ATTACK TABLES Variable
Fighters, Dwarves, Elves & Halflings Weapon Damage
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 Weapon Damage
1-3 10 11 12 13 14 15 16 17 18 19 20 20 20 Torch 1-4 (1d4)
4-6 8 9 10 11 12 13 14 15 16 17 18 19 20 Dagger 1-4 (1d4)
7-9 5 6 7 8 9 10 11 12 13 14 15 16 17 Sling stone 1-4 (1d4)
10-12 3 4 5 6 7 8 9 10 11 12 13 14 15 Club 1-4 (1d4)
13-15 2 2 3 4 5 6 7 8 9 10 11 12 13 Javelin (short throwing spear) 1-4 (1d4)
Staff * 1-4 (1d4)
Clerics & Thieves Arrow 1-6 (1d6)
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 Hand Axe 1-6 (1d6)
1-4 10 11 12 13 14 15 16 17 18 19 20 20 20 Lance 1-6 (1d6)
5-8 8 9 10 11 12 13 14 15 16 17 18 19 20 Mace 1-6 (1d6)
9-12 5 6 7 8 9 10 11 12 13 14 15 16 17 Quarrel (crossbow bolt) 1-6 (1d6)
13-16 3 4 5 6 7 8 9 10 11 12 13 14 15 Short Sword 1-6 (1d6)
17-20 2 2 3 4 5 6 7 8 9 10 11 12 13 Spear 1-6 (1d6)
War Hammer 1-6 (1d6)
Magic-Users Battle Axe * 1-8 (1d8)
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 Sword 1-8 (1d8)
Normal Man 11 12 13 14 15 16 17 18 19 20 20 20 20 Pole Arm* 1-10 (1d10)
1-5 10 11 12 13 14 15 16 17 18 19 20 20 20 Two-handed Sword* 1-10 (1d10)
6-10 8 9 10 11 12 13 14 15 16 17 18 19 20 * Two handed weapon
11-15 5 6 7 8 9 10 11 12 13 14 15 16 17
16-20 3 4 5 6 7 8 9 10 11 12 13 14 15 Missile
21-25 2 2 3 4 5 6 7 8 9 10 11 12 13 Fire Range
Weapon Type +1 0 -1
Monsters Crossbow 24 48 72
Hit Dice 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 Long Bow 21 42 63
Up to 1 10 11 12 13 14 15 16 17 18 19 20 20 20 Short Bow 15 30 45
1+ to 2 9 10 11 12 13 14 15 16 17 18 19 20 20 Sling 12 24 48
2+ to 3 8 9 10 11 12 13 14 15 16 17 18 19 20 Spear* 6 12 18
3+ to 4 7 8 9 10 11 12 13 14 15 16 17 18 19 Oil or Holy Water* 3 9 15
4+ to 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Axe or Dagger* 3 6 9
*throw weapons
5+ to 6 5 6 7 8 9 10 11 12 13 14 15 16 17
6+ to 7 4 5 6 7 8 9 10 11 12 13 14 15 16
7+ to 9 3 4 5 6 7 8 9 10 11 12 13 14 15
AC by
9+ to 11 2 3 4 5 6 7 8 9 10 11 12 13 14 Armor Type
11+ to 13 2 2 3 4 5 6 7 8 9 10 11 12 13 Type of Armor Armor Class
13+ to 15 2 2 2 3 4 5 6 7 8 9 10 11 12 Clothing only 9
15+ to 17 2 2 2 2 3 4 5 6 7 8 9 10 11 Shield only 8
17+ to 19 2 2 2 2 2 3 4 5 6 7 8 9 10 Leather Armor 7
19+ to 21 2 2 2 2 2 2 3 4 5 6 7 8 9 Leather Armor & Shield 6
21+ or more 2 2 2 2 2 2 2 3 4 5 6 7 8 Chain Mail Armor 5
Chain Mail Armor & Shield 4
Plate Mail Armor 3
Plate Mail Armor & Shield 2
SAVING THROWS TURN SEQUENCE (10 minutes/turn)
Clerical Dwarf/Halfling
Death Paralysis Rods, Death Paralysis Rods, 1. The DM rolls for wandering monsters.
