to find, so you go back
around the corner to the last room you BEWARE WEST! Keeping a careful eye on the creature,
were in. Read 9. You can also see parts of the corridors you look around the room. There are
leading out of the room, which look like gems here and there, some covered by
5 3 If you have already mapped this of Entry 57 Map. rust; you collect six of them! Their total
the dungeon, read 38. If not, continue: You find nothing else in the room. value is 300 gp.
Return to 1.
The corridor goes 50' east from the Since you are unprotected and un-
room and then turns right, to the south. 5 8 From this room, you can go many armed, you go east to the first room and
Peering around the corner, you see that ways. Do you want to: then go outside, heading for town.
the corridor goes 30' south, and a side
passage then opens to the west. When you Go East? Read 79 To find how many Experience Points
get to that point, you see that the side Go West? Read 43 you have earned, read 88. You will also
passage goes 10' west and opens into Go North? Read 10 have to go shopping for more armor
another room, with blue walls and a huge Go South? and weapons. The shopping list is given
orange mouth on the opposite wall. Read 2 in 89.

Read 49 after you add Entry 53 Map 5 9 As you approach the room, you 61 You peer into the skeleton room,
to your map: hear more squeaks. You wisely shutter and see that nothing has changed. If you
your lantern, leaving only a dim reddish already investigated the door, there is
5 4 The room looks like Entry 54 Map glow, and peek into the room. You see nothing more to do here; read 62.
(add it to your map): three giant rats scurrying around and
some scattered treasure nearby. Do you If you want to investigate the door in
What are you expecting here? If you want to: this room, read 27.
didn't find or hear any clues, read 18.
6 2 You are at an intersection of the
If you found some information about corridor to the north and the east-west
the creatures in this direction, read 19 corridor. Do you want to:
instead.
Go back? Read 25 Go North? Read 15
5 5 You continue through the Rust Talk to them? Read 74 Go East? Read 48
Monster room, and get back to the Try to scare them? Read 77 Go West? Read 14
statue room. Read 58. Attack? Read 68

j

Entry 53 map •;

/JIINIII

Entry 57 map

Solo adventure

6 3 You leap out and attack the goblins! 7 0 You have slain the horrible Rust 7 6 You arrive in the rat room; it is
You will get two free swings before they Monster! Searching the room, you find empty. Do you want to:
can get their swords out. Read 85, and 10 gems laying about, some in cracks and
run the battle normally after taking your crevices, and some in the piles of rust. Go north? Read 17
2 free attacks. The total value of the gems is 600 gp! Go west? Read 6
Now do you want to:
6 4 You attack the goblin. Your first 7 7 You decide to scare the rats. You
swing misses, and the goblin misses you. Go west? Read 28 leap out and scream, waving your sword
But you see, coming from the north cor- Go back east? Read 6 and flashing the light around. One of
ridor, two more goblins, waving swords the giant rats runs off to the north, but
and looking very angry. Do you want to: 71 You approach the room with cau- the others attack you! Read 83.
tion, listening to the squeaking. But sud-
Keep fighting? Read 87 denly, three giant rats jump out of the 7 8 You have won the battle with the
Run away? Read 73 shadows and attack! One of them bites giant rats! Searching the room, you find
you for 1 point of damage. Read 83. 100 cp and 100 sp scattered in the messy
6 5 You have won the great goblin rat lair, and you put them in the sacks
fight. Congratulations! It was a tough 72 You turn to run and a skeleton hits that you are carrying. Now do you want
battle for one lonely fighter. Don't forget you again for 1 more point of damage. If to:
that you started the adventure with a you are still alive, you run south to a
Potion ofHealing, which can cure all your corridor, where you can turn east or Go North? Read 17
damage if you haven't already used it. west. Looking back, you see that the Go West? Read 6
skeletons are not following you. You stop
Searching the area, you find 100 sp and catch your breath. Read 62 7 9 If you have already been through
and 50 gp in small sacks that the goblins this part of the dungeon, read 76. Oth-
were carrying. Their swords look rusty 7 3 You decide to flee. As you turn to erwise, continue
and worthless, and they have nothing run, you are hit by one goblin's sword
else of value. Do you want to: for 2 points of damage. (If your hit The corridor goes 50' east and opens
points reach zero, you are dead unless into another room. What are you ex-
Go west? Read 36 you can drink the potion; otherwise, pecting here, and why? You may have
Go north? Read 21 continue.) You run back into the first found one or two clues.
Go east? Read 53 room, and continue through it and out
the south passage, toward sunlight. If you haven't found or heard any
66 You try to open the door, but with- clues, read 11.
out success. Your key doesn't seem to A group of goblins is running after
work. You hear a goblin voice say from you, shouting and waving their swords. If you only found a note that men-
the other side, in Common, "Go away! They stop at the cave entrance, and keep tioned creatures, read 44.
We don't want any!" You may keep try- screaming and waving their swords; but
ing, if you wish, but the goblins seem to there are too many of them. You decide If you only heard creature sounds,
have barred the door. to go home. read 71.

You must eventually go back, so read This is the end of this adventure. If you did both (heard noise and
37. Read 88 to find your Experience Points found a note), read 59.
and treasures. If you wish to buy some
67 Since you didn't kill the Rust Mon- supplies, the Equipment List is given in
ster, it's still there, eating rust. Are you 89.
dragging a large chest full of coins?

Yes Read 81 7 4 You try to talk to the rats, but talk-
No Read 41 ing doesn't work. You only give yourself
6 8 You jump out and swing at the rats. away, and they attack! One of them bites
Read 83, but take 2 free swings before you for 1 hit point of damage. Read 83
the rats can do anything! Then run the to run the rest of the battle.
rest of the fight normally.
7 5 You have defeated the pair of
6 9 You keep talking as one goblin goblins! But before you can look around
leaves, going north and turning left. the room, you hear noises from the
The other tries to seem friendly, but you north. Three more goblins are coming
can tell that he doesn't like you. Sud- down the north corridor. They have
denly, you hear more goblin noises from their swords out and look angry. Do you
the north. Do you want to: want to:

Attack? Read 64 Run away? Read 73
Run away? Read 73 Talk? Read 35
Keep talking? Read 34 Fight? Read 87

19

Solo adventure

8 0 You put the key in the lock and turn You look through, and see a short corri- GIANT RATS: 17 D: Id3
until you hear it "click." Putting the key dor that goes north 20' and turns left. You: 10 hp: 2 each
away you open the door. To the east, by the turn, is a large door
with two stout bars across it. A goblin is Run the battle normally, using the
There is a small room behind the standing by the door, apparently on Combat Checklist to be sure that you are
door! The area looks like Entry 80A guard. The area looks like Entry 80B doing it correctly. If you don't remem-
Map (add it to your map): Map. ber what "Id3" means, read the section
on "Dice" again (page 12).
The room is empty except for one There is a crack in the wall near this
large chest by one wall. You walk over to peep hole. You suddenly realize that the All the rats will fight until dead. If you
it, and discover that it's made of heavy crack might be the edge of a secret door! decide to run away, one rat will bite you
wood with metal bands around it. It isn't This treasure chest must belong to as you turn to run (roll for damage). But
locked (luckily), so you carefully open it. goblins! However, you can't open the se- then, if you are still alive, you can go
But alas — it's trapped. Make a saving cret door, so you drag the chest back out, back to the statue room. If so, read 58.
throw vs. Magic Wands! (You need to past the scattered bones of the dead skel-
roll a 13 or higher on ld20.) etons and south to the main corridor. If you kill all the rats, read 78.
Read 62. If the rats kill you, read 90.
This Saving Throw is used for many
things. Generally, it indicates whether 81 Oops! As you enter the room, the 8 4 You are fighting two skeletons.
you jump out of the path of danger — Rust Monster looks up from its feeding,
such as the beam of a magic wand. How- grunts, and runs toward you. It rushes SKELETONS: 16 D: Id6
ever, in this case, the danger is a blade, to the chest you are dragging, and be- You: 10 hp: 4 each
mounted on the edge of the chest and fore you can escape, it dissolves the
connected to a metal spring. When you metal bands around the chest. The chest Use the checklist to run the battle.
open the lid, the blade sweeps out comes apart, coins falling everywhere, The skeletons will fight until slain. If you
toward you. and the creature gleefully turns all the decide to run away, read 72.
coins to rust! Do you want to:
If you made the Saving Throw, you If you kill the skeletons, read 13.
jump back as the blade misses you. How- Go East? Read 29 If the skeletons kill you, read 90.
ever, if you missed the Saving Throw, Go West? Read 16 8 5 You are fighting two goblins!
you take 4 points of damage! Attack the creature? Read 86
GOBLINS: 17 D: Id6
If you are struck down to zero hit 8 2 If you guess the answer correctly, You: 11 hp: 5 each
points or less, you can grab your potion you may double the amount of treasure
— if you still have it — and drink it be- you have. If not, it all disappears, and Remember to make two rolls for the
fore you pass out. It will cure you some- your character is left with none. monsters; each one gets a swing after
what, but only back up to 4 hit points. If you make yours.
you don't have the potion left — sorry, The answer is "E." The letters stand
but you are dead! (Special note: In group for One, Two, Three, four, Five, Six, Use the checklist to be sure that you
games, you will not be allowed to do this. and Seven. The "next in the series" is are running the battle correctly.
Zero hit points indicates death, with no Eight!
extra time to do anything.) If you decide to run away, read 73.
Now read 24. If you kill the goblins, read 75.
If the trap kills you, read 90. But if If the goblins kill you, read 90.
you survived the trap, continue reading. 8 3 You are having a battle with giant
rats. Three of them are here, unless you
You look in the chest and see hun- scared one off. The area looks like Entry
dreds of coins — 500 cp, 200 sp, and 200 83 Map.
ep. You start to close the chest and drag
it out with you. But as you close the lid,
you see a peep hole in the north wall,
about an inch across. It was blocked by
the door as you entered.

•i —

1 •1 — L1
•i — • • •n —

Entry 80A map Entry 80B map Entry 83 map
20

Solo adventure

COMBAT CHECKLIST Third Hit: Your sword turns to rust! ure you found to the money you already
Player Actions You must get out a dagger if you want had.
1. Make a Hit roll to continue the fight.
2. If you hit, roll Id6 to find the Fourth Hit: Your dagger turns to I- \ \MI'[.I-.: Imagine ih.it von killed
rust! You have no more weapons. rhe Kusi Minister ,tml found li fjems
damage done to the monster, Read 60. there, whh a v.ilue oi liUu v\i. You jlsn
adding 2 for your Strength bonus; Special Note: When you lose your ar- killed A giant i.irs. timlins; 100 qi .md
then: mor or shield, you become easier to hit. Inn -,p. Imagine ihur von hint mi
3. Subtract that damage from the All monsters you encounter afterward
monster's hit points. When its hit will gain bonuses to their Hit Rolls. If Ollll1] lliltl't.
points reach zero, the monster is you lose your shield, give them a + 1
dead. bonus. If you lose your armor, give them Looking on the conversion chart, you
Monster Actions a total bonus of + 7 to their Hit Rolls. see that 100 cp = 1 gp; 100 sp = 10 gp.
4. Make Hit Rolls, 1 for each mon- Note this special bonus on your scrap Adding that to the gem value, your
ster (there may be more than one paper, and apply it to all battles until you newly found treasure is worth a total of
monster attacking at the same get new armor or shield. 611 gp.
time!); 8 7 You are fighting three goblins!
5. For each attack that hits you, roll For monsters, you get 300 XP for the
to find the Damage done to you, GOBLINS: 17 D: Id6 rust monster, plus 15 XP for the giant
using the dice indicated. Then: You: 11 hp: 5 each rats (5 each). That total is 315. Adding it
6. Subtract that damage from your to the 611 for treasure, your total XP
hit points. If your hit points reach Remember to make three rolls for the award is 926.
zero, you are dead. monsters; each one gets a swing after
you take yours. To find your 10% bonus, drop the 6.
8 6 You are fighting the Rust Monster! Add the bonus of 92 to the award of
RUST MONSTER: 13 D: rust Use the checklist to be sure that you 926, for an adjusted total XP of 1018.
You: 15 hp: 15 are running the battle correctly. Then you add that to your current 523
XP, for a new total XP of 1541 — less
Use the checklist to be sure that you If you decide to run away, read 73. than 500 XP from 2nd Level! Lastly, you
are running the battle correctly. If you kill the goblins, read 65. add the actual treasure — 6 gems (worth
If the goblins kill you, read 90. 600 gp), 100 cp, and 100 sp — to your
If the rust monster hits you, it does no treasure list.
damage at all. Instead, it makes metal 8 8 When you complete this adven-
turn to rust! As you run the battle, use ture, you get Experience Points. First, That finishes this adventure. You may
the following notes to find the effects of add up all the treasure you brought out go to the next adventure, or you may
each hit. of the dungeon (ignore anything you wish to go shopping. If you want to buy
lost), and figure out how much it is all something now, read 89.
If you decide to run away, the monster worth, in gold pieces. (The explanation
gets one free attack, but only needs a Hit of the Money system is on page 10.) You
Roll 9 or better. You can run away after will get 1 XP for each 1 gp worth of
that, but you can only run either east (back treasure you find — in addition to get-
to the statue room) or west. If you run ting the treasure.
east, read 1; if you go west, read 28.
After adding up the treasure,findout
If you kill the rust monster, read 70. how much Experience you get for slay-
If you have been here before, you ing monsters, according to this chart:
might not have some of the items men-
tioned below. Resume the battle wher- Giant Rats 5 each
ever you left off, and remember to keep Goblins 5 each
track of the equipment you have left. Skeletons 10 each
First Hit: your shield turns to rust Rust Monster 300
and falls apart. Now the Rust Mon-
ster only needs an 11 or better to hit Add that total to your treasure total to
you. Read the "Special Note" below. get the total number of Experience
Second Hit: Your Armor turns to Points awarded for this adventure. To
rust. Now the creature only needs a determine your +10% bonus, drop the
roll of 6 or higher to hit. last number, and add it to the total
awarded. Then add the adjusted total
XP earned to the current XP on the back
of your character sheet, to find your new
total overall. To finish up, add the treas-

