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Black Wyvern

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  1. Ohthere gets bored when things aren't happening. He sits down on the floor, pulls out his sharpening stone and starts cleaning up the edge of his axe blade. He watches and waits. Something interesting is bound to happen. Every Lawful being knows, Chaos exists and it provides the interesting frequently. Watching
  2. Guidelines of Combat Initiative First actions are determined by Character or NPC Dexterity scores. When a combatant doesn't have a Dexterity score the combatant's movement is substituted. Ties are broken by the Referee rolling a dice fore each tied combatant. Ranged Attacks Ranged attacks into melees that miss could strike another combatant. Randomly select a target engaged in melee with the original target, unless there is only one, roll another to hit roll with no modifiers and compare it to the targets AC. If it hits deal with the damage as normal. Combatants who make ranged attacks cannot make melee attacks in the same round. Melee Combat Melee range is 1"/Squares/Hexes. An unengaged combatant can close with / threatens anyone in melee range with them. A pole weapon can strike from the second row. Normally only the first row can strike. This does not allow a pole weapon to strike someone in the second rank. Weapons may have different effects depending on how they are being used. Common sense will dictate rather than having a set list. Combat Spell Casting Spell casting starts at the beginning of each round. Casters cannot move and cast spells in the same round. Any damage taken by a caster between the start of the round and when the spell is cast ruins the spell. Surprise 1-2 on d6 if possible. Gives opponent one free round to act. Magic Items Magic Armor: magical modifier subtracts from the number of hit points inflicted, possibly negating a hit. Magic Swords and Weapons: magical modifiers apply to both to hit and damage. Energy Drain Save vs. Spells negates the effect. Underground Exploration Time and Movement Underground In the underworld all distances are in feet, so wherever distances are given in inches convert them to tens of feet. Movement is per half Turn, so a fully armored character about 120 feet per Turn while mapping. In flight/pursuit situations the movement/turn will be doubled (and no mapping allowed). Time must be taken to rest, so one turn every six must be spent motionless, and double rest period must be taken after a flight/pursuit takes place. Time spent searching for anything (secret passages, hidden treasure, etc.), loading treasure, listening, ESP'ing, hiding, will be adjudged by the referee as to what portion of a turn will be used by the activity. Typically, ESP'ing will take but a quarter turn, while searching a ten foot section of wall for secret passages will require a full turn. Melee is fast and furious. There are ten rounds of combat per turn. Secret Passages Secret passages will be located on a roll of 1 or 2 on a D6. Elves receive a +1 to locate secret doors. At the referee's option, elves may be allowed the chance to sense any secret door they pass, a 1 or a 2 indicating that they become aware that something is there. Wisdom will also modify a characters chances to locate secret doors. Doors Generally, doors will not open by turning the handle or by a push. Doors must be forced open by brute strength. A character's strength score will modify the standard 1-2 on a D6 chance. There can be up to three characters attempting to force open a door, each character will improve the chance by one pip, regardless of character strength, but this will disallow them rapid reaction to anything awaiting them on the other side. Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters. Doors can be wedged open by means of spikes, but there is a one-third chance (die 5-6) that the spike will slip and the door will shut. Traps Traps are usually sprung by a roll or a 1 or a 2 when any character passes over or by them. Pits will open in the same manner. Characters can search for traps the referee will determine their chance to locate them based off the player's description of his character's actions. Detecting Sounds When characters come to a door they may "listen" to detect any sound within. Note "Undead" never made any sound. A roll of 1 for humans, and 1 or 2 for Non-humans will detect sound within if there is any to be heard. A good referee will have noise corridors (moaning, clanking, etc.) and rooms from whence come shuffling or muttering sounds. Lighting In the underworld some light source or an infravision spell must be used. Torches, lanterns and magic swords will illuminate the way, but they also allow monsters to "see" the users so that monsters will never be surprised unless coming through a door. Also, torches can be blown out by a strong gust of wind. Monsters are assumed to have permanent infravision as long as they are not serving some character. A good torch will burn for six turns, while a flask of oil in a lantern will last 24 turns. Either allow the bearer to see 30 feet. Artificial light, of course, will attract monsters who live in the dark and will also warn them that the party is approaching. Note that non-humans lose their ability to see if there is light within 30 feet of them. Spells in Confined Spaces While some referees allow Fire Balls and Lightning Bolts to be hurled in confined spaces, blasting sections of the stone equal to the remainder of their normal shape, it is suggested that the confined space cause these missiles to rebound toward the sender, i.e. a Lightning bolt thrown down a corridor 40 feet long will rebound so as to reach its stated length of 6" (60 feet underground), and this will mean the sender is struck by his own missile. It may also be compromised, allowing say two feet of stone wall to be destroyed (allowing one foot of stone destroyed for every ten feet the space is short of full distance) and rebounding the missile one-half the distance short. Wilderness Exploration Movement When characters venture into the wilderness the players should have a blank hexagon map, and as they move over each hex the referee will inform the players as to what kind of terrain is in that hex. This form of exploring will eventually enable players to know the lay of the land in their immediate area and thus be able to select a site upon which to build their castles. Exploration by foot is at normal speed (3 hexes per day). Horsed parties will travel at the speed of a draft horse (5 hexes per day), and exploration by air will be at half normal flying speed. Once areas are explored normal travel speeds apply. Movement Table Type Man on foot Wagon or Cart Draft Horse Heavy Horse Medium Horse Light Horse Raft Boat, Row Boat, Merchant Galley # of Hexes 3 4 5 6 8 10 10 (3) 15 (5) 12 (4) 20 (6) Type: (Flying) Balrog Dragon Griffon Hippogriff Roc Pegasus Broom Carpet Efreet Djinn or Air Elemental # of Hexes 15 24 30 40 48 48 40 30 20 30 (Numbers in parenthesis are for swamp movement) Terrain Penalties All terrain penalties are as follows: mountains and swamps cost three movement per hex, crossing rivers at non-ford hexes also costs three, woods or deserts cost two, tracks through mountainous terrain cost two movement per hex, tracks through woods or swamps incur no movement penalty. Rest All creatures must rest after six days of movement. Rest must be at least one full day. Scale Assume the greatest distance across a hex is about 5 miles.< Sighting Monsters Players will see monsters at from 40-240 yards (inches convert to tens of yards for the wilderness) unless the monster has surprised the characters involved. Surprise This is the same as in the underworld, except that the distance is from 10-30 yards, and if there are three or more monsters involved they will have moved into a circle around the adventurers. Monsters at 10 yards distance will be able to attack. Surprise negates any chance of evasion. Angry Villagers Anyone who has viewed a horror movie is aware of how dangerous angry villagers are. Whenever the referee finds that some player has committed an unforgivable outrage this rule can be invoked to harass the offender into line. Within the realm of angry villagers are thieves from the "thieves' quarter", city watches and militia, etc. Also possible is the insertion of some character like Conan to bring matters into line.