Ray or Magic or Turn Dragon Staves or Ray or Magic or Turn Dragon Staves or At the end of every 2 turns, the DM roll 1d6:
Level Poison Wands To Stone Breath Spells Level Poison Wands To Stone Breath Spells a result 1 indicates that the party will
1-4 11 12 14 16 15 1-3 8 9 10 13 12 encounter a Wandering Monster. (B53, B54,
5-8 9 10 12 14 12 4-6 6 7 8 10 10 X55 & X56).
9-12 6 7 9 11 9 7-9 4 5 6 7 8 2. The party moves, enters room, listens,
13-16 3 5 7 8 7 10-12* 2 3 4 4 6 and searches.
*(Dwarves only) 3. If monsters are not encountered, the
Elf Fighter turn ends. If monsters are encountered,
Death Paralysis Rods, Death Paralysis Rods, the DM rolls for the Number Appearing.
Ray or Magic or Turn Dragon Staves or Ray or Magic or Turn Dragon Staves or 4. The DM rolls 2d6 to check the distance
Level Poison Wands To Stone Breath Spells Level Poison Wands To Stone Breath Spells between the monsters and party.
1-3 12 13 13 15 15 Normal Man 14 15 16 17 18 Roll 2d6 and multiply the result by 3. The
4-6 10 11 11 13 12 1-3 12 13 14 15 16 resulting number (6-36m).
7-9 8 9 9 10 10 4-6 10 11 12 13 14 5. The DM rolls 1d6 for both the monsters
10 6 7 8 8 8 7-9 8 9 10 10 12 and the party to check for surprise.
10-12 6 7 8 8 10 A result of 1 or 2 for either side indicates
13-15 4 5 6 5 8 that the side is surprised (unless given
otherwise in the monsters description).
Magic-User Thief 6. The DM and the party roll 1d6 for
Death Paralysis Rods, Death Paralysis Rods, initiative to see who moves first.
Ray or Magic or Turn Dragon Staves or Ray or Magic or Turn Dragon Staves or The side with the higher roll may move first
Level Poison Wands To Stone Breath Spells Level Poison Wands To Stone Breath Spells and attack first in combat for that round.
1-5 13 14 13 16 15 1-4 13 14 13 16 15 7. The DM rolls 2d6 for the Monster
6-10 11 12 11 14 12 5-8 12 13 11 14 13 Reaction.
11-15 8 9 8 11 8 9-12 10 11 9 12 10 2 Immediate Attack
13-16 8 9 7 10 8 3-5 Hostile, possible attack
COMBAT SEQUENCE (10 second/round) 6-8 Uncertain, monster confused
9-11 No attack, monster leaves or considers
A. Each side rolls for initiative. offers
B. The side that wins the initiative act first (if simultaneous all actions are performed by each side at the same time:
12 Enthusiastic friendship
1. Morale checks, if needed (page B27).
2. Movement per round, meeled opponents may only move defensively (spell casters may not move and cast spells). 8. The party and the monsters react.
3. Missile fire combat: May start the Combat Sequence.
a. choose targets 9. End of Turn.
b. roll 1d20 to hit; adjust result by Dexterity adjustment, range, cover, and magic After moving for 5 turns, the party must rest
c. DM rolls damage 1 turn. One turn in 6 (one each hour of
4. Magic spells (roll saving throws, as needed: 1d20). adventure_ must be spent resting. If
5. Melee or hand-to-hand combat: characters do not rest, they have a penalty of
a. choose (or be attacked by) opponents -1 on all “to hit” and damage rolls until they
b. roll 1d20 to hit; adjust result by Strength adjustment and magic weapons rest.
c. DM rolls damage; adjust result by Strength adjustment and magic weapons
C. The side with next highest initiative acts second, and so on using the order given above, until all sides have completed melee.
D. The DM handles any surrenders, retreats, etc. As they occur.
Repeat steps A through D as many times as necessary to finish the melee. Once the game turn ends; see the Turn Sequence to continue.