21

Solo adventure

8 9 You want to go shopping. Instead 9 0 Your character has been lost in the
of making an adventure out of it (like dungeon. Don't be upset; it can happen
the beginning of this trip), you may sim- in any DUNGEONS & DRAGONS
ply imagine that you are visiting the vari- game, and often does, through no fault
ous shops in town, buying whatever you of yours. That is the end of this adven-
need. The items you may buy — armor, ture.
weapons, and other equipment — are
listed below, along with their prices. You may start over, if you wish. To do
that, be sure not to keep any treasure you
To make a shopping trip, first write may have found before you died. The
down the items you want, and their character should have exactly the same
prices, on a piece of scrap paper. Then equipment, treasure, and hit points as
add up the total cost. If you can afford when you started this adventure. In
what you want, subtract that total cost other words, you start over. If you want
from your treasure. Write the items in to do this, read 1.
the "Normal Items" section on the back
of the Character Sheet. Be sure to write After the adventure . . .
the new total treasure in the Money box.
A map of the entire dungeon is given
WEAPONS AND EQUIPMENT here. Check your map against it to see if
Item Cost (in gp) you made any mistakes.

Weapons 3 If you had problems with any part of
Dagger 10 the dungeon, go back and read the diffi-
Sword 20 cult section again. Now that you have
40 learned the basics of the game, you will
Armor 60 probably see what went wrong.
Leather Armor 10
Chain Mail Armor 5 wm.
Plate Mail Armor 2 Skeletons
Shield 10
5
Other Equipment
Backpack, leather 1
Flask of Oil
Lantern 15
Mirror (hand-sized, steel)
Pole (wood, 10' long) 5
Rations: 1
Iron Rations 1
(preserved food
2
for 1 person
for 1 week) 3
Standard Rations 1
(unpreserved food 1
for 1 person 1
for 1 week)
Rope (50' long)
Sacks:
Small
Large
Tinder Box (flint, steel, dry
wood shavings and twigs)
Torches (6)
Waterskin (or wineskin)
Wine (1 quart)

(Note: There are more weapons and Solo adventure map
equipment available in group adven- 22
tures. See the complete list in the center
of this book.)

DUNGEONS 8c DRAGONS® Characters

What comes next? starting the game. It explains all the infor- the Character Class (pages 24-47), even
mation needed, and includes a step-by- if you are still playing your fighter. Sev-
You have now learned most of the de- step game for everyone to enjoy while eral players can all have the same fighter
tails needed to play a character in DUN- learning. But a new DM should not try to character, if different names are used.
GEONS & DRAGONS games. You may run a game before looking at that book. Fighters are always needed. If you have
now play more Solo Adventures, if you 4-6 people in the group, try to play most
like. Several Solo Adventures are sold A group game is best with 3-6 players. of the characters given.
separately, including: adventure module Each player should know how to play. If
Ml, Blizzard Pass and M2, Maze of the there is time, each person should read If you have time, read the rest of this
Riddling Minotaur. through this booklet, just as you have. You booklet to see what other information is
may also teach someone yourself, by ex- given. More details on group games are
However, most of the fun of a DUN- plaining what you have learned, giving given on pages 53-58. Some additional
GEONS & DRAGONS game comes from them one of the simple characters in this rules, to add when you are familiar with
playing in a group. To play in a group, one booklet (the Fighter, or Dwarf for exam- playing in a group, are explained on
person must be the Dungeon Master (or ple), and helping them during the game. pages 59-62. Don't try to memorize
DM). The DM is the person who plays the everything, but try to remember the
parts of the monsters and runs the game. When you play in a group, you may types of things explained. During a
A new DM should read the first section of play your fighter, or you may choose any game, use the Index on page 64 to locate
the other booklet in this set, the DUN- of the other six characters included in information you need.
GEON MASTERS RULEBOOK, before the center of this booklet. Before the
game, be sure to read the description of

Character Classes

Most D&D characters will be humans. A the Prime Requisite Adjustment Table.
human can be a Cleric, Fighter, Magic- If the PR is below average, a penalty is
User, or Thief. Humans are the most applied.
widespread of all intelligent beings.
The Prime Requisite for each class is
A character may also be a non- given in each class description. Finding
human: a Dwarf, Elf, or Halfling. Each the bonus or penalty is part of the pro-
of these classes is also a separate race of cedure for creating new characters. You
beings. They are all commonly known as will not need it until then.
"Demi-humans," because they seem to
be partially human. The demi-human PRIME REQUISITE
races are all distantly related to the ADJUSTMENT TABLE
human race.
Prime Adjustment to
One sample character for each of the Requisite Experience
seven classes is included in the center of
this booklet. You may play those charac- Score
ters in group games, but before you do,
be sure to read the full description of the 3-5 - 20%
class. 6-8 - 10%
No adjustment
You may create a new character in- 9-12
stead of using those in this booklet. 13-15 + 5%
When you do, you will roll dice to deter- 16-18
mine Ability Scores. If the scores are + 10%
high enough, the character can be a
demi-human; otherwise, the character Saving Throws
must be human. The rules for creating
characters are given on pages 48-52. Each character class will have a Saving
Throw Table. Copy the numbers onto
Prime Requisite your character sheet. Your Dungeon
Master will tell you when you need
Each character class has a specialty. For them. To make a Saving Throw, roll
example, a fighter's specialty is Strength; ld20. If the result is equal to or greater
a cleric's is Wisdom. This specialty is than the number given your Saving
called the Prime Requisite for the class Throw is successful.
(abbreviated "PR").

If a character's PR score is above aver-
age, the character gains a bonus every
time Experience Points are earned. See

23

DUNGEONS & DRAGONS® characters (character class — human)

Cleric Title: Your cleric should use this title Other Details:
when talking with other characters. In- Prime Requisite: A cleric's PR is
Description stead of saying "I'm Clarion, a Second Wisdom. If a cleric has a Wisdom score
Level cleric," the character should say of 13 or more, the character gains a
A cleric is a human character who is ded- "I'm Clarion, the Adept." bonus to Experience Points earned in
icated to serving a great and worthy Spells: The number of spells a cleric can every adventure.
cause. This cause is usually the cleric's cast, and their level of power, are given Hit Dice: A six-sided die (Id6) is used to
Alignment; for example, a cleric may be here. Spells are explained in detail be- determine a cleric's hit points. A cleric
dedicated to spreading law and order. A low, under "Special Abilities." starts with 1-6 hit points (plus Constitu-
cleric has good fighting skills, and can tion bonus, if any) and gains Id6 more
also learn to cast spells after gaining a hit points (plus bonus) with each Level
Level of Experience. A first level cleric of Experience.
cannot cast any spells. Armor: A cleric may wear any kind of
armor, and may use a shield.
In D&D games, as in real life, people Weapons: A cleric cannot use any weapon
have ethical and theological beliefs. This with a sharp edge; this is forbidden by the
game does not deal with those beliefs. All cleric's beliefs. A cleric may only use a
characters are assumed to have them, and mace, club, war hammer, or sling.
they do not affect the game. They can be
assumed, just as eating, resting, and other
activities are assumed, and should not be-
come part of the game.

A cleric's spell powers come from the
strength of the cleric's beliefs. The cleric
sits and meditates, and mystically learns
spells. These spells can then be used
during an adventure. Most clerical spells
are for curing, protection, and gathering
information. Cleric spells are different
from magic-user spells. Clerics can use
only their own type of spells.

Your cleric also can fight monsters. A
cleric can wear any type of armor, like a
fighter, and must be ready for combat at
any time. Unlike magic-users, whose
spells are often used during battles, a
cleric's spells are usually needed after
battles (such as cures) or for general ex-
ploring (such as detecting things).

If your party has enough fighters,
your cleric should not need to fight
often. But you are equipped for fighting
if your combat skill is needed. Watch for
ways that your spells can help, whether
before, during, or after battles.

CLERIC SAVING THROW TABLE

Death Ray or Poison 11 CLERIC EXPERIENCE TABLE
Magic Wands 12
Paralysis or Turn to Stone 14
Dragon Breath 16
Rods, Staves, or Spells 15

Explanation of Cleric No. of
Experience Table Spells/
XP: When this number of Experience XP Level Title Spell Level
Points have been earned, the cleric auto-
matically moves up to the next Level of 0 Acolyte None
Experience. 1500 Adept 1 First
3000 Priest (or 2 First
Priestess)

24

DUNGEONS & DRAGONS® characters (character class — human)

