SWORDS & SIX- SIDERS™
GAMEMASTER’S BOOK
The New Free PDF Version: April 2015
Table of Contents Running the Game Encounters Morale Monster Stat (ML) Monster hp Monster AC Monster DR Monster To-Hit Bonus Monster Damage Monster Saves Monster Stats by ML Monster Descriptions Creating Monsters Distributing Treasure Magic Treasure
2 2 2 3 3 3 3 3 4 4 4 5 17 19 19
Magic Weapons Magic Armor Magic Potions Magic Scrolls Magic Rings Magic Wands Magic Staves Miscellaneous Magic Adventure Design Choose an Environment Draw a Map Fill the Dungeon Wandering Monsters Finishing Touches OGL
Written & Illustrated by Steve Robertson Published by Vanquishing Leviathan LLC © 2015 Vanquishing Leviathan LLC www.vanquishingleviathan.com e-mail:
[email protected] Swords & Six-Siders ™ is ™ is a trademark of Vanquishing Leviathan LLC
Page 1
Table of Contents
20 21 22 23 24 24 25 26 30 30 30 31 31 32 33
SWORDS & SIX-SIDERS ™ GAMEMASTER’S ™ GAMEMASTER’S
BOOK
Running a Game of Swords & Six- Siders™ The first thing to remember about running a game of Swords & Six-Siders™ Six-Siders™ is is that it is a game . Rules are merely a means to an end. If you or your players aren’t having fun, then change it! Encounters with Monsters Not every encounter between characters and monsters need end in bloodshed; monsters can sometimes be bribed, tricked, or distracted. Sometimes GMs may wish to roll for a reaction.
1 2 3 4 5 6
Monster Reaction hatred – hatred – either either attacks immediately or plots their doom dislike – dislike – demands demands a bribe or will attack, deceives deeply suspicious – suspicious – reroll reroll at -1 suspicious neutral – neutral – could could be helpful if bribed with a gift positive – positive – possibly possibly offer help or advice
One of the fun parts of GMing is making sense of results determined randomly. If a positive reaction is rolled for monsters that would normally be hostile, why is that? Perhaps the monsters are hoping the characters will slay something that is threatening them, or… or… Morale Intelligent monsters will weigh the odds, and negotiate or flee if they do not believe they can win. Check morale once they begin to incur heavy losses, the leader goes down, or any other major shake-up occurs.
1-2 3 4-5 6
Morale Check flees/surrenders keeps fighting, but -2 on future morale checks keeps fighting will fight to the death
Page 2
Table of Contents
SWORDS & SIX-SIDERS ™ GAMEMASTER’S ™ GAMEMASTER’S
BOOK
Running a Game of Swords & Six- Siders™ The first thing to remember about running a game of Swords & Six-Siders™ Six-Siders™ is is that it is a game . Rules are merely a means to an end. If you or your players aren’t having fun, then change it! Encounters with Monsters Not every encounter between characters and monsters need end in bloodshed; monsters can sometimes be bribed, tricked, or distracted. Sometimes GMs may wish to roll for a reaction.
1 2 3 4 5 6
Monster Reaction hatred – hatred – either either attacks immediately or plots their doom dislike – dislike – demands demands a bribe or will attack, deceives deeply suspicious – suspicious – reroll reroll at -1 suspicious neutral – neutral – could could be helpful if bribed with a gift positive – positive – possibly possibly offer help or advice
One of the fun parts of GMing is making sense of results determined randomly. If a positive reaction is rolled for monsters that would normally be hostile, why is that? Perhaps the monsters are hoping the characters will slay something that is threatening them, or… or… Morale Intelligent monsters will weigh the odds, and negotiate or flee if they do not believe they can win. Check morale once they begin to incur heavy losses, the leader goes down, or any other major shake-up occurs.
1-2 3 4-5 6
Morale Check flees/surrenders keeps fighting, but -2 on future morale checks keeps fighting will fight to the death
Page 2
Table of Contents
THE MONSTER STAT Swords & Six-Siders™ Six-Siders™ is able to to sum up many monsters with a single stat: ML. The M stands for monster, and L is the monster’s monster’s level. The ML number is used to calculate all the statistics needed for a monster: hit points (hp), armor class (AC), damage reduction (DR), to-hit bonus, damage, and saves.
Calculating hp To calculate a monster’s hp, just roll (xd6) + x, where x equals the monster’s level. So a 5th level monster, M5, has (5d6) + 5 hp. M – and M0 monsters are the exceptions. To calculate the hp for an M0 monster, roll 1d6 hp. M – always always have just 1 hp. There are a few monsters listed as M6+. Monsters of this sort are especially powerful and have hp rules unique to each one.