  3. Spell Casting Spells & Levels (from Class table): The number above each column is the spell level (complexity, a somewhat subjective determination on the part of your authors). The number in each column opposite each applicable character indicates the number of spells of each level that can be used (remembered during any single adventure) by that character. Spells are listed and explained later. A spell used once may not be reused in the same day. Magical Research: Both Magic-Users and Clerics may attempt to expand on the spells listed (as applicable by class). This is a matter of time and investment. The level of the magic required to operate the spell (determination by referee) dictates the initial investment. Investment for 1st level is 2,000 Gold Pieces, 2nd level is 4,000 Gold Pieces, 3rd level is 8,000 Gold Pieces, 4th level is 16,000 Gold Pieces, 5th level is 32,000 Gold Pieces, and 6th level is 64,000 Gold Pieces. The time required is one week per spell level. For every amount equal to the basic investment spent there is a 20% chance of success, cumulative. An investment of 10,000 Gold Pieces in order to develop new 1st level spell, for example, has a 100% chance of success after one game week. The level of the spell researched must be consistent with the level of the Magic-User or Cleric involved, i.e. the character must be able to use spells equal to or above the level of the one he desires to create. Once a new spell is created the researcher may include it in the list appropriate to its level. He may inform others of it, thus enabling them to utilize it, or he may keep it to himself. Books of Spells: It is assumed that Clerics and Magic-Users have books that they memorized their spells from. However these book are not consulted on a daily basis and therefore not taken into a dungeon. Casters acquire a book containing all the spells on the common list each time they reach a level where new spells are available. Spell research or locating books of unique spells can add to the common spell list. If a duplicate set of such books is desired, the cost will be the same as the initial investment for research as listed above, i.e. 2,000, 4,000, 8,000, etc. Loss of these books will require replacement at the above expense. 1st Level Spell Scrolls When a Cleric or Magic-User is created they are allowed to buy scrolls of first level spells. They can have as many scrolls as they can afford. These beginning scrolls cost 10 gold pieces each. From Chain Mail: In order to cast and maintain any spell, a Wizard (or Cleric) must be both stationary and undisturbed by attack upon his person. Magic-User Spell List 1st Level 1. Charm Person 2. Detect Magic 3. Hold Portal 4. Light 5. Protection from Evil 6. Read Magic 7. Read Languages 8. Sleep 9. 10. 11. 12. 13. 14. 2nd Level Continual Light Detect Evil Detect Invisible ESP Invisibility Knock Levitate Locate Object Phantasmal Forces Wizard Lock 3rd Level Clairaudience Clairvoyance Dispel Magic Fire Ball Fly Haste Spell Hold Person Infravision Invisibility, 10' r. Lightning Bolt Protection from Evil, 10' r. Protection/Normal Missiles Slow Spell Water Breathing 4th Level 1. Charm Monster 2. Confusion 3. Dimension Door 4. Growth of Plant 5. Hallucinatory Terrain 6. Massmorph 7. Polymorph Others 8. Polymorph Self 9. Remove Curse 10. Wall of Fire 11. Wall of Ice 12. Wizard Eye 13. 14. 5th Level Animate Dead Cloudkill Conjure Elemental Contact Higher Plane Feeblemind Growth of Animal Hold Monster Magic Jar Pass-Wall Telekinesis Teleport Transmute Rock-Mud Wall of Iron Wall of Stone 6th Level Anti-Magic Shell Control Weather Death Spell Disintegrate Geas Invisible Stalker Lower Water Move Earth Part Water Projected Image Reincarnation Stone to Flesh Cleric Spell List 1st Level 1. Cure Light Wounds 2. Detect Evil 3. Detect Magic 4. Light 5. Protection from Evil 6. Purify Food & Water 2nd Level Bless Find Traps Hold Person Speak with Animals 3rd Level Continual Light Cure Disease Locate Object Remove Curse 4th Level 1. Create Water 2. Cure Serious Wounds 3. Neutralize Poison 4. Protection from Evil, 10'radius 5. Speak with plants 6. Turn sticks to snakes 5th Level Commune Create Food Dispel Evil Insect Plague Quest Raise Dead Magic-User Spells: 1st Level Charm Person: This spell applies to all two-legged, generally mammalian figures near to or less than man-size, excluding all monsters in the "Undead" class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins and Gnolls. If the spell is successful it will cause the charmed entity to come completely under the influence of the Magic-User until such time as the "charm" is dispelled (Dispel Magic). Range: 12". Intelligence up to 6 7-9 10-11 12-15 16-17 18 and above Check Every month three weeks two weeks week two days day Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing. It has a limited range and short duration. It is useful, for example, to discover if some item is magical, a door has been "held" or "wizard locked", etc. Range: 6"; Duration: 2 turns. Hold Portal: A spell to hold a door, gate or the like. It is similar to a locking spell (see below) but it is not permanent. Roll two dice to determine the duration of the spell in turns. Dispel Magic (see below) will immediately negate it, a strong anti-magical creature will shatter it and a Knock (see below) will open it. Light: A spell to cast light in a circle 3" in diameter, not equal to full daylight. It lasts for a number of turns equal to 6 + the number of levels of the user; thus, a 7th level Magic-User would cast the spell for 13 turns. Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an "armor" from various attacks, adding a +1 to all saving throws and taking a -1 from hit dice of opponents. (Note that this spell is not cumulative in effect with magic armor and rings, although it will continue to keep out enchanted monsters.) Duration: 6 turns. Read Magic: The means by which the incantations on an item or scroll are read. Without such a spell or similar device magic is unintelligible to even a Magic-User. The spell is of short duration (one or two readings being the usual limit). Read Languages: The means by which directions and the like are read, particularly on treasure maps. It is otherwise like the Read Magic spell above. Sleep: A Sleep spell affects from 2-16 1st level types (hit dice of up to 1+1), from 2-12 2nd level types (hit dice of up to 2+1), from 1-6, 3rd level types, and but 1 4th level type (up to 4+1 hit dice). The spell always affects up to the number of creatures determined by the dice. If more than the number rolled could be affected, determine which "sleep" by random selection. Range: 24". Area of Effect: 1" diameter. 2nd Level: Continual Light: This spell creates a light wherever the caster desires. It sheds a circle of illumination 24" in diameter, but does not equal full daylight. It continues to shed light for 24 hours. Range: 12". Detect Evil: A spell to detect evil thought or intent in any creature or evilly enchanted object. Note that poison, for example, is neither good nor evil. Duration: 2 turns. Range: 6". Detect Invisible: A spell to find secreted treasure hidden by an Invisibility spell (see below). It will also locate invisible creatures. Durations: 6 turns. Range: 1" x the level of the Magic-User casting it, i.e. a "Wizard" would have a range of 11". ESP: A spell which allows the user to detect the thoughts (if any) of whatever lurks behind doors or in the darkness. It can penetrate solid rock up to about 2' in thickness, but a thin coating of lead will prevent its penetration. Duration: 12 turns. Range: 6" Invisibility: A spell which lasts until it is broken by the user or by some outside force (a character cannot remain invisible and attack). It affects only the person or thing upon whom or which it is cast. Range: 24" Knock: A spell which opens secret doors, held portals, doors locked by magic, barred or otherwise secured gates, etc. Range: 6". Levitate: This spell lifts the caster, all motion being in the vertical plane; however, the user could, for example, levitate to the ceiling, and move horizontally by use of his hands. Duration: 6 turns + the level of the user. Range (of levitation): 2"/level of Magic-User, with upwards motion at 6"/turn. Locate Object: In order for this spell to be effective it must be cast with certain knowledge of what is to be located. Thus, the exact nature, dimensions, coloring, etc. of some magical item would have to be known in order for the spell to work. Well known objects such as a flight of stairs leading upwards can be detected with this spell however. The spell gives the user the direction of the object desired but not the distance. The desired object must be within range. Range: 6" +1"/level of the Magic-User employing the spell, i.e. a "Necromancer" has a 16" range. Phantasmal Forces: The creation of vivid illusions of nearly anything the user envisions (a projected mental image so to speak). As long as the caster concentrates on the spell, the illusion will continue unless touched by some living creature, so there is no limit on duration, per se. Damage caused to viewers of a Phantasmal Force will be real if the illusion is believed to be real. Range: 24". Wizard Lock: Similar to a Hold Portal, this spell lasts indefinitely. It can be opened by a Knock without breaking the spell. A Wizard Lock can be passed through without a spell of any kind by a Magic-User three levels above the one who placed the spell. 3rd Level: Clairaudience: A spell which allows the user to hear whatever lurks behind doors or in the darkness. It can penetrate solid rock up to about 2' in thickness, but a thin coating of lead will prevent its penetration. This is one of the few spells which can be cast through a Crystal Ball. Duration: 