Special Abilities CLERIC TURNING UNDEAD TABLE

A cleric has two Special Abilities: Turn- Cleric's Skeleton Undead Monster Wight
ing Undead monsters and casting Cleric Level 7 Zombie Ghoul
Spells. N
1. Turning Undead 1 T 9 11 11
A cleric has the power to force away cer- 2 T 9
tain monsters called the "Undead" (skel- 3 79
etons, zombies, ghouls, wights, and T7
other more powerful types). No other
class has any special effect on the Un- Success: If the attempt at Turning Un- at a target, and you must tell the DM
dead. This special ability is called "Turn- dead succeeds, the Dungeon Master will what the target is. The player does not
ing" the Undead monsters. roll 2d6 to determine the number of Hit have to learn any special words. For ex-
Dice of Undead monsters that turn ample: "I'm casting a Cure Light Wounds
When a cleric encounters an Undead away. You might not Turn all the mon- on Ruggin, the dwarf."
monster, the cleric may either attack it sters encountered, but if you succeed in
normally (with a weapon or spell), or try Turning, at least one will be affected. A When the cleric casts a spell, the mem-
to Turn it. The cleric cannot both attack Turned monster will not touch the cleric ory of that spell is forgotten. Imagine
and Turn Undead in one round. and will flee as far from him as possible. that your cleric's memory is like a black-
board. The knowledge of the spells ap-
When you want your cleric to try to 2. Clerical Spells pear on it, but each spell is erased as it is
Turn Undead, just tell your Dungeon When a cleric reaches the 2nd Level of cast. If your character knows two of the
Master "I'll Turn the Undead." Experience (having earned 1500 XP or same spells and casts one, the other still
more), the cleric can use spells. remains to be used.
The Undead monsters are not auto- Learning Spells:
matically Turned by the cleric. When the To learn a spell, the cleric meditates. The The character must be able to gesture
encounter occurs, the player must refer memory and details of the spells appear in and speak normally to cast a spell. While
to the Cleric Turning Undead Table to the cleric's mind. The spells may be cast at casting a spell, the cleric must stand and
find the effect the cleric has. any time thereafter. The cleric will remem- concentrate. Spells cannot be cast while the
Using the Cleric Turning ber each spell until it is cast, even if it is not character is walking or running. If the
Undead Table: used for days or weeks. cleric is disturbed while casting a spell, the
When the cleric encounters an Undead spell will be ruined, and will still be
monster, find the cleric's Level of Experi- As a player, all you need to do is "erased," just as if it had been cast.
ence on the left side of the chart. Then choose whatever spells you want your
read across to the column under the name character to have. This can only be done Spells must be cast one at a time. If the
of the Undead monster, and apply the re- at the start of an adventure. You may character wants to cast more than one (for
sults immediately. If the attempt succeeds, choose any of the spells described here- example, two Cure Light Wounds spells
one or more of the Undead monsters will after. You may not choose any magic- just after a battle), the fastest they can be
retreat, but may soon return. user spells; they are a different type. cast is one each round.
Types of Spells:
Explanation of Results A 2nd Level cleric can cast one spell Some spells have an instant effect. For
7, 9 or 11: Whenever a number is per adventure. A 3rd Level cleric can example, a Cure Light Wounds spell in-
given, the cleric has a chance to Turn cast two spells per adventure. stantly cures damage. Other spells may
the Undead monsters. The player be different; the cleric may cast a spell to
rolls 2d6 (two six-sided dice). If the In more advanced games, adventures gain special abilities for a short time, or
total is equal to or greater than the may last more than a day. In such cases, give those abilities to a friend. For exam-
number given, the attempt at Turn- a cleric can gain spells each morning, if ple, a Remove Fear spell helps the recip-
ing Undead is successful. A cleric's completely rested. Any and all spells ient (the creature upon whom the spell is
chances improve as more Levels of may be changed at this time, if desired. cast) to resist fear caused by magical
Experience are earned. effects or spells.

T: The attempt at Turning the Undead Casting Spells: Saving Throws versus spells:
automatically succeeds. In the game, when you want your char- Some spells only have full effect if the
N: No Effect. The cleric cannot Turn acter to cast a spell, just tell your Dun- victim fails a Saving Throw vs. Spells. If
that type of undead. geon Master. The DM may ask for some a Saving Throw is allowed, it is men-
details; for example, some spells are cast tioned in the spell description.

25

DUNGEONS & DRAGONS® characters (character class — human)

Clerical Spell Explanations: given diameter, or a square or rectangu- mlled .i (i. i in mi; a t o u l (if 7 point* ui
Each spell has a listed Range, Duration, lar "box" of a given size; both are mea- d.1111:1141'. Inn VIIIIT liil point*. reLuiiifd
and Effect. sured in feet. in f. ilit- .unmmi von waited with
Range: The character should be sure Spell Power: I In- "I'Mr.i" * [ m i n i s wi-ic urn
that the target is within range before When a cleric reaches 4th level, more • •mined
casting the spell. If the description says powerful spells can be cast. These are
"Range: 0," the spell may only be used given in the D&D EXPERT Set. The Detect Evil
by the cleric, and cannot be cast on power of a spell is described in a way Range: 120'
others. If "Range: Touch" is given, the similar to the power of a character. Duration: 6 turns
spell can be placed on any creature the Spells of the lowest level of power are Effect: Everything within 120'
cleric touches — including the cleric called "First Level" spells. The D&D When this spell is cast, the cleric will see
himself (or herself, as the case may be). EXPERT Set describes spells of the Sec- evilly enchanted objects within 120'
Duration is given either in rounds (of 10 ond, Third, Fourth, and Fifth level. glow. It will also cause creatures that
seconds each) or turns (of 10 minutes Sixth and Seventh level spells are de- want to harm the cleric to glow when
each). If the description says "Duration: scribed in the D&D COMPANION Set. they are within range. The actual
Permanent," then the spell has an in- thoughts of the creatures cannot be
stant and permanent effect that does not Clerical Spell Descriptions heard. Remember that "Chaotic" does
go away after a given duration. not automatically mean Evil, although
Effect of the spell gives either the num- FIRST LEVEL CLERIC SPELLS many Chaotic monsters have evil inten-
ber of creatures or objects affected, or 1. Cure Light Wounds* tions. Traps and poison are neither good
an area or volume of space. If an area is 2. Detect Evil* nor evil, merely dangerous.
given, it is measured in square feet (a flat 3. Detect Magic
area). If a 3-dimensional volume is af- 4. Light* Detect Magic
fected, it is either a round "ball" with a 5. Protection From Evil Range: 0
6. Purify Food and Water Duration: 2 turns
7. Remove Fear* Effect: Everything within 60'
8. Resist Cold When this spell is cast, the cleric will see
magical objects, creatures, and places
*These spells may be "reversed" (that is, within range glow. It will not last very
learned and cast with an effect exactly long, and should be saved until the cleric
opposite from the original) in the D&D wants to see if something found during
EXPERT Set. A cleric must reach the an adventure is, in fact, magical. For
Fourth Level of Experience before example, a door may be held shut mag-
learning how to reverse spell effects. ically, or a treasure found might be
Cure Light Wounds* enchanted; in either case, the magic
Range: Touch item, creature, or effect will glow when it
Duration: Permanent is within the effect.
Effect: Any one living creature
This spell will either heal damage or Light
remove paralysis. If used to heal, it will Range: 120'
cure 2-7 (Id6+1) points of damage. It Duration: 12 turns
will not heal any damage if used to cure Effect: Volume of 30' diameter
paralysis. The cleric may cast it on him- This spell creates a large ball of light, as
self (or herself) if desired. if a bright torch were lit. If the spell is
cast on an object (such as the cleric's
This spell will never increase a crea- weapon), the light will move with the
ture's total hit points above the original object. If cast at a creature's eyes, the
amount. creature must make a Saving Throw. If
the Saving Throw is failed, the victim
EXAMPLE: Your first fighter started will be blinded by the light until the
wilh A hit points. You were damaged duration ends. A blinded creature may
in the bank: with the snake, down to 4 not attack.
hit points. Alce.na cyst a Cure Light
Wounds spell and touched vou. She

26

DUNGEONS & DRAGONS® characters (character class — human)

Protection from Evil Remove Fear* Resist Cold
Range: 0
Range: 0 Range: Touch Duration: 6 turns
Duration: 12 turns Duration: 2 turns Effect: All creatures within 30'
Effect: The cleric only Effect: Any one living creature When this spell is cast, all creatures
within 30' of the cleric can withstand
This spell creates an invisible magical When the cleric casts this spell and then freezing temperatures without harm. In
barrier all around the cleric's body (less touches any living creature, the spell will addition, those affected gain a bonus of
than an inch away). All attacks against calm the creature and remove any fear. + 2 to all Saving Throws against cold
the cleric are penalized by - 1 to their If the creature is running away due to attacks. Furthermore, any damage from
Hit rolls, and the cleric gains a + 1 bonus magically created fear, the creature may cold is reduced by - 1 per die of damage
to all Saving Throws, while the spell make another Saving Throw vs. spells, (but with a minimum of 1 point of
lasts. adding a bonus to the roll equal to the damage per die). The effect will move
cleric's Level of Experience, up to a with the cleric.
In addition, "enchanted" creatures maximum bonus of +6. If the Saving
cannot even touch the cleric! If a magic Throw is successful, the creature may EXAMPLE: I he pauy sees a white
weapon is needed to hit a creature, that dragon approaching (whose breath is
creature is called "enchanted." However, *tr»p m n n i n ™ \ r<->ll r>f 1 v.-ill nl—nv< f i i l a blast ray of cold), so the cleric warns
a creature that can be hit by a silver I ln» V r . i n . : I In ••-..•. nli I" • m i - m i U the others to stay near and casts thin
weapon — a lycanthrope (were-crea- spoil. All characters who remain
ture), for example — is not an "en- l l l . l i l ' I ' . I I I i l I I I I 1 1 . 1 1 . . 1 - » i • | !• ••• I | | 1 1 . i - within 30' of the cleric gain a + 2
chanted" creature. Any creature which is bonus to cheir Saving Throws vs.
magically summoned or controlled (such I n . i l l " . . • N I1 III I III - --- .11 III V 1 Dragon Breath.
as a Charmed character) is also consid-
ered to be an "enchanted" creature. The EXAMPLE: A 3rd Level cleric cast-
barrier thus completely prevents all at- ing this spell gives a bonus of *• 3 to
tacks from those creatures unless they the Saving Throw of the creature
use missile weapons. touched.

This spell will not affect a Magic
Missile (magic-user's) spell. If the cleric
attacks anything during the spell's dura-
tion, the effect changes slightly. "En-
chanted" creatures are then able to
touch the magic-user, but the Hit roll
and Saving Throw adjustments still ap-
ply until the spell duration ends.

Purify Food and Water

Range: 10'
Duration: Permanent
Effect: See below

This spell will make spoiled or poisoned
food and water safe and usable. It will
purify one ration of food (either Iron or
Standard rations), or 6 waterskins of
water, or enough normal food to feed a
dozen people. If cast at mud, the spell
will cause the dirt to settle, leaving a pool
of pure, clear water. The spell will not
affect any living creature.

27

DUNGEONS & DRAGONS® characters (character class — human)

Fighter FIGHTER SAVING THROW TABLE FIGHTER EXPERIENCE TABLE

Description Death Ray or Poison 12 XP Level Title
Magic Wands 13
A fighter is a human who studies com- Paralysis or Turn to Stone 14 0 1 Veteran
bat. Fighters usually have greater Dragon Breath 15 2000 2 Warrior
Strength than other characters. They Rods, Staves, or Spells 16 4000 3 Swordmaster
usually hit monsters more often, and
inflict more damage. Explanation of Fighter
Experience Table:
In the D&D game, fighters protect the XP: When this number of Experience
weaker characters. A party of all fighters Points have been earned, the fighter
would probably survive most dungeons, automatically moves up to the next Level
even where magic would be useful. of Experience.
Every group of explorers should have at Title: Your fighter should use this title
least one or two fighters. when talking with other characters. In-
stead of saying "I'm Fleetwood, a Second
Strength is needed in many game Level fighter," the character should say
situations. For example, a door may be "I'm Fleetwood, the Warrior."
stuck, or a huge boulder may block the Other Details:
party's progress; a strong fighter can Prime Requisite: A fighter's PR is
often solve these problems. Magic might Strength. If a fighter has a Strength
also work, but magic is limited, and a score of 13 or more, the character gains
fighter can use strength as often as a bonus to Experience Points earned in
needed. every adventure.
Hit Dice: An eight-sided die (Id8) is
Your fighter could probably survive a used to determine a fighter's hit points.
dungeon adventure when exploring A fighter starts with 1-8 hit points (plus
alone. This is why your Solo Adventures Constitution bonus, if any) and gains
have been designed for fighters. The Id8 more hit points (plus bonus) with
other classes are not as self-sufficient as each Level of Experience.
the fighter. Magic-users and thieves are Armor: A fighter may wear any kind of
much weaker, and although clerics can armor, and may use a shield.
wear any type of armor, they are limited Weapons: A fighter may use any kind of
in other ways. weapon.

In group adventures, your fighter Special Abilities:
should stay in front. If there are three or
more fighters in the party, one should Fighters need no special abilities to sur-
stay in the back, in case a monster tries to vive and prosper. Their great strength,
sneak up on you. Whenever a battle hit points, strong armor and many
occurs, don't be afraid to move in; your weapons make them a powerful charac-
character is better equipped for combat ter class.
than any other type.

When a group is surprised, the mon-
sters may damage the characters before
they have a chance to react. Fighters
have a better chance at surviving these
dangers, since they have more hit points.

A fighter character should know
more about the many weapons than
other characters. Be sure to read the
Combat section, on page 59, to learn
how to use both hand-to-hand and mis-
sile weapons. Learn the forms of Defen-
sive Movement described in the same
section, so you can play your fighter
most effectively when those rules are
added to your game.

Fighters often look for magical heal-
ing potions, since they are usually hurt
in battles. Magical weapons are also valu-
able, adding bonuses to Hit and Damage
Rolls.