Calculating AC A monster’s AC is 4 + half of the ML rounded up (remember, up (remember, 4 is the base AC of Swords & Six-Siders™). Six-Siders™). M – have a -1 to AC, so they have an AC of 3. Remember that a natural 6 always hits; even a character with no bonuses to-hit still has a 1-in-6 chance of hitting monsters with ACs of 7+.
Calculating DR DR is half of the ML, rounded up. Remember that every successful hit on a monster always does at least 1 point of damage, regardless of damage rolled or DR.
Calculating to-hit Bonus A monster’s bonus to-hit to-hit is half of its ML, rounded up. An M – has has a -1 to-hit penalty.
Page 3
Table of Contents
Calculating Damage Monsters do 1d6 + half of the ML, rounded up. An M – only does 1 point of damage. Monster Saves A monster’s save bonus is half its ML rounded up. An M – has a -1 penalty. Monster Stats Worked Out As an aid to the GM, the stats are worked out below for monsters from M – to M6.
M – M0 M1 M2 M3 M4 M5 M6
hp range (avg) 1 1-6 (4) 2-7 (5) 4-14 (9) 6-21 (14) 8-28 (18) 10-35 (23) 12-42 (27)
Page 4
AC 3 4 5 5 6 6 7 7
DR 0 0 1 1 2 2 3 3
to-hit -1 +0 +1 +1 +2 +2 +3 +3
dmg 1 1d6 1d6+1 1d6+1 1d6+2 1d6+2 1d6+3 1d6+3
Table of Contents
Save -1 +0 +1 +1 +2 +2 +3 +3
MONSTER DESCRIPTIONS These descriptions are of typical monsters for each type. Individual monsters may vary in ML and/or special abilities. Android M2, immune to most normal weapons Androids are automatons that resemble humans. Their skeletons are metal machines, covered with synthetic flesh and blood. While they can be harmed by any kind of magic weapon, the only nonmagic weapons that can hurt them are blunt metal weapons (such as war hammers and maces) and sling stones. Basilisk M3, petrifying gaze A basilisk is a reptilian monster that petrifies living creatures with merely a gaze. A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. Black Pudding M5, acid, immune to cold, weapons, & lightning, vulnerable to fire Black Puddings are able to ooze along walls, ceilings, and through small cracks and openings. They are able to eat through flesh, wood, and metal, but not through stone. Centaur M2, 2 attacks (1 weapon, 1 hoof) A centaur has the body of a horse, but a human torso in place of the head. Centaurs favor the use of clubs, spears, and bows. A centaur employing a spear deals double damage when it charges. Chimera M5, 5 attacks (2 bites, 1 gore, and 2 claws) or breathes fire, fly A chimera has dragon wings and three heads: a goat head, a lion’s head, and a dragon head. The chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can breathe fire for half its current hp.
Page 5
Table of Contents
Cockatrice M3, petrifying touch, fly A cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ f aces. Cyclops M6 Cyclops are giants with a large single eye. They have poor depth perception, and are as stupid as they are evil. Djinn M4, turn into a whirlwind, fly, create illusions, invisible, gaseous form, create food and minor items Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. Dragon M3-6, breath weapon, chance of spells, fly Dragons can use their breath weapon three times a day, doing its current hp in damage. Any given round, dragons have a 50% chance of biting or breathing. White Dragon: M3-4, breathes cone of cold Black Dragon: M3-4, breathes line of acid Green Dragon: M4-5, breathes cloud of chlorine gas, 1-in-6 chance of using 1st level spells Blue Dragon: M4-5, breathes line of lightning, 1-in-6 chance of using 1st level spells Red Dragon: M5-6, breathes cone of fire, 1-in-6 chance of using 1st and 2nd level spells Gold Dragon: M5-6, breathes cone of fire or cloud of chlorine gas, some can cast up to 3rd level spells
Page 6
Table of Contents
Dryad M1, charm person (-1 save) A dryad’s delicate features are much like a female elf ’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons. Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions. Shy, intelligent, and resolute, dryads are as elusive as they are alluring — they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense. Dwarf M1, +1 AC vs. large, +1 saves vs. magic & poison Dwarves average 4 feet tall and weigh as much as adult humans. Most dwarves encountered outside their home are warriors. Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. Efreet M5, create wall of fire, fly, create illusions, invisible, gaseous form, create food and minor items Although the Efreet are similar to the djinn, they are their enemies. They are cruel and evil in nature. Elemental small: M4, medium: M5, or large: M6, immune to normal weapons Air: Flying whirlwind that does +1 damage to flying creatures. Earth: Cannot cross water, gains an additional +3 damage to creatures on the ground. Fire: Cannot cross water, ignites combustible materials, has two attacks per round against non-fire users. Water: Must remain within 60 feet of a body of water, two attacks per round when in water.