ABILITIES ADJUSTMENTS ADVENTURES
Strength Intelligence Wisdom Dexterity Constitution Charisma
“to hit”, Saving throws Max. Light
damage, and vs. Magical Armor Hit points for number of Morale of A torch or lantern will cast light 9m in all
Score opening doors Use of Languages Attack “to hit” Class each Hit Dice Reaction Retainers Retainers directions. A torch will burn out in 6 turns (1
3 -3 Has trouble speaking, cannot read or write -3 -3 +3 -3 -2 1 4 hour); a lantern filled with one flask of oil
4-5 -2 Cannot read or write Common -2 -2 +2 -2 -1 2 5 will burn out in 24 turns (4 hours).
6-8 -1 Can write simple Common words -1 -1 +1 -1 -1 3 6
9-12 No adjustment Read and writes native languages No adjustment No adj. No adj. No adjustment None 4 7 Doors
13-15 +1 Read and writes native languages +1 added +1 +1 -1 +1 +1 5 8 NORMAL DOORS: To force open a door,
16-17 +2 Read and writes native languages +2 added +2 +2 -2 +2 +1 6 9 roll 1d6; a result of 1 or 2 (on 1d6) means
18 +3 Read and writes native languages +3 added +3 +3 -3 +3 +2 7 10 that the door is forced open. The roll should
be adjusted by character's Strength score
adjustment. The number needed to open a
CLERIC vs. UNDEAD CHARACTER MOVEMENT door can never be less than 1 nor greater
Level Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Encumbrance Normal Combat Running
than 1-5.
1 7 9 11 - - - - - 400 coins or less OR 36 12 36
SECRET DOORS: Any character has a 1 in
2 9 7 9 11 - - - - unarmored
6 chance of finding a secret door; any elf has
3 T T 7 9 11 - - - 401-600 coins OR leather 27 9 27
a 2 in 6 chance. The search takes one turn.
4 T T T 7 9 11 - - armored
Each character has only one chance to find
5 D D T T 7 9 11 - 601-800 coins OR metal 18 6 18
each secret door.
6 D D D T T 7 9 11 armored
7 D D D D T T 7 9 801-1600 coins OR metal 9 3 9
Listen
8 D D D D D T T 7 armored and carying treasure
A character may try to listen at a door to
9 D D D D D D T T hear what is on the other side. A result of 1
10 D D D D D D D T A player carying treasure in addition to wearing armos must
use the movement speed one line below the normal one. (1 or 2 for demi-humans) means that the
11+ D D D D D D D D character hears any noise being made by the
creatures on the other side of the door (if
THIEVES' ABILITIES any). Each character may only try once per
Climb Climb door. The undead do not make any noise.
Open Rem. Pick Move Sheer Hide in Hear Open Rem. Pick Move Sheer Hide in Hear
Level Locks Traps Pockets Silenty Surfaces Shadows noises Level Locks Traps Pockets Silenty Surfaces Shadows noises Traps
If any character does something which could
1 15 10 20 20 87 10 1-2 11 95 90 95 95 97 85 1-5 trigger a trap (such as walking over a certain
2 20 15 25 25 88 15 1-2 12 96 95 105 96 98 90 1-5 point), the trap will be sprung on a roll of 1-
2 (on 1d6).
3 25 20 30 30 89 20 1-3 13 97 97 115 98 99 95 1-5
Any character has a 1 in 6 chance of finding
4 30 25 35 35 90 25 1-3 14 97 99 125 99 99 99 1-5 a trap when searching for one in the correct
area. Any dwarf has a 2 in 6 chance. (This
5 35 30 40 40 91 30 1-3
does not apply to magical traps, such as a
6 45 40 45 45 92 35 1-3 sleep trap). Checking a specific area for a
trap will take one full turn. Each character
7 55 50 55 55 93 45 1-4
may only check once to find each trap.
8 65 60 65 65 94 55 1-4 To TRAP LIST, see B52.
9 75 70 75 75 95 65 1-4
10 85 80 85 85 96 75 1-4
Pick Pockets: -5% for every level above 5th the victim is. Once thief reaches 12th, the pocket of low-level characters may picked “automatically”.