28

Creating a new character

1. Roll for Ability Scores 8. Note adjustments for Ability Scores
2. Choose a Class 9. Give your Character a Name and Alignment
3. Exchange Ability Score points 10. Get ready to play

Your Prime Requisite (and only that score) goes up 1 point for each 2 HUMANS
points that another Ability Score goes down.
Class Prime Requisite
Constitution and Charisma points can never be exchanged with Fighter Strength
others. Magic-User Intelligence
Cleric Wisdom
Dexterity cannot be lowered (but it may be raised if you have a Thief Thief Dexterity
or Halfling character).
(No minimum scores for human characters)
No score can be lowered below 9. If it is already 10 or less, it cannot
be lowered. Class DEMI-HUMANS Prime Requisites
4. Roll for Hit Points (see Character Classes) Dwarf Minimum Scores Str only
5. Roll for Money (gp = 3d6 x 10) Elf Str + Int
6. Buy equipment: (see Equipment List) Halfling Con 9 Str + Dex
7. Figure out your: Int 9
Con 9
a. Armor Class Dex 9
b. Character Hit Roll Table
c. Saving Throws (see Combat)

Complete list: weapons and equipment

WEAPONS Cost (in gp) EQUIPMENT Cost (in gp)
Item Item
Axes: 7 5
4 Backpack
Battle Axe (two-handed) 30 HFloaslyk Soyf mObilol 252
BoHwasn: d Axe 10 Holy Water (1 vial)
40 Lantern 25
Crossbow Lt. (fires quarrels) 25 Mirror (hand-sized, steel) 10
Case with 30 quarrels 5 Pole (wood, 10' long) 5
5 IRraotnionRsa:tions (preserved food
Long Bow 3 1
ShQorutivBeorwwith 20 arrows 30 for 1 person for 1 week)
Standard Rations (unpreserved food 15
1 silver-tipped arrow 7 5
DaNgogremrsa:l dagger for 1 person for 1 week) 1
10 Rope (50' long) 1
Silver dagger 15 Sacks: 2
SwSohrodrst: Sword 5 3
3 Small 25
Normal Sword Large 3
Two-Handed Sword 7 Spikes (iron, 12) and small Hammer 1
Other Weapons: 2 TThiniedveers'BTooxo(lfslint, steel, dry 1
**MClaucbe wood shavings and twigs) 1
Pole Arm (two-handed) 3 WToartcehresksin(6)(or wineskin) 10
*Sling with 30 Sling Stones 5 Wine (1 quart)
*SWpaerarHammer Wolfsbane (1 bunch)

*These weapons may be used by a cleric (Note: Items will be added to this list in the D&D EXPERT Set.)

ARMOR

Item Cost (in gp)
Leather Armor
Chain Mail Armor 20
Plate Mail Armor 40
Shield 60
10

29

Character classes

CLERIC ELF
Hit Dice: Id6 per level Hit Dice: Id6 per level

XP Level Title No. of Spells/ XP Level Title No. of Spells/
21 Acolyte Spell Level 1 Veteran-Medium Spell Level
01500 Adept None 0 2 Warrior-Seer
3000 3 Priest 1 First 4000 3 Swordmaster-Conjurer 1 First
(or Priestess) 2 First 8000 2 First
2 First
plus 1 Second

CLERIC TURNING UNDEAD Detect secret or hidden doors: 2/6
Immune to paralysis from ghouls
Cleric's Skeleton Undead Monster Wight Infravision 60'
Level Zombie Ghoul N
11
1 7 9 11 9 HALFLING
2 T 79 Hit Dice: Id6 per level
3 T T7 Level

FIGHTER XP Tide
Hit Dice: Id8 per level
XP Title 0 1 Halfling Veteran
Level Veteran 2000 2 Halfling Warrior
0 Warrior 4000 3 Halfling Swordmaster
2000 1 Swordmaster
4000 2 Combat Bonuses:
3 - 2 bonus to Armor Class when attacked by creatures larger than
man-size
MAGIC-USER + 1 bonus to the Hit Roll when using any missile (see "Additional
Hit Dice: Id4 per level Rules")
+1 bonus to Individual Initiative
XP Level Title No. of Spells/
Spell Level Hide in woodlands 90% success
Hide in dungeon (shadows) Yt>
0 1 SMeeedr ium 21 FFiirrsstt

2500 2
5000 3 Conjurer 2 First
plus 1 Second

THIEF ENCUMBERED MOVEMENT RATES TABLE
Hit Dice: Id4 per level
Normal Encounter Running
XP Level Title Speed Speed Speed
(Feet per
0 Apprentice Encumbrance turn) (Feet per round)
1200 Footpad
2400 Robber up to 400 en 120 40 120
401-800 en 90 30 90
801-1200 en 60 20 60
THIEF SPECIAL ABILITY TABLE 1201-1600 en 30 10 30

Special Ability Level of Experience 1601-2400 15 5 15
2 2401 and more 0 0 0

Open Locks (d%) 15 20 25 Basic Encumbrance: unarmored = 300 en; armored = 700 en
Find Traps (d%) 10 15 20 A gem is counted as 1 en, and other treasures (potions, jewelry, and so
Remove Traps (d%) 10 15 20 forth) are counted as 10 en each.
Climb Walls (d%) 87 88 89
Move Silently (d%) 20 25 30
Hide in Shadows (d%) 10 15 20
Pick Pockets (d%) 20 25 30
Hear Noise (Id6) 1-2 1-2 1-3 CONTAINER VOLUME

Except for "Hear Noise," each number is the Percentage chance that Small sack 200 en
the thief is successful in using that Special Ability. "Hear Noise" is Backpack 400 en
determined in a similar way, using ldb. Large sack 600 en
Saddle bag 1000 en

DWARF
Hit Dice: Id8 per level
MULE MOVEMENT/ENCUMBRANCE
XP Level Title Encumbrance
Movement Rate
1 Dwarven Veteran up to 3000 en 120'/turn
0 60'/turn
2200 2 Dwarven Warrior 3001-6000 en
4400 3 Dwarven Swordmaster 6001 en or more 0

Detect traps, sliding walls, sloping corridors, new constructions: 2/6
Infravision 60'

30

DUNGEONS 8c DRAGONS® Character Record Sheet

Player's Name Dungeon Master

Character's Name Alignment

Class Level

Armor Hit Character Sketch or Symbol
Class Points SAVING THROWS:

ABILITIES:

STRENGTH adjustment \Z POISON or
INTELLIGENCE adjustment DEATH RAY
WISDOM adjustment MAGIC WAND
adjustment TURN TO STONE or
DEXTERITY adjustment PARALYSIS
adjustment J5~ I DRAGON BREATH
•4 CONSTITUTION
SPELLS or
CHARISMA MAGIC STAFF

LANGUAGES:.
SPECIAL SKILLS: Spells, Thief's abilities, Cleric's turning, etc.

TARGET AC: 98765432 1 0

HIT ROLL ' 10 ' 11 ' 12 ' 13 ' 14 ' 15 ' 16 "~~ 17 18 19
NEEDED
) 1980,1983 TSR Games
31 All Rights Reserved.

DUNGEONS & DRAGONS® Character Record Sheet

EQUIPMENT CARRIED NORMAL ITEMS
MAGIC ITEMS

OTHER NOTES including places explored, people 8c monsters met

MONEY and TREASURE EXPERIENCE
PP: GEMS:
GP: RONTT TS/PF.M A T TV-
EP: 32
SP:
CP:
TOTAL VALUE:

j

Sample Characters

One sample of each character class is To start one of these characters, copy The Saving Throws for each character
provided here for your convenience. the information onto a character sheet are given in the character class description
You may use these characters in group (sold separately) or onto a piece of blank (pages 24 - 47). Be sure to read the full
adventures, but not in the Solo Adven- paper, using your first fighter's charac- description before you play the character!
ture in this booklet. ter sheet as a guide.

Cleric Magic-User Thief
9 Strength 16 Strength ( + 2 bonus on Hit rolls,
11 Intelligence 8 Strength ( - 1 penalty to Hit rolls,
17 Wisdom ( + 2 bonus to Saving damage rolls, opening doors) damage rolls, and opening doors)
Throws vs. magic) 14 Intelligence (+ 1 added language)
8 Dexterity (—1 penalty to missile fire 17 Intelligence ( + 2 added languages) 9 Wisdom
Hit rolls; + 1 penalty to AC) 11 Wisdom 17 Dexterity ( + 2 bonus to missile fire
14 Constitution ( + 1 bonus to hit point 16 Dexterity (+2 bonus on missile fire
rolls) Hit rolls, - 2 Armor Class bonus)
16 Charisma (+ 1 bonus to reactions) Hit rolls, - 2 Armor Class bonus) 11 Constitution
14 Constitution (+ 1 bonus to hit point 8 Charisma ( - 1 penalty to reactions)

rolls) Armor Class: 5 (includes Dexterity bonus)
9 Charisma

Armor Class: 5 (includes Dexterity Armor Class: 7 (includes Dexterity bonus) Hit Points: 4 (roll of 4, no adjustments)
penalty) Hit Points: 4 (roll of 3, +1 Constitution Money: 3 gp
Hit Points: 6 (roll of 5, +1 Constitution bonus) XP: 0
bonus) Money: 10 gp Equipment:
Money: 10 gp XP: 0 Backpack Iron rations
XP: 0 Equipment: Leather armor Wolfsbane
Equipment: Backpack Iron rations Sword (normal) Dagger
Chain mail & shield Mace 1 silver dagger 1 Holy water Lantern 3 flasks oil
Holy Symbol 1 flask oil Lantern 4 flasks oil Tinder box Thieves' tools
Backpack Iron rations Tinder box Small metal mirror 2 small sacks 2 large sacks
6 tinder box torches Rope (50') 1 waterskin (full) 1 wineskin (full) See page 43 for special abilities and
2 waterskins (full) 2 small sacks 2 small sacks 2 large sacks full class description.
2 large sacks Spell Book: Read Magic, Sleep
See page 24 for special abilities and See page 37 for special abilities and
full class description. full class description.

Dwarf Elf Halfling

16 Strength ( + 2 bonus on Hit rolls, 16 Strength ( + 2 bonus on Hit rolls, 16 Strength ( + 2 bonus on Hit rolls,
damage rolls, and opening doors) damage rolls, and opening doors) damage rolls, and opening doors)

7 Intelligence 9 Intelligence 11 Intelligence
11 Wisdom 7 Wisdom (— 1 penalty on Saving 14 Wisdom ( + 1 bonus on Saving
14 Dexterity ( + 1 bonus to missile fire
Throws vs. magic) Throws vs. magic)
Hit rolls, - 1 Armor Class bonus) 14 Dexterity ( + 1 bonus to missile fire 9 Dexterity
9 Constitution 9 Constitution
9 Charisma Hit rolls, — 1 Armor Class bonus) 7 Charisma (— 1 penalty to reactions)
9 Constitution
Armor Class: 1 (includes Dexterity bonus) 11 Charisma Armor Class: 4

Hit Points: 6 (roll of 6, no adjustments) Armor Class: 3 (includes Dexterity bonus) Hit Points: 5 (roll of 5, no adjustments)
Money: 7 gp Hit Points: 5 (roll of 5, no adjustments) Money: 6 gp
XP: 0 Money: 10 gp XP: 0
Equipment: XP: 0 Equipment:
Backpack Iron rations Equipment: Backpack Iron rations
Plate mail armor Shield Backpack Iron rations Chain mail armor Shield
Sword (normal) Dagger Chain mail armor Shield Short bow 20 normal arrows
Small hammer 12 iron spikes Long bow 20 arrows Short sword 4 silver arrows
Rope (50') Wolfsbane Sword (normal) Rope (50') Tinder box 6 torches
1 full wineskin 2 small sacks 1 large sack 1 wineskin (full) 1 waterskin (full)
See page 45 for special abilities and Wolfsbane See page 47 for special abilities and
full class description. Spell Book: Read Magic, Charm Per- full class description.
son
See page 46 for special abilities and
full class description.