Page 7
Table of Contents
Elf M1, move silently, hide, spells, immune to charm and sleep Elves dwell in woods and meadows. They prefer bows, spears, and swords, are able to move silently, and are experts at hiding. Gargoyle M2, only harmed by magic weapons, fly Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. Gargoyles either remain still, then suddenly attack, or dive onto their prey. Gelatinous Cube M3, acid, nearly invisible The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Metal objects remain trapped and are visible inside the cube’s body. A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes. Ghoul M1, undead, paralyzing touch Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves. Humanoids killed by ghouls turn into ghouls themselves. Giant M4-6, boulder attack, double damage bonus Giants are able to hurl boulders from long distances. Melee attacks do double the normal damage bonus for their level. Hill Giant: M4 Stone Giant: M4 Frost Giant: M5, immune to cold Fire Giant: M5, immune to fire Cloud Giant: M6, excellent sense of smell
Page 8
Table of Contents
Gnoll M2 Gnolls are hyena-headed, evil humanoids about 7-1/2 feet tall, and weigh 300 pounds. Gnolls are nocturnal carnivores that wander in loose tribes. Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Gnome M0, +1 AC vs. large, +1 saves vs. magic & poison Gnomes are similar to dwarves, except they are slightly smaller with longer beards. Gnomes prefer to live in rolling hills. Goblin M0, darkvision, -1 to-hit in daylight A goblin stands 3 to 3-1/2 feet tall and weighs 40 to 45 pounds. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. Goblins hate dwarves and will always attack them on sight. Golem – M3-6, immune to magic Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces. Clay Golem: M4 Flesh Golem: M3, healed by lightning Iron Golem: M6, breathes poisonous gas, healed by fire Stone Golem: M5
Page 9
Table of Contents
Gorgon M4, petrifying breath Gorgons are bull-like creatures and very aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. Gray Ooze M2, immune to all but blades & lightning Gray Oozes blend in to their stone surroundings. They eat flesh and metal, but cannot harm wood or stone. Green Gloopity Green Gloopity has no AC or hp, nor does it move. It cannot harm metal or stone, but it eats through flesh, leather, and wood that come into contact with it, doing 1d6 damage per round. It can only be killed with fire. Griffon M4, fly Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. A griffon weighs about 500 pounds. A griffon cannot speak, but understands Common. Griffons prefer to pounce on their prey, either diving to the attack or leaping from above, and will always attack and devour horses on sight. Hippogriff M2, fly Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds. Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.
Page 10
Table of Contents
Hobgoblin M1 Hobgoblins are larger cousins of goblins. Their weaponry is kept polished and in good repair. These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first. Horse M1 (warhorses are M2) Hydra M3-5, 1 attack per head Hydras have from five to ten (1d6+4) heads. Each head is counted as half a hit die (round up), so a five-headed hydra is M3, and so forth. Hydras are reptile-like monsters with multiple heads. It is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak. Invisible Stalker M4, invisible, tracking Invisible stalkers serve wizards who summon them to perform specific tasks. A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly. An invisible stalker can be killed only when it is in its own plane. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it. Kobold M0 Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak with a voice that sounds like that of a yapping dog. Kobolds like to attack with overwhelming odds — at least two to one — or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal. Whenever they can, kobolds set up ambushes near trapped areas.
Page 11
Table of Contents
Lycanthrope M2-4, shape change into animal & hybrid forms, immune to normal weapons, harmed by silver, summon animals Lycanthropes are humanoids who can transform themselves into animals. Anyone seriously injured by a Lycanthrope becomes a lycanthrope within a month. Werebear: M4
Wererat M2
Wereboar: M2
Weretiger M3
Werewolf M3
Manticore M3, spike projectile attack, fly Manticores have the body of a lion, the head of a man, and the wings of a dragon. A typical manticore is about 10 feet long and weighs about 1,000 pounds. A manticore begins most attacks with a volley of spikes, then closes. It can shoot up to six spikes at a time, and up to 24 spikes in a day. In the outdoors, it often uses its powerful wings to stay aloft during battle. Medusa M2, petrifying gaze, poison A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil. A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents. Men M0 Men can be of any class or level, but the average man is M0. Minotaur M3 Minotaurs are giant men with the head of a bull, standing more than 7 feet tall and weighing about 700 pounds. Minotaurs prefer melee combat, due to their great strength, and they never retreat or surrender.