34

Spells

Cure Light Wounds* Cleric Spells: First Level
Range: Touch
Duration: Permanent Protection from Evil
Effect: Any one living creature Range: 0
Duration: 12 turns
Detect Evil Effect: The cleric only
Range: 120'
Duration: 6 turns Purify Food and Water
Effect: Everything within 120' Range: 10'
Duration: Permanent
Detect Magic Effect: 1 ration or 6 waterskins
Range: 0
Duration: 2 turns Remove Fear*
Effect: Everything within 60' Range: Touch
Duration: 2 turns
Light* Effect: Any one living creature
Range: 120'
Duration: 12 turns Resist Cold
Effect: Volume of 30' diameter Range: 0
Duration: 6 turns
Effect: All creatures within 30'

*Spell may be cast with reverse effects in D&D® EXPERT Rules.

Magic-User Spells: First Level* Magic-User Spells: Second Level

Charm Person CoRnatinnguea:l1L2Oig7ht
Range: 120' Duration: Permanent
Duration: See below Effect: Volume of 60' diameter
Effect: One living "person"
Detect Evil
Detect Magic Range: 60'
Range: 0 Duration: 2 turns
Duration: 2 turns Effect: Everything within 60'
Effect: Everything within 60'
Detect Invisible
Floating Disc Range: 10' per Level of the magic-user
Range: 0 Duration: 6 turns
Duration: 6 turns Effect: The magic-user only
Effect: Disc remains within 6'
ESP
Hold Portal Range: 60'
Range: 10' Duration: 12 turns
Duration: 2-12 (2(16) turns Effect: All thoughts in one direction
Effect: One door, gate, or similar portal
Invisibility
Light Range: 240'
Range: 120' Duration: Permanent until broken
Duration: 6 turns +1 turn per Level of the magic-user Effect: One creature or object
Effect: Volume of 30' diameter
Knock
Magic Missile Range: 60'
Range: 150' Duration: See below
Duration: 1 turn Effect: One lock or bar
Effect: Creates 1 or more arrows
Levitate
Protection from Evil Range: 0
Range: 0 Duration: 6 turns +1 turn per Level of the magic-user
Duration: 6 turns Effect: The magic-user only
Effect: The magic-user only
Locate Object
Read Languages Range: 60' + 10' per Level of the magic-user
Range: 0 Duration: 2 turns
Duration: 2 turns Effect: One object within range
Effect: The magic-user only
Mirror Image
Read Magic Range: 0
Range: 0 Duration: 6 turns
Duration: 1 turn Effect: The magic-user only
Effect: The magic-user only
Phantasmal Force
Shield Range: 240'
Range: 0 Duration: Concentration
Duration: 2 turns Effect: A volume 20' x 20' x 20'
Effect: The magic-user only
Web
Sleep Range: 10'
Range: 240' Duration: 48 turns
Duration: 4-16 (4d4) turns Effect: A volume 10' x 10' x 10'
Effect: 2-16 Hit Dice of living creatures within a 40' x 40' area
Wizard Lock
Ventriloquism Range: 10'
Range: 60' Duration: Permanent
Duration: 2 turns Effect: One portal or lock
Effect: One item or location
35

Combat and ability adjustments

COMBAT SEQUENCE TABLE SAVING THROWS
A. Each side rolls for initiative, using Id6.
B. The side that wins the initiative acts first: a. Death Ray or Poison d. Dragon Breath
b. Magic Wands e. Rods, Staves or Spells
1. Morale Check (monsters and non-player characters only) c. Paralysis or Turn to Stone
2. Movement (using speed per round), including Defensive
Cleric 11 12 14 16 15
Maneuvers Fighter 12 13 14 15 16
3. Missile fire combat (additional) Magic-user 13 14 13 16 15
Thief 13 14 13 16 15
a. Choose targets Dwarf 8 9 10 13 12
b. Make Hit Rolls 12 13 13 15 15
c. Roll Damage for hits Elf 8 9 10 13 12
4. Magic spells
a. Choose targets Halfling 14 15 16 17 17
b. Make Saving Throws if necessary Normal Man
c. Apply results immediately
5. Hand-to-Hand combat PRIME REQUISITE EXPERIENCE ADJUSTMENT
a. Choose targets
b. Make Hit Rolls Prime Adjustment to
c. Roll Damage for hits Requisite Experience
C. The side that loses the initiative then completes all steps given
above. 3-5 - 20%
D. DM handles all retreating, surrender, and other special results. 6-8 -10%
9-12 No adjustment
Target's CHARACTER HIT ROLL TABLE 13-15 + 5%
AC 16-18 + 10%
Roll 9 8 7 6 5 4 3 2 1 0 -1
10 11 12 13 14 15 16 17 18 19 20 ABILITY SCORE BONUSES AND PENALTIES

Ability Score Adjustment

ARMOR CLASS 3 - 3 Penalty
4-5 - 2 Penalty
Armor type Armor Class 6-8 - 1 Penalty
No armor 9 9-12 No adjustment
Leather 7 13-15 +1 Bonus
Chain Mail 5 16-17 + 2 Bonus
Plate Mail 3 18 + 3 Bonus
Shield
Bonus of 1*

*A shield subtracts 1 from your Armor Class number. For example, Intelligence INTELLIGENCE ADJUSTMENTS
Chain Mail alone is AC 5, but with a shield it drops to AC 4. Score
3 Effect
VARIABLE WEAPON DAMAGE 4-5 Has trouble with speaking, cannot read or write
6-8 Cannot read or write Common
Id4 (1-4) points of damage: Id6 (1-6) points of damage: 9-12 Can write simple Common words
Club Spear 13-15 No adjustments; can read and write Common and
Dagger War Hammer 16-17 Alignment languages
Sling stone Id8 (1-8) points of damage: 18 + 1 Language
Torch Sword (normal) +2 Languages
Id6 (1-6) points of damage: *Battle Axe +3 Languages
*Arrow (long or short bow) ldlO (1-10) points of
Hand Axe damage:
Mace *Pole Arm
*Quarrel (crossbow) *Two-Handed Sword CHARISMA ADJUSTMENT

Short Sword use. Attacker may not use shield Charisma Reaction Retainers
*This weapon requires two hands for Score adjustment Maximum
and always loses initiative. 3 number Morale
4-5
Weapon MISSILE FIRE TABLE 6-8 —2 4
Maximum Ranges (in feet) 9-12 5
13-15 i 6
Short (+1) Medium(O) Long ( - 1) 16-17 7
18 -i 8
LCoronsgsbBooww, (Lt) 60 120 180 No adjustment 9
SSlhinogrt Bow 70 140 210 10
Spear 50 100 150 +1
Oil or Holy Water 40 80 160 +1
Hand Axe or Dagger 20 40 60 +2
10 30 50
10 20 30 HIRING RETAINERS
1. Find NPCs
Using Missiles: Remember to adjust for: 2. Explain the job, make offer
1. Dexterity 3. Cover 3. Hire, buy equipment
4. Make retainer sheet

2. Range 4. Magic

36

DUNGEONS & DRAGONS® characters (character class — human)

Magic-user Your Magic-user should never explore Other Details:
dungeons alone; one surprise could kill Prime Requisite: A magic-user's PR is
Description you. In groups, you should always stay Intelligence. If a magic-user has an In-
in the middle of the party, protected telligence score of 13 or more, the char-
A magic-user is a human character who from attacks. Watch for ways that you acter gains a bonus to Experience Points
studies the powers of magic. Magic-users can help the battles, by casting spells, but earned in every adventure.
find spells, put them into books, and never try to fight a monster hand-to- Hit Dice: A four-sided die (Id4) is used
study those books to learn the spells. hand. Always carry a dagger, to be ready to determine a magic-user's hit points. A
Magic-users have their own spells, en- if you are forced to fight. Be sure to call magic-user starts with 1-4 hit points (plus
tirely different from cleric spells. A for help if you get into a battle; other Constitution bonus, if any) and gains
magic-user has poor fighting skills, and characters can fight the same monster, Id4 more hit points (plus bonus) with
should avoid combat. distracting it and (hopefully) keeping it each Level of Experience.
from attacking you. Armor: A magic-user may not wear any
In D&D games, magic is merely a part kind of armor, and may not use a shield.
of the action of the game. The player Beware of other magic-users! Some Weapons: A magic-user can only use a
can imagine how spells would be cast, spells are designed specially to protect dagger for a weapon.
using various mysterious items, but no you from attacks, including other magic.
special items are needed by the player. When you encounter another magic- Special Abilities
After the player has learned the effect user, keep watch. If the enemy starts
each spell has in the game, a magic-user casting a spell, warn your friends. A magic-user can cast magic spells, as
is as easy to play as any other character described hereafter.
class. As a player, you should study the spell Spell Power:
descriptions on the next pages. Your There are many spells for magic-users to
A magic-user concentrates on learn- greatest challenge will be keeping the use. The power of a spell is described in
ing and casting magic spells. A high character alive, to gain more Levels of a way similar to the power of a character.
Intelligence is needed, and the other Experience. Spells of the lowest level of power are
Ability Scores are often low. However, a called "First Level" spells, which can be
high Constitution score will help your Explanation of Magic-User used by beginning magic-users. Higher
magic-user survive longer, because it Experience Table: level spells are usable by higher level
gives a bonus to hit points — a magic- XP: When this number of Experience characters. Be careful not to confuse
user's weak point. Points have been earned, the magic-user your character's Level of Experience
automatically moves up to the next Level with the level of a spell's power.
Magic-users greatly fear damage. All of Experience.
the other character classes can use ar-
mor of some kind, but magic-users can Title: A magic-user should use this title
only wear their robes or normal clothes. when talking with other characters. In-
Thus, they are easy to hit. In addition, stead of saying "I'm Felonius, a Second
they have few hit points. Magic-users Level magic-user," the character should
start as the weakest characters, but can say "I'm Felonius, the Seer."
become the most powerful! Their magic
spells can be used for many things — Spells: The number of spells a magic-
from simple things like opening doors user can cast, and their levels of power,
and locks, to impressive and dangerous are given here. Spells are explained in
magical attacks, such as lightning bolts detail below, under "Special Abilities."
(described in the D&D EXPERT Set).

MAGIC-USER SAVING MAGIC-USER EXPERIENCE TABLE
THROW TABLE
13 XP Level Title No. of Spells/
Death Ray or Poison Spell Level
Magic Wands 14
Paralysis or Turn to Stone 13 0 1 Medium 1 First
Dragon Breath 2500 2 Seer 2 First
Rods, Staves, or Spells 16 5000 3 Conjurer 2 First plus 1 Second
15

37

DUNGEONS & DRAGONS® characters (character class — human)

Spell Books: also be carried during adventures, to be ine that the magic-user's memory is like
cast as needed. Any magic-user can cast a blackboard. When studying, the char-
Your Medium (1st Level magic-user) a spell found on a scroll as if it were acter "writes spells on the blackboard,"
starts with a spell book, containing two memorized, regardless of the level of the but each spell is "erased" as it is cast. If
First Level spells. Your Dungeon Master spell. If the spell is cast, it disappears your character has studied a spell twice
will tell you what spells your character from the scroll. and casts one, the other still remains to
starts with. The spell book is a large be used.
bulky thing, and cannot be easily car- You, the player, need only keep a list
ried. A spell book is about 2 feet square, of which of the many spells are in your EXAMPLE: .'The;
2-6 inches thick, and weighs at least 20 character's book. Keep the list on your onius the Seer
pounds. It will not fit inside a normal character sheet, under "Special Abili- Sleep and Shield;
sack of any size, but may be carried in a ties." Scrolls are magic items, listed on adventure,'he <fa
backpack or saddlebag. the back of the character sheet. twice (as he can. _^,
adventure). He <»«*
When your character becomes a Seer, Learning Spells: and still remembefj;0!(*
you will add another First Level spell to to be used later in thai i
the book; again, your DM will tell you To learn a spell, the magic-user must be The character must be able to gesture
which spell. Upon reaching 3rd Level of completely rested. A good night's sleep and speak without interruption to cast a
Experience, a Second Level spell will be is enough. The character then gets out spell. While casting a spell, the magic-
gained. When the 4th Level of Experi- the spell book and studies the spells to be user must concentrate, and may not
ence is reached, another Second Level used, which takes an hour or less. The move. A spell cannot be cast while the
spell is added to the book. (Magic-users character is then ready for adventure, character is walking or running. If the
of levels 4-14 are explained in the D&D and is able to cast the spell or spells magic-user is disturbed while casting a
EXPERT Set.) studied. spell, the spell will be ruined, and will
still be "erased," just as if it had been
Assume that your character is given A Medium can cast one spell per ad- cast.
these additional spells by a teacher, a venture. A Seer can cast two First Level Types of Spells:
powerful magic-user of 7th Level or spells per adventure. A Conjurer can Most spells have an effect that lasts for a
greater. All magic-users of less than that cast 3 spells per adventure, two of the given time. For example, a Magic Missile
level must have teachers. These teachers First Level of Power and one of the spell creates a glowing arrow that follows
never go on adventures with characters. Second Level. the magic-user around, either until it is
They will not affect most games. shot or until a turn passes (10 minutes).
In more advanced games, adventures However, some higher level spells may
Different magic-users often have dif- may last more than a day. In such cases, have "instant" duration. A Fire Ball spell
ferent spells in their books. For example, a magic-user can study spells each morn- creates an explosion which causes
you might start with the Read Magic ing, if completely rested. A mule should damage. The damage remains until
and Sleep spells, and find another be brought along on long adventures, to cured, but the spell itself only lasts part
magic-user who knows Read Magic and carry the spell book along with normal of a second, much less than a round.
Magic Missile. But magic-users never equipment. But beware! If the book is
trade spells, nor do they ever allow lost, the character is in big trouble. If Saving throws vs. Spells:
anyone (except their teachers) to read that happens, ask your Dungeon Master Many spells only have full effect if the
their spell books. The risk of losing the what you should do. victim fails a Saving Throw (vs. spells). If
book or having it damaged, is too great. a Saving Throw is allowed, it is men-
If a magic-user's book is lost, the charac- Don't confuse the spells memorized tioned in the spell description.
ter cannot memorize any spells to cast! with spells in a book! Your magic-user
character will eventually have many
One magical treasure which may be spells in a spell book, but can still only
found during an adventure is a magic memorize a few each day.
scroll. Some scrolls contain magic-user
spells. If a new spell is found on a scroll, it Casting Spells:
may be added to the magic-user's book —
but this can only be done once for each In the game, when you want your char-
scroll spell, and uses up the scroll in the acter to cast a spell, just tell your Dun-
process. If the spell is of too high a level to geon Master.
be cast, it cannot be put into the book.
KXAMI'LE: "I'm casing u Slei'p spell
K\ \MFI F. A Medium find*, .i *in>J! di LIIC goblins." Hit- DM ma\ ask loi
ut erne Second [.I*M"1 spi'II The ipi-11 some details: for example, MUIH-
(diiiidi be put into a book until the spells are i.ist at .i tdigei. ;md wui
ihar.icU'i Ixi nines A ('tmjuier iMrrl miiM tell Lhe DM whji LIM- t.ugri is.
Ifvc-li .jnd i« .lblc tci list1 ,i S l 'I he player dues mu hint- in Icdin JI>\
I IM-1
I1
A spell on a scroll may be saved, to be
put into a book at a future time. It may When the magic-user casts a spell, the
memory of that spell is forgotten. Imag-

38

DUNGEONS & DRAGONS® characters (character class — human)

Magic-user Spells: Spells. If the Saving Throw is successful, after casting this spell, a magic-user
Each spell has a given Range, Duration, the spell has no effect. If it is failed, the walks into a room containing a door
and Effect. victim will believe that the magic-user is locked by magic, a magical potion laying
Range: The character should be sure, its "best friend," and will try to defend nearby, and a treasure chest containing a
before casting the spell, that the target is the magic-user against any threat, magic wand. All the magic will glow, but
within range. If the description says whether real or imagined. The victim is only the door and potion will be seen;
"Range: 0," the spell may only be used "Charmed." the light of the glowing wand is hidden
by the magic-user, and cannot be cast on by the treasure chest.
others. If "Range: Touch" is given, the As a general rule, the "persons" af- Floating Disc
spell can be placed on any creature the fected by this spell are all creatures Range: 0
magic-user touches — including the which look similar to humans in various Duration: 6 turns
magic-user himself (or herself, as the ways. It will not affect animals, magical Effect: Disc remains within 6'
case may be). creatures (such as living statues), or This spell creates an invisible magical
Duration is given either in rounds (of 10 human-like creatures larger than ogres. horizontal platform about the size and
seconds each) or turns (of 10 minutes You will learn, through trial and error, shape of a small round shield. It can
each). If the description says "Duration: which monsters can be charmed. carry up to 5000 en (500 pounds). It
Permanent," then the spell has an in- cannot be created in a place occupied by
stant and permanent effect that does not If the magic-user can speak a lan- a creature or object. The floating disc is
go away after a given duration. guage that the Charmed victim under- created at the height of the magic-user's
Effect of the spell gives either the num- stands, the magic-user may give orders waist, and will always remain at that
ber of creatures or objects affected, or to the victim. These orders should height. It will automatically follow the
an area or volume of space. If an area is sound like suggestions, as if "just be- magic-user, remaining within 6' at all
given, it is measured in square feet (a flat tween friends." These orders will usually times. It can never be used as a weapon,
area). If a 3-dimensional volume is af- be obeyed, but orders that are contrary because it has no solid existence and
fected, it is either a round "ball" with a to the victim's nature (alignment and moves slowly. When the duration ends,
given diameter, or a square or rectangu- habits) may be resisted. A victim will the floating disc will disappear, suddenly
lar "box" of a given size; both are mea- refuse to obey if ordered to kill itself. dropping anything upon it.
sured in feet.
EXAMPLE: Allot Bargle Charmed Hold Portal
Magical Spell Descriptions \ou. hi1 ordered you to leave lhe Range: 10'
cleric's body behind. You resisted, be- Duration: 2-12 (2d6) turns
FIRST LEVEL MAGIC-USER SPELLS cause that was against your nature. Effect: One door, gate, or similar
1. Charm Person B.ugle had lo talk, YOU into doing portal
2. Detect Magic what he wanted. If he had ordered This spell will magically hold shut any
3. Floating Disc you lo go away, you would h;ne re- "portal" — for example, a door or gate.
4. Hold Portal sisted that, too: you considered him a A Knock spell will open the Hold Por-
5. Light friend! tal. Any creature 3 or more hit dice
6. Magic Missile A Charm may last for months. The greater than the caster (including char-
7. Protection from Evil victim may make another Saving Throw acters) may break open a held portal in
8. Read Languages every day, week, or month, depending one round's time, but the portal will
9. Read Magic on its Intelligence. If you are Charmed, relock if allowed to close within the
your DM will tell you when to make the duration of the spell.
10. Shield new Saving Throw.
11. Sleep The Charm is automatically broken if EXAMPLE: Am .'nil level char.nter
12. Ventriloquism the magic-user attacks the victim, ma\ bleak through a Hold Portal
whether by spell or by weapon. The spell ia<i bv a 2nd level k
Charm Person victim will fight normally if attacked by
Range: 120' the magic-user's allies.
Duration: See below Detect Magic
Effect: One living "person" (see below) Range: 0
This spell will only affect humans, demi- Duration: 2 turns
humans, and certain other creatures. Effect: Everything within 60'
The victim is allowed a Saving Throw vs. When this spell is cast, the magic-user
will see all magical objects, creatures,
and places within range glow. This effect
will not last very long, and should be
saved until the magic-user wants to see if
something found during an adventure
is, in fact, magical. Example: Shortly

39

DUNGEONS & DRAGONS® characters (character class — human)

Light magic weapon is needed to hit a crea- If a Magic.Missile is shot at a magic-
Range: 120' ture, that creature is called "enchanted." user protected by this spell, the magic-
Duration: 6 turns +1 turn per Level of However, a creature that can be hit by a user may make a Saving Throw vs.
the magic-user silver weapon — a lycanthrope (were- Spells (one Saving Throw per missile). If
Effect: Volume of 30' diameter creature), for example — is not an "en- successful, the Magic Missile will have
This spell creates a large ball of light, as chanted" creature. The barrier thus no effect.
if a bright torch were lit. If the spell is completely prevents all from attacks Sleep
cast on an object (such as a coin), the from those creatures unless they use Range: 240'
light will move with the object. If cast at missile weapons. Duration: 4-16 (4d4) turns
a creature's eyes, the creature must Effect: 2-16 Hit Dice of living creatures
make a Saving Throw. If the Saving This spell will not affect a Magic Mis- within a 40' square area
Throw is failed, the victim will be sile spell. If the Magic-user attacks any- This spell will put creatures to sleep for
blinded by the light until the duration thing during the spell's duration, the up to 16 turns. It will only affect crea-
ends. A blinded creature may not attack. effect changes slightly. "Enchanted" tures with 4 + 1 Hit Dice or less — gener-
If the Saving Throw is successful, the creatures are then able to touch the ally, small or man-sized creatures. All the
Light appears in the air behind the magic-user, but the Hit roll and Saving creatures to be affected must be within a
intended victim. Throw adjustments still apply until the 40' x 40' area. The spell will not work
spell duration ends. against Undead or very large creatures,
Magic Missile Read Languages such as dragons. Any sleeping creature
Range: 150' Range: 0 can be awakened by force (such as a slap
Duration: 1 round Duration: 2 turns or kick). A sleeping creature may be
Effect: Creates 1 or more arrows Effect: The magic-user only killed with a single blow of any edged
A Magic Missile is a glowing arrow, This spell will allow the magic-user to weapon, regardless of its hit points.
created and shot by magic, which inflicts read, not speak, any unknown languages
2-7 (Id6+1) points of damage to any or codes, including treasure maps, secret Your Dungeon Master will roll to find
creature it strikes. After the spell is cast, symbols, and so forth, until the duration the total Hit Dice of monsters affected,
the arrow appears next to the magic- ends. using 2d8. The victims get no Saving
user and hovers there until the magic- Read Magic Throw.
user causes it to shoot. When shot, it will Range: 0
automatically hit any visible target. It will Duration: 1 turn Ventriloquism
move with the magic-user until shot or Effect: The magic-user only Range: 60'
until the duration ends. The Magic Mis- This spell will allow the magic-user to Duration: 2 turns
sile actually has no solid form, and read, not speak, any magical words or Effect: One item or location
cannot be touched. A Magic Missile runes, such as those found on magic This spell will allow the magic-user to
never misses its target and the target is scrolls and other items. Unfamiliar make the sound of his or her voice to
not allowed a Saving Throw. magic writings cannot be understood come from somewhere else, such as a
without using this spell. However, once a statue, animal, dark corner, and so forth.
For every 5 levels of experience of the magic-user reads a scroll or runes with
caster, two more missiles are created by this spell, that magic can be read or
the same spell. Thus a 6th Level Magic- spoken later (without) using a spell. All
user may create three missiles. The mis- spell books are written in magical words,
siles may be shot at different targets. and only their owners may read them
Protection from Evil without using this spell.
Range: 0 Shield
Duration: 6 turns Range: 0
Effect: The magic-user only Duration: 2 turns
Effect: The magic-user only
This spell creates an invisible magical This spell creates a magical barrier all
barrier all around the magic-user's body around the magic-user (less than an inch
(less than an inch away). All attacks away). It moves with the magic-user.
against the magic-user are penalized by While the duration lasts, the magic-user
- 1 to their Hit rolls, and the magic-user becomes Armor Class 2 against missiles,
gains a + 1 bonus to all Saving Throws, and AC 4 against all other attacks.
while the spell lasts.
40
In addition, "enchanted" creatures
cannot even touch the magic-user! If a

DUNGEONS & DRAGONS® characters (character class — human)