Page 12
Table of Contents
Mule M1 Mummy M3, rotting disease, immune to non-magic weapons, vulnerable to fire Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. On a successful hit, the victim must save vs. disease or be infected with mummy rot. Mummy rot is a long lasting disease that causes the victim to heal at half the usual rate, and the effect of magic healing is reduced by half. Ochre Jelly M2, immune to all but fire & cold Ochre Jellies eat wood and flesh, but cannot affect stone or metal. Ogre M3 Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals. Orc M1 Orcs are sensitive to bright light, and their equipment is dirty and unkempt. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them. Pegasus M2, fly The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed. Purple Worm M6 to 6+ (double the hp of an M6), poison, swallow attack The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail. A purple worm that successfully bites its victim will swallow them, digesting them in less than an hour. Purple worms always attack.
Page 13
Table of Contents
Robot M1, immune to most normal weapons Robots are human-like machines. They can be harmed by any kind of magic weapon; the only non-magic weapons that can hurt them are blunt metal weapons (such as war hammers and maces) and sling stones. Roc M3, fly These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds. A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings. Salamander M3, see below Salamanders are fire creatures with a reptile-like appearance. They can ignite combustible material and gain a second attack against non-fire users. Sea Monster M6+ (double to triple the hp of an M6) Sea Monsters are enormous monsters usually in the shape of prehistoric creatures. They are sometimes known to guard undersea treasures. Skeleton M0, undead Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. A skeleton does only what it is ordered to do; it can only follow simple instructions. A skeleton attacks until destroyed. Spectre M3, undead, immune to normal weapons, energy drain A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In close combat a spectre attacks with its numbing, life-draining touch. Every successful attack drains one level of experience. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Page 14
Table of Contents
Titan M6+ (two to three times the hp of an M6), double damage Titans are massive giants that are 25 feet tall. They are extremely intelligent and powerful.
Treant M4, animate trees A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree. A treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds. Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements. A treant can animate up to two trees from 60 feet away. The animated trees attack as M2 monsters. Troll M4, regenerate Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile. A typical adult troll stands 9 feet tall and weighs 500 pounds. Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in minutes. The creature can reattach the severed member instantly by holding it to the stump. Trolls regenerate 3 hp per round. Trolls can only be killed with fire or acid. Unicorn M2, +2 save vs. magic, teleport once per day Only maidens of pure character are allowed to approach unicorns. Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves.
Page 15
Table of Contents
Vampire M5, undead, regenerate, energy drain, gaseous form, change into a bat, fly, charm gaze, summon rats, bats, or wolves Vampires often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors. Vampires can charm as a charm person spell just by staring into a person’s eyes. Any successful melee attack will drain one level of experience from the victim. Vampires regenerate 3 hp per round, and can only be killed by exposure to daylight, immersion into running water, or by being impaled through the heart with a wooden stake. Wight M2, undead, energy drain, immune to normal arrows A wight’s appearance is a weird and twisted reflection of the form it had in life. Anyone killed by a wight becomes a wight. Wights drain one level of experience for every second hit they land on a person. Normal arrows do not hurt them, but silver or magic arrows do. Wraith M3, undead, energy drain, immune to normal arrows Wraiths are incorporeal creatures born of evil and darkness. They are immune to normal arrows and only take half damage from silver arrows. Wyvern M3, poison, fly A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Wyverns are rather stupid but always aggressive: They attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack. Zombie M0, undead Zombies are corpses reanimated through dark and sinister magic. Because of their utter lack of intelligence, zombies can only follow simple instructions. Zombies attack until destroyed.
Page 16
Table of Contents
CREATING NEW MONSTERS Included below is a list of charts to help create new monsters. Combine the results of random dice rolls with your imagination to fashion monsters that will keep your players on their toes.