Continual Light SECOND LEVEL Knock
Range: 120' MAGIC-USER SPELLS Range: 60'
Duration: Permanent 1. Continual Light Duration: See below
Effect: Volume of 60' diameter 2. Detect Evil Effect: One lock or bar
This spell creates a globe of light 60' 3. Detect Invisible This spell will open any type of lock.
across. It is much brighter than a torch, 4. ESP Any normal or magically locked door
but not as bright as full daylight. It will 5. Invisibility (by a Hold Portal or Wizard Lock spell),
continue to glow forever, or until mag- 6. Knock and any secret door, may be opened
ically removed. It may be cast on an 7. Levitate when found (but a secret door must be
object, just as the first level light spell. If 8. Locate Object found before it can be Knocked open).
cast at a creature's eyes, the victim must 9. Mirror Image Any locking magic will remain, however,
make a Saving Throw vs. Spells. If the 10. Phantasmal Force and will take affect once again when the
Saving Throw is failed, the victim is 11. Web door is closed. This spell will also cause a
blinded. If the Saving Throw is success- 12. Wizard Lock gate to open, even if stuck, and will
ful, the globe will still appear, but will cause any treasure chest to open easily. It
remain in the place it was cast, and the ESP will also cause a barred door to open,
intended victim will suffer no ill effects. Range: 60' magically forcing the bar to fall to the
Detect Evil Duration: 12 turns floor. If a door is locked and barred, both
Range: 60' Effect: All thoughts in one direction will be opened.
Duration: 2 turns This spell will allow the magic-user to
Effect: Everything within 60' "hear" thoughts. The magic-user must Levitate
When this spell is cast, the magic-user concentrate in one direction for six Range: 0
will see all evilly enchanted objects rounds (1 minute) to ESP the thoughts Duration: 6 turns + 1 turn per Level of
within 60' glow. It will also cause crea- of a creature within range (if any). Any the magic-user
tures that want to harm the magic-user single living creature's thoughts may be Effect: The magic-user only
to glow when they are within range. The understood, regardless of the language. When this spell is cast, the magic-user
actual thoughts of the creatures cannot The thoughts (if any) of Undead crea- may move up or down in the air without
be heard. Remember that "Chaotic" tures cannot be "heard" with this spell. any support. This spell does not, how-
does not automatically mean Evil, al- If more than one creature is within ever, allow the magic-user to move from
though many Chaotic monsters have evil range and in the direction concentrated side to side. For example, a magic-user
intentions. Traps and poison are neither on, the magic-user will "hear" a con- could levitate to a ceiling, and then could
good nor evil, merely dangerous. fused jumble of thoughts. The magic- move sideways by pushing and pulling.
Invisibility user may only sort out the jumble by Motion up or down is at the rate of 20'
Range: 240' concentrating for an extra six rounds to per round. The spell cannot be cast on
Duration: Permanent until broken find a single creature. The ESP will not another person or object. The magic-
Effect: One creature or object be hampered by any amount of wood or user may carry a normal amount of
This spell will make any one creature or liquid, and will penetrate as much as 2 weight while levitating, possibly another
object invisible. When a creature be- feet of rock, but a thin coating of lead man-sized creature if not in metal ar-
comes invisible, all items carried and will block the spell. mor. Any creature smaller than man-size
worn also become invisible. Any invisible Detect Invisible can be carried, unless similarly heavily
item becomes visible again when it leaves Range: 10' per Level of the Magic-user laden.
the creature's possession (dropped, set Duration: 6 turns
down, etc.). If the magic-user makes an Effect: The magic-user only
object invisible that is not being carried When this spell is cast, the magic-user
or worn, it will become visible again can see all invisible creatures and objects
when touched by any living creature. An within range. The range is 10' for each
invisible creature will remain invisible level of the magic-user. For example, a
until he or she attacks or casts any spell. Conjurer can use this spell to see invisi-
A light source (such as a torch) may be ble things within 30'.
made invisible, but the light given off
will always remain visible.

41

DUNGEONS & DRAGONS® characters (character class — human)

Locate Object user need not concentrate; the images moves, takes any damage, or fails any
Range: 60' + 10' per Level of the will remain until the duration ends, or Saving Throw, the concentration is bro-
magic-user until hit. The images are not real, and ken and the phantasm disappears.
Duration: 2 turns cannot actually do anything. Any suc-
Effect: One object within range cessful attack on the magic-user will This spell never inflicts any real
For this spell to be effective in finding an strike an image instead, which will damage! Those "killed" by it will merely
object, the magic-user must know ex- merely cause that image to disappear fall unconscious, those "turned to stone"
actly what the object looks like. A com- (regardless of the actual damage). will be paralyzed, and so forth. The
mon type of object, such as a flight of Phantasmal Force effects wear off in 1-4 (Id4) turns.
stairs, can also be detected by this spell. Range: 240' Web
The spell will point to the nearest de- Duration: Concentration (see below) Range: 10'
sired object within range, giving the Effect: A volume 2O'x2O'x2O' Duration: 48 turns
direction but not the distance. The range This spell creates or changes ap- Effect: A volume 10' x 10' x 10'
increases as the magic-user gains Levels pearances within the area affected. The This spell creates a mass of sticky strands
of experience. For example, a Seer can magic-user should create the illusion of which are difficult to destroy except with
locate objects up to 80' away; a Conjurer, something he or she has seen. If not, the flame. It usually blocks the area affected.
up to 90'. DM will give a bonus to Saving Throws Giants and other creatures with great
Mirror Image against the spell's effects. If the magic- strength can break through a web in 2
Range: 0 user does not use this spell to attack, the rounds. A human of average Strength (a
Duration: 6 turns illusion will disappear when touched. If score of 9-12) will take 2-8 (2d4) turns to
Effect: The magic-user only the spell is used to "create" a monster, it break through the web. Flames (from a
With this spell, the magic-user creates will be AC 9 and will disappear when hit. torch, for example) will destroy the web
1-4 (Id4) additional images which look If the spell is used as an attack (a phan- in 2 rounds, but all creatures within the
and act exactly the same as the magic- tasmal magic missile, collapsing wall, web will be burned for 1-6 (Id6) points
user. The images appear and remain etc.), the victim may make a Saving of damage. Anyone wearing Gauntlets
next to the magic-user, moving if the Throw vs. Spells; if successful, the victim of Ogre Power (a magical treasure) can
magic-user moves, talking if the magic- is not affected, and realizes that the break free of a web in 4 rounds.
user talks, and so forth. The magic- attack is an illusion. The phantasmal Wizard Lock
force will remain as long as the magic- Range: 10'
user concentrates. If the magic-user Duration: Permanent
Effect: One portal or lock
This spell is a more powerful version of
a Hold Portal spell. It will work on any
lock, not merely doors, and will last
forever (or until magically dispelled).
However, a Knock spell can be used to
open the Wizard Lock. A wizard locked
door may be opened easily by the magic-
user casting the Wizard Lock, and also
by any magic-using character or crea-
ture of 3 or more Levels (or Hit Dice)
greater than the caster. Any such open-
ing does not remove the magic, and the
lock will relock when allowed to close
(just as the Hold Portal spell).

42

DUNGEONS & DRAGONS® characters (character class — human)

Thief Most thieves have high Dexterity Armor: A thief may only wear Leather
scores. Since this can affect missile fire armor, and may not use a shield.
Description (see Advanced Combat, page 58), you Weapons: A thief may use any missile
A thief is a human who specializes in should learn the rules for missiles, and weapon, and any other weapon usable
stealth, lockpicking, trap removing, and carry missile weapons. A sword or dag- with one hand (two-handed weapons are
other activities. Thieves are the only ger will be needed in situations where prohibited. For more information, see
characters that can open locks and find you can't avoid close combat. "Advanced Combat," page 58).
traps without using magic. As the name
indicates, however, thieves do steal, Thieves are found in most groups of
though rarely from members of their adventurers. The task of staying alive by
own groups. Any thief who steals from sneaking and using your wits, instead of
friends is usually not permitted to ad- just fighting, can be an exciting game
venture with them ever again! challenge.

In the D&D game, all thieves belong to Explanation of Thief
an organization (sometimes called a Experience Table:
Guild). Every town has a building, called XP: When this number of Experience
the Guild Hall, where thieves may live and Points have been earned, the thief auto-
eat (for a price, of course). Every thief matically moves up to the next Level of
learns "The Arts" (a thief's unique skills; Experience.
see Special Abilities, below) from teachers Title: Your thief should use this title
at the Guild. Thieves are a normal part of when talking with other characters. In-
D&D life, because of their unique skills, stead of saying "I'm Greegan, a Second
but they are not usually welcome in the Level thief," the character should say
better parts of towns. "I'm Greegan, the Footpad."

While adventuring, your thief should Other Details:
avoid danger whenever possible. The Prime Requisite: A thief's PR is Dex-
thief's job is to use the Special Abilities terity. If a thief has a Dexterity score of
where needed. A thief's skills can be 13 or more, the character gains a bonus
very useful, as they can be used over and to Experience Points earned in every
over. For example, a magic-user may use adventure.
a spell to open a lock, but the spell only Hit Dice: A four-sided die (Id4) is used
works once; a thief may try to open locks to determine a thief's hit points. A thief
whenever desired. starts with 1-4 hit points (plus Constitu-
tion bonus, if any) and gains Id4 more
When an encounter occurs, your thief hit points (plus bonus) with each Level
should stay out of the way. You may try to of Experience.
sneak around a monster, either to steal its
treasure or to attack it from behind. You
should not fight hand-to-hand unless you
have to. A thief has few hit points, and
although some light armor may be worn,
it is not much protection.

THIEF SAVING THROW TABLE

Death Ray or Poison 13
Magic Wands 14
Paralysis or Turn to Stone 13
Dragon Breath 16
Rods, Staves, or Spells 15

THIEF EXPERIENCE TABLE

XP Level Title

0 1 Apprentice
1200 2 Footpad
2400 3 Robber

43

DUNGEONS & DRAGONS® characters (character class — human)

Special Abilities: MOVE SILENTLY will always seem suc- one works. The attempt will automat-
cessful to the thief. However, the DM ically fail if improperly used. For Exam-
Thieves know how to Open Locks, Find will know (based on the Percentage roll) ple: An ogre is charging at the party, so
and Remove Traps, Climb Walls, Move whether the thief's movement is actually you say "My thief will Hide in Shadows
Silently, Hide in Shadows, Pick Pockets, heard by nearby enemies, who may then and get out a dagger." The DM replies,
and Hear Noise. They also learn the skill take appropriate action. "The ogre sees the movement, and
of "Backstabbing." heads straight for your thief!"
Except for "Hear Noise," each number is HIDE IN SHADOWS means that the Backstabbing: If a thief can sneak up on a
the Percentage chance that the thief is thief moves into and remains in shad- victim, completely unnoticed, the thief
successful in using that Special Ability. ows, also using neutral concealment. may Backstab. If the intended victim sees,
Your Dungeon Master will roll d%; if the Movement is possible while hiding, but hears, or is otherwise warned of the thief's
result is equal to or less than the Percent- not attacking. The attempt will always approach, a Backstab may not be taken,
age given, the thief's attempt is success- seem successful to the thief, but only the but the thief may still attack normally.
ful. "Hear Noise" is determined in a DM will know for sure.
similar way, using Id6. When Backstabbing, the thief gains a
Explanation of Thief Special Abilities: PICK POCKETS may be risky. If the bonus of +4 on the Hit Roll, and if the
OPEN LOCKS may only be tried once DM rolls a number greater than twice target is hit, the damage done is twice
per lock, and only if "Thieves' Tools" are the given chance for success, the thief is normal.
carried. The thief may not try again with
that lock until gaining another Level of nof n n l v s e e n b v t h o s e n e . i r h v b u t is EXAMPLE: An Apprentice is carry-
Experience. <.111•_; 11T i n i h e ,ii i l>\ i l i e i i i i e n d e d \ ic l i m . ing a sword, and sees an ogre ap-
FIND TRAPS may also be tried only u l l o I I I , I \ 1,111(1 n l l e l l d u e s i l e u I 1111- proaching the partv. The player sajs
once per trap. If a trap is found, the l.iwu.ll'h. 'Til Hide in Shadows." The 1JM rolls
thief may attempt to remove it. W on drji. so ihe ogre does not see rhc
REMOVE TRAPS may only be tried if a EXAMPLE: An apprentice tries to pick thief (but the DM docs not announce
trap is found. It may be tried only once the pocket of a hired tighter (a non- that fact). During the batik:, the ogre
per trap. playcr character, played by the DM). «eis turned around, with its back
CLIMB WALLS applies to any steep Rolling IdlO twice (see "Dice." page V2), towards the thief. '1 he player says "I'll
surfaces, such as sheer cliffs, walls, and the DM rolls 11. so the thief is caught in try to move in for a Backstab!" The
so forth. The chances for success are the an. The DM then rolls to deter- DM decides that the ogre doesn't
good, but if failed, the thief slips at the mine the reaction of the fighter, who notice the thief's approach (no roll i«
halfway point and falls. The DM will roll might attack the rhic-1! made: it depends on the situation,
for success only once for every 100' and the I)Ms judgment) and savs
climbed. If failed, the thief takes 1-6 HEAR NOISE (checked using Id6) ap- "'I he ogre doesn't notice you; roll for
(Id6) points of damage per 10' fallen. plies both to listening at doors and hear- a Baikstab." The thief player then
Failure during a 10' climb will inflict 1 ing the footsteps of approaching mon- makes a Hit Roll, adding 4 lo it. li the
point of damage. sters. However, there is too much noise ogre is hit, the player rolls for
during battles to hear anything unusual. damage, doubling the result.
When no battle is in progress, a Back-
Using thief special abilities stab attempt may require a "Move Si-
Watch for opportunities to use Special lently" check. Your DM will make all the
Abilities, and simply tell your Dungeon necessary rolls.
Master when you want your thief to use
one. Be sure you understand how each

THIEF SPECIAL ABILITY TABLE

Special Ability Level of Experience
1 23

Open Locks 15 20 25
Find Traps 10 15 20
Remove Traps 10 15 20

Climb Walls 87 88 89
Move Silently 20 25 30
Hide in Shadows 10 15 20

Pick Pockets (Id6) 20 25 30
Hear Noise 1-2 1-2 1-3

DUNGEONS & DRAGONS® characters (character class — demi-human)

Dwarf Hit Dice: An eight-sided die (Id8) is in an area, tell your Dungeon Master.
used to determine a dwarf's hit points. A You have 1 chance in 2 to find them.
Description dwarf starts with 1-8 hit points (plus Your DM will roll Id6, and a result of 1
A dwarf is short and stocky, standing Constitution bonus, if any) and gains or 2 will indicate success if there is
about 4' tall and weighing about 150 Id8 more hit points (plus bonus) with anything to find. You may check once
pounds. Male dwarves have long beards, each Level of Experience. for each type. You must tell your DM if
and females have short beards. Their Armor: A dwarf may wear any kind of you want to look for anything; the detec-
skin is earth-colored and their hair is armor, and may use a shield. tion is never automatic.
dark brown, gray, or black. Stubborn but Weapons: A dwarf may use any weapon
practical, dwarves are fond of good food of small or normal size. Dwarves may not KXAMH.KS: You sav Til check this
and drink. They value craftsmanship, use two-handed swords or longbows (short wall to sec il it slides." The* DM.
and love gold. Dwarves are sturdy fight- bows and crossbows are permitted). knowing that it will slide,' rolls ldfi.
ers and are resistant to magic, as shown .ind gets a result of 1. The DM savs
by their Saving Throws. A dwarf charac- Special Abilities: "Yes, it appears to slide."
ter must start with a Constitution score of
9 or more. A dwarf has special vision, knows several
languages, and can detect certain things
Although the dwarf class is different better than other characters.
from the fighter class in many ways, Vision: Dwarves have Infravision in ad-
their tasks are the same. Both fight, and dition to normal sight and can see 60' in
both should use the same strategy in the dark. Infravision is the ability to see
combat. Read the description of the heat (and the lack of heat). Normal and
fighter class (page 28) for some tips on magical light makes infravision useless.
combat.
With infravision, warm things seem
Explanation of Dwarf red, and cold things seem blue. For
Experience Table: example, an approaching creature could
XP: When this number of Experience be seen as a red shape, leaving faint
Points have been earned, the dwarf au- reddish footprints. A cold pool of water
tomatically moves up to the next Level would seem a deep blue color. Even
of Experience. items or creatures which are the same
Title: Your dwarf should use this title temperature as the surrounding air
when talking with other characters. In- (such as a table or a skeleton) can be
stead of saying "I'm Rolf, a Second Level dimly seen by infravision.
dwarven fighter," the character should
say "I'm Rolf, the Warrior." Languages: In addition to the languages
Other Details: of all characters — the Common and
Prime Requisite: A dwarf's PR is Alignment tongues, as explained on
Strength. If a dwarf has a Strength score page 51 — a dwarf can speak dwarf,
of 13 or more, the character gains a gnome, goblin, and kobold. The charac-
bonus to Experience Points earned in ter may have problems reading and writ-
every adventure. ing these languages, however, as ex-
Minimum Scores: A dwarf character plained on the same page.
must have a Constitution score of 9 or Detection: All dwarves are experts at
greater when first played. mining. They can sometimes detect
traps, sliding walls, sloping corridors,
and new constructions. If your dwarf
character wants to search for such things

DWARF SAVING THROW TABLE DWARF EXPERIENCE TABLE

Death Ray or Poison 8 XP Level Title
Magic Wands 9
Paralysis or Turn to Stone 10 0 1 Dwarven Veteran
Dragon Breath 13 2200 2 Dwarven Warrior
Rods, Staves, or Spells 12 4400 3 Dwarven Swordmaster

45

DUNGEONS & DRAGONS® characters (character class — demi-human)

Elf Other Details: items or creatures which are the same
Prime Requisite: Elves have two Prime temperature as the surrounding air
Description Requisites: Strength and Intelligence. If (such as a table or a skeleton) can be
An elf is slender and graceful, with an elf has a score of 13 or more in both dimly seen by infravision.
delicate features and pointed ears. An Ability Scores, the character gains a 5% Languages: In addition to the languages
elf is 5 to 5^2 feet tall, and weighs about bonus to Experience Points earned in of all characters — the Common and
120 pounds. Elves are able to use all every adventure. If the Intelligence Alignment tongues, as explained on
armor and weapons, and can cast magic- score is 16 or greater (along with page 51 — an elf can speak elf, gnoll,
user spells. They can thus be valuable Strength of 13 or more), the XP bonus is hobgoblin, and ore.
friends (or dangerous opponents), but 10%. Detection: All elves can find secret and
usually prefer to spend their time feast- Minimum Scores: An elf character must hidden doors better than other charac-
ing and frolicking in woodland glades. have an Intelligence score of 9 or ters. If your elf character wants to search
They rarely visit the cities of Man. Elves greater when first played. for hidden doors in an area, tell your
are fascinated by magic and never grow Hit Dice: A six-sided die (Id6) is used to Dungeon Master. The DM will roll Id6,
tired of collecting spells and magic items, determine an elf's hit points. An elf and a result of 1 or 2 will indicate success
especially if the items are beautifully starts with 1-6 hit points (plus Constitu- if there is a door to be found. You may
crafted. An elf character must start with tion bonus, if any) and gains Id6 more check once for each door. You must tell
an Intelligence score of 9 or greater. hit points (plus bonus) with each Level your DM if you want to look for any-
of Experience. thing; the detection is never automatic.
Elves are similar to both fighters and Armor: An elf may wear any kind of
magic-users. Read the description of the armor, and may use a shield. EXAMP1
fighter class for some tips on playing a Weapons: An elf may use any weapon. wall €
fighter-type character, but remember
that your elf does not have as many hit Special Abilities: find a.aecrtt.
points as a fighter. Be sure your charac- Immunity to Ghoul Paralysis: All elves
ter is either undamaged or only slightly An elf has special vision, knows several are naturally immune to the paralyzing
hurt before you enter a battle; other- languages, and can detect certain things attacks of ghouls. Other types of paral-
wise, stay back and help with magic better than other characters. Elves can ysis, such as from a carrion crawler or
spells, as a magic-user does. cast magic-user spells, and cannot be gelatinous cube, may affect them.
paralyzed by ghouls.
Explanation of Elf Experience Table: Vision: Elves have Infravision in addi- Spells: Elves can use magic-user spells
XP: When this number of Experience tion to normal sight and can see 60' in just as magic-users can. Read the de-
Points have been earned, the elf auto- the dark. Infravision is the ability to see scriptions of spell casting, spell books,
matically moves up to the next Level of heat (and the lack of heat). Normal and etc. on pages 39 - 42. Elves must obey all
Experience. magical light makes infravision useless. the rules for using magic-user spells (but
Title: Your elf should use this title when not the other rules for the magic-user
talking with other characters. Instead of With infravision, warm things seem class).
saying "I'm Belrain, a Second Level elf," red, and cold things seem blue. For
the character should say "I'm Belrain, example, an approaching creature could ELF SAVING THROW TABLE
the Warrior Seer." be seen as a red shape, leaving faint
Spells: The number of magic-user spells reddish footprints. A cold pool of water Death Ray or Poison 12
an elf can cast, and their level of power, would seem a deep blue color. Even Magic Wands 13
are given here. Spells are explained be- Paralysis or Turn to Stone 13
low, under "Special Abilities." Dragon Breath 15
Rods, Staves, or Spells 15
ELF EXPERIENCE TABLE

XP Level Title No. of
Spells/
Spell Level

0 1 Veteran-Medium 1 First
4000 2 Warrior-Seer 2 First
8000 3 Swordmaster- 2 First
Conjurer plus 1 Second

46

DUNGEONS & DRAGONS® characters (character class — demi-human)

Halfling Other Details: Combat: Halflings often use missile
Prime Requisite: A halfling has two weapons, and are better at dodging the
Description Prime Requisites: Strength and Dex- attacks of large creatures than are other
A halfling is a short demi-human, and terity. If either of these Ability scores is 13 characters. All halflings gain the follow-
looks much like a human child with or greater, the character gains a 5% ing bonuses when in combat.
slightly pointed ears. A halfling stands bonus to Experience Points earned in
about 3' tall and weighs about 60 every adventure. If both of these scores - 2 bonus to Armor Class when at-
pounds. Halflings rarely have beards. are 13 or greater, the XP bonus is 10%. tacked by creatures larger than
They are outgoing but not unusually Minimum Scores: A halfling character man-size;
brave, seeking treasure as a way to gain must have a score of 9 or greater in both
the comforts of home, which they so Dexterity and Constitution. + 1 bonus to the Hit Roll when using
dearly love. Halflings are woodland folk, Hit Dice: A six-sided die (Id6) is used to any missile (see Additional Rules,
and usually get along well with elves. determine a halfling's hit points. A half- page 59)
They have special abilities in the out- ling starts with 1-6 hit points (plus Con-
doors. A halfling character must start stitution bonus, if any) and gains Id6 + 1 bonus to Individual Initiative (op-
with a score of 9 or greater in both more hit points (plus bonus) with each tional combat rule, page 59)
Dexterity and Constitution. Level of Experience.
Armor: A halfling may wear any kind of Hiding: Outdoors, halflings are difficult
Halflings behave similarly to fighters armor, and may use a shield. However, to spot, having the ability to seemingly
and dwarves. Read the description of their armor and shields must be specially vanish into woods or underbrush. In
the fighter class for some tips on playing made for their small size. Even dwarf- such cover, they can only be detected
your halfling. Remember your special sized armor is too large for them. 10% of the time (the DM will roll).
abilities (see below), and use them when- Weapons: A halfling may use any small Halflings can even hide in dungeons,
ever possible. A halfling's Saving Throws sized weapon (such as a dagger, short though not with as much success. In
are as good as those of dwarves, and you sword, or short bow). Halflings may not normal light, if a halfling finds some
may survive where others fall to magic use two-handed swords, longbows, battle shadows or cover to hide in (remaining
or poison attacks. axes, pole arms, or other large weapons. absolutely quiet and not moving), the
attempt at hiding will succeed Vs of the
Explanation of Halfling Special Abilities: time. To use this ability, tell your DM.
Experience Table: The DM will roll Id6; a result of 1 or 2
A halfling gains several combat bonuses indicates success at hiding, as long as the
XP: When this number of Experience (some due to their small size) and can character does not move or make any
Points have been earned, the halfling hide easily in woodlands. noise.
automatically moves up to the next Level
of Experience. 47 Magical light, such as a cleric's Light
Title: Your halfling should use this title spell, will ruin the attempt. If the charac-
when talking with other characters. In- ter is carrying any light, it will be impos-
stead of saying "I'm Touchberry, a Second sible to hide.
Level halfling," the character should say
"I'm Touchberry, the Warrior."

HALFLING SAVING THROW TABLE

Death Ray or Poison 8
Magic Wands 9
Paralysis or Turn to Stone 10
Dragon Breath 13
Rods, Staves, or Spells 12

HALFLING EXPERIENCE TABLE

XP Level Title

0 1 Halfling Veteran
2000 2 Halfling Warrior
4000 3 Halfling Swordmaster


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