Determine Monster Type General Monster Type 1-2 Humanoid 3-4 Animal-ish 5 Undead 6 Other
1 2-3 4-5 6
1-2 3-4 5 6
Humanoid small smaller than man man-sized larger than man
Undead skeletal decaying body intact corpse spirit
1-2 3-4 5 6
Animal-ish mammal-like reptilian bird-like insectoid
Other 1-2 3-4 5 6
plant blob imitator/look-a-like combine two monster types
Determine Monster Level General Level 1-3 Low Level 4-5 Mid Level 6 High Level
Page 17
Low 1-2 3-4 5-6
Level M – M0 M1
Mid 1-3 4-5 6
Level M2 M3 M4
High 1 2-3 4-5 6
Level M4 M5 M6 M6+
Table of Contents
Determine Number of Special Abilities Dice Roll 1-2 3-4 5 6
Number of Special Abilities 0 1 2 2 + roll again (+3 if this is rolled a second time)
Determine Type of Special Ability Special Ability Category 1 Immunity 2 Movement 3 Combat 4 Special Attack 5 Utility 6 Magic
1-3 4-5 6
Immunity normal weapons fire or cold magic/spells
1-2 3 4-5 6
Combat extra attack 2 extra attacks bonus damage double damage
1-2 3 4 5 6
Utility darkvision invisibility shapechange special vulnerability regeneration
Page 18
Movement 1-2 3-4 5-6
fly climb walls/ceiling other (jump, teleport, etc.)
1-2 3 4 5 6
Special Attack poison petrify/paralyze breath weapon disease energy drain
1-2 3-5 6
Magic charm low level spells high level spells
Table of Contents
TREASURE Distributing Treasure How much treasure a GM should distribute depends on how fast he wishes the player characters to level, and how powerful he wishes the characters to become (the amount of magic items can make a dramatic difference in the overall power level of the characters). It is better to err on the side of giving out too little treasure than too much. Wandering monsters will generally carry little monetary treasure, and only those magic items they use. On the other hand, the treasure hoard stashed within a monster’s lair will be much larger, including things they cannot use themselves. Treasure should generally be commensurate with the risk taken to win the treasure. Powerful treasures should only be found in the hoard of dangerous monsters. Monetary treasure doesn't always come in chests full of gp. It can also be found in the form of gems, jewelry, precious artifacts, fancy rugs, rare antiques, and the like. Magic Treasure
1 2 3 4 5 6
Magic Treasure Type weapon armor potion scroll ring, wand, or staff misc. magic
Is Magic Item Cursed? 1-5 no 6 reroll, cursed on 4-6
Cursed magic items appear to be a regular magic item until it is used, and then the curse becomes apparent. The effects of a cursed item can be annoying (causes a huge wart to grow on the character’s nose) to severe (cursed items cause major penalties until magically removed, turns the character into a toad, etc.).
Page 19
Table of Contents
Magic Weapons Magic Weapon Type Magic Sword 1-3 sword 1-5 roll magic weapon bonus 4 ranged* 6 roll on sword power table 5-6 misc. weapon *Bows grant a to-hit bonus, and projectiles grant a damage bonus. Misc. Magic Weapon Magic Weapon Bonus 1 Battle Axe 1-3/Hand Axe 4-6 1-4 +1 damage 2 Spear 5 +2 damage 3 Dagger 6 reroll: 4 Mace 1-4 = +2 damage 5 War Hammer* 5-6 = +3 damage 6 Pole Arm 1-2/Club 3-4/Staff 5-6 *Any war hammer of +3 enchantment is actually a special weapon made for dwarves. In the hands of anyone but a dwarf, it merely acts as a +1 war hammer. But in the hands of a dwarf, it has the full bonus of +3 to damage, and may be thrown 60 ft, magically returning every time. Sword Power Table 1-2 +1, +3 bane 3 +1, 1 power 4 +2, 1 power 5 +1, intelligent 6 +2, intelligent
Intelligent Sword Table 1-3 bane, 1 power 4-5 bane, 2 powers 6 bane, 3 powers
Bane: Swords with the “bane” power have a higher damage bonus against a specific kind of creature, such as: lycanthropes, giants, undead, wizards, dragons, orcs, etc. Power: Swords can have one or more special powers, such as: detect magic, detect secret doors, levitate, light, flaming, dancing (sword fights on its own for up to 4 rounds), vorpal (on a natural 6 damage roll, decapitates many kinds of creatures), fly, heals 1d6 hp once per day, and so forth.
Page 20
Table of Contents
Intelligence: A few rare swords are intelligent. Intelligent swords are able to communicate to their owner through different ways, such as empathy (making its feelings known), speaking, or telepathy. All intelligent swords have a bane, a type of enemy it was created to slay, receiving a +3 bonus to damage against that group. Intelligent swords not only have their own names (such as a short sword named “ Tiny, the Giant-slayer”), they also have a will of their own. If the owner of the intelligent sword tries to do something against the sword’s will, the character must roll a save vs. magic. If the save is made, the player may do as he wishes. If the save is failed, the character must do as the sword directs. Magic Armor
1-2 3 4 5 6
Magic Armor Type shield, roll shield table Helmet, +1 AC light, roll size & power tables medium, roll size & power tables heavy, roll size & power tables
1-5 6
Magic Shield Table +1 AC +1 AC, +2 vs. ranged
Magic Armor Size 1-4 human 5 elf 6 reroll: 1-4 =dwarf 5-6 = halfling
Body Armor Power Table 1-5 light weight 6 special
Light Weight: Magical light weight body armor has the same AC and DR as regular armor of the same type, but they are lighter and more flexible. Light armor becomes like wearing normal clothes, medium armor becomes like wearing light armor, and heavy armor becomes like wearing medium armor. Special Body Armor: Rare suits of armor can have special powers (but they do not gain the advantage of magically light weight armor), such as: changes to clothes and back at command, allows the wearer to breathe underwater and swim as if unarmored, shadow armor that magically enhances the ability to hide, armor of command that grants a +1 to reaction rolls, etc.
Page 21
Table of Contents
Potions Magic Potion 1 2 3 4 5 6
healing reroll: 1-3 reroll: 1-3 reroll: 1-4 reroll: 1-2 reroll: 1-3
invisibility, 4-6 poison levitation, 4-5 gaseous form, 6 fly neutralize poison, 5-6 remove disease growth, 3-4 shrink, 5-6 giant strength remove paralysis/stone-to-flesh, 4-6 healing
Besides those potions that have a one-time effect (healing, removing paralysis, poison, etc.), the effects of a potion last for 1 hour plus 1d6x10 minutes. Only a few of the potions are explained below, since some of the names are self-explanatory. Poison: Depending on the strength of the poison, it can mean instant death, weakness/penalties, or hp damage (if the save vs. poison is failed). Gaseous Form: The body turns into a vaporous cloud, able to casually drift through the air, even through cracks and small holes. The potion only affects the body, everything that is worn or carried falls to the ground and is left behind. Growth: The character grows to three times his normal size, along with the appropriate increase in weight and strength. Shrink: The character shrinks to a third of his normal size, along with the appropriate decrease in weight and strength. Giant Strength: The character becomes as strong as a giant, is able to throw boulders as ranged weapons, and a melee damage bonus of +6 (does not stack with any other damage bonuses).
Page 22
Table of Contents
Scroll Scroll Type 1-3 spells 4-5 map 6 protection
1 2 3 4 5 6
Scroll with Spells 1st level spell 1d6 1st level spells 2nd level spell 1d6 1st & 2nd level spells 1d6 2nd level spells 3rd level spell
The power of the scroll is in the scroll itself, so a caster may use a scroll that has a spell level higher than they would normally be able to cast. When the scroll is used (whether to cast the spell or to copy the spell into a spellbook), the scroll is used up/destroyed. Protection: Protection scrolls may be used by anyone. There are different kinds of protection scrolls, protection from: lycanthropes, elementals, undead, magic, fire, etc. The protection covers a 10 feet radius around the reader, and lasts 1 hour. Map: A map can be a partial, complete, or false(!) map of a dungeon, or a map to a treasure or treasures (gold, gems, magic items, etc.).
Page 23
Table of Contents
Rings, Wands, & Staves Ring, Wand, or Stave 1-2 Ring 3-5 Wand 6 Staff Rings 1-2 3 4 5 6
protection +1 feather fall water walking fire resistance reroll, 1-3 = regeneration 4-5 = x-ray vision 6 = 3 wishes
Protection +1: This ring grants a +1 to all saves. Fire Resistance: The wearer of this ring is unharmed by normal fire, and automatically saves for half damage against all magical fire attacks. Regeneration: The wearer of this ring regenerates 1 hp every 10 minutes. If the character is slain while wearing this ring, they will regenerate back to life unless they were killed with fire or acid. X-Ray Vision: Enables the wearer to see 30 feet through anything except lead or gold. Wishes: Reasonable wishes are granted. The greedier the wish, however, the more it should backfire against the character, heh. Wand* 1 detect: 1-2 magic, 3-4 traps, 5 secret doors, 6 poison 2 reroll: 1-2 light, 3-6 arcane portal 3 reroll: 1-2 charm person, 3-4 sleep, 5-6 magic eyebeam 4 reroll: 1-2 light, 3-4 arcane portal, 5-6 illusion 5 reroll: 1-2 locate object, 3-4 web, 5-6 dispel magic 6 reroll: 1-2 fireball, 3-4 lightning bolt, 5-6 turn-to-stone *Wands may only be used by myrmidons or wizards. Every time a wand is used, roll 1d6. If a 1 is rolled, the wand runs out of charges and crumbles into dust.
Page 24
Table of Contents
Staff 1 2 3 4 5 6
Staff of Healing Staff of Striking Snake Staff Staff of Commanding Staff of Power reroll, reroll, Staff of Wizardry on a 3rd 6
Staff of Healing: A staff only useable by wizards, it heals 1d6 hp per day per person, unlimited charges. Staff of Striking: A staff for wizards which does an extra 1d6 of damage, unlimited charges. Snake Staff: +1 to-hit and damage, this staff can also turn into a snake on command, tying up a man-sized creature for 1d6x10 minutes, useable only by wizards. Staff of Commanding: This staff is useable by wizards, and can cast charm person . It has 1d6x4 charges.
Staff of Power: This staff, useable by wizards, can cast any of the following spells (at the minimum level required to cast them): cold (equivalent of fireball or lightning bolt, but in a cone 60 ft long and 30 ft wide), fireball , lightning bolt , as a staff of striking, light , and telekinesis . This staff has 1d6x3 charges. If this staff is broken, it explodes, doing 6 points of damage for every charge left to all in a 30 feet radius. Staff of Wizardry: The Staff of Wizardry has all of the properties of the Staff of Power, plus the following: +1 on all to-hit rolls (no charge), freeze , invisibility , wall of fire , and web .
Page 25
Table of Contents
Miscellaneous Magic Miscellaneous Magic 1-2 roll on MM A Table 3-4 roll on MM B Table 5 roll on MM C Table 6 roll on MM D Table
1 2 3 4 5 6
Miscellaneous Magic A bracers of AC +1 boots of elven kind cloak of elven kind handy haversack rope of climbing cloak of resistance
1 2 3 4 5 6
Miscellaneous Magic C broom of flying horn of blasting carpet of flying cloak of displacement cloak of the bat gauntlets of ogre power
1 2 3 4 5 6
Miscellaneous Magic B helm of comprehend languages helm of read magic boots of striding & leaping folding boat boots of levitation boots of speed
1 2 3 4 5 6
Miscellaneous Magic D belt of giant strength scarab of protection crystal ball helm of teleportation efreeti bottle medallion of thoughts
Bracers of AC +1: Wizard only, grants +1 to AC. Boots of Elven Kind: Enables wearer to move silently. Cloak of Elven Kind: A dull grey cloak that, when the hood is put up, the wearer has only a 1-in-6 chance of being spotted until attacking. Handy Haversack: A large backpack that only weighs 5 pounds, regardless of the actual weight of the items placed in it. Any item the wearer reaches for will automatically be on top. Rope of Climbing: A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
Page 26
Table of Contents
Cloak of Resistance: This cloak gives a +1 bonus to all saves. Helm of Comprehend Languages: A helm of comprehend languages grants its wearer the ability to understand the spoken words of any creature and to read text in any language. Helm of Read Magic: A helm of read magic grants fighters and thieves the ability to read magic scrolls. Boots of Striding & Leaping: These boots allow the wearer to run and jump twice their normal speed and distance. Folding Boat: A folding boat looks like a small wooden box – 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease. A third word of command causes the boat or ship to fold itself into a box once again. Boots of Levitation: On command, these leather boots allow the wearer to levitate as if he had cast levitate on himself. Boots of Speed: The wearer can click his boot heels together, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. Broom of Flying: This broom is able to fly through the air for up to 9 hours per day (split up as its owner desires). In addition, the broom can travel alone to any destination named by the owner as long as he has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when he speaks the command word.
Page 27
Table of Contents
Horn of Blasting: This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 1d6x2 points of sonic damage to creatures within a 40 foot cone and causes them to be deafened for 1d6x2 rounds. If a horn of blasting is used magically more than once in a given day, there is a 1-in-6 cumulative chance with each extra use that it explodes and deals 1d6x3 points of damage to the person sounding it. Carpet of Flying: This rug is able to fly through the air. Beautifully and intricately made, each carpet has its own command word to activate it. If the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. Cloak of Displacement: This item appears to be a normal cloak, but when worn by a character, its magical properties distort and warp light waves. It grants a +1 to AC and saves involving the dodging of attacks. Cloak of the Bat: Fashioned of dark brown or black cloth, this cloak magically enhances the wearer’s ability to hide. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness. Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time. Gauntlets of Ogre Power: These gloves grant the wearer +2 to melee damage. Belt of Giant Strength: This belt grants the wearer the strength of a giant, gaining a +6 to melee damage (this bonus does not stack with any other damage bonuses), and empowers the wearer to throw boulders.
Page 28
Table of Contents
Scarab of Protection: This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab’s possessor gains a +1 to all saves vs. magic. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing twelve such attacks, the scarab is destroyed. Crystal Ball: This is a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence. Helm of Teleportation: A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name. Efreeti Bottle: The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 1-in-6 (1 on 1d6) chance that the efreeti is insane and attacks immediately upon being released. There is also a 1-in-6 (6 on 1d6) chance that the efreeti of the bottle grants three wishes . In either case, the efreeti afterward disappears forever. The other two-thirds of the time (2-5 on 1d6), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti’s death), doing as she commands. Roll each day the bottle is opened for that day’s effect. Efreeti are not willing slaves, and will seek to twist the wishes or commands of its owner for ill while adhering to the “strict” wording of the wish/command. Medallion of Thoughts: This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others.
Page 29
Table of Contents
DESIGNING YOUR FIRST ADVENTURE One of the simplest, most common, and fun type of adventures is the dungeon crawl. All the GM has to do is create a dungeon, and then referee what happens when the players’ characters explore it in search of adventure, fame, and fortune. Choose an Environment Popular choices for dungeon environments include natural caves, tunnels, abandoned mine shafts that broke into some long buried place, temple ruins, hideouts and fortresses, tombs, wizards’ towers, to even a literal dungeon underneath a castle. Many dungeons combine two or more of these environments for greater variety and surprise. Flesh out the environment by giving it a history. Are the caves merely the lair of monsters and scavengers, or the lost entrance to the long forgotten Otherworld, where things work very differently, and the insane are the sane? What secrets are kept prisoner in the wizard’ s tower? Has the wizard died? Does he still lurk its halls as a hideous monster, twisted by some ancient curse? Perhaps the old wizard merely sleeps the deep slumber of the black lotus, and will be greatly displeased to be awoken by intruders... Draw a Map Once an environment is decided upon, grab some graph paper and a pencil and draw a map. Once the main areas and corridors are drawn out, add details that make for an interesting dungeon, such as one way doors, secret doors, hidden areas, slippery stairs, statues, and the like. To make a larger dungeon that can be played across multiple game sessions, include stairs to lower levels. With each passing dungeon level, the monsters should get tougher, the traps deadlier, and the treasures greater.
Page 30
Table of Contents
Fill the Dungeon Once the map is worked out, create a key, recording what is found at each location. After placing the important monsters and treasures, dice can be used to help stock the rest of the dungeon: Room 1-2 3-4 5 6
Contents empty monster(s) trap other
Treasure? 1-5=no, 6=yes 1-3=no, 4-6=yes 1-4=no, 5-6=yes 1-5=no, 6=yes
Traps can be pits, darts shooting from the wall, a poison needle in a treasure chest, pressure plates that drop blocks from the ceiling, a statue spewing sleep gas when disturbed, and the like. “Other” can be pretty much anything, with a focus on the unusual. It could mean a talking statue, a room with reverse gravity, a pool of water with magical effects, a strange cloud, a permanent illusion, a strange sound seemingly coming from nowhere, a tapestry serves as a portal to somewhere else, a strange little gnome that will help adventurers if only they’d… Make a Wandering Monster Chart Create a roll chart of wandering monsters. The monsters on the list should be consistent with the environment and the monsters already placed in the dungeon. Wandering monsters typically do not have much treasure, and are mainly a way to keep the player characters on their toes. If the player characters spend too much time in one place, or are making a lot of noise, or if intelligent monsters in the dungeon are alerted to the presence of intruders, then it may be time to make a wandering monster check. The odds of encountering a wandering monster ought to vary depending on the situation (1 in 6 if they’ve been searching a room for a while, 4 in 6 if the monsters are on high alert, and so forth).
Page 31
Table of Contents
Put on the Finishing Touches Further develop the history of your dungeon with additional details. Give that wizard in the tower a name and a purpose. Take the layout of the dungeon and its inhabitants, and bring them together into a cohesive whole. If things do not make sense, try to come up with something that will make sense of them. Or perhaps the fact the dungeon does not make sense is precisely the point, it is part of an alien dimension where logic is madness, and the rules are dictated by a mind gone mad. The magic sword found in a tomb may be the famous sword belonging to the legendary hero who once wielded it in life (and now protects it in death!). What is the sword’s name? Its history? Its power? Its curse? Come up with rumors to give to your players. Some rumors are true, some are sort of true, and others are completely false to lead the characters to their doom!
Page 32
Table of Contents
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
Page 33
Table of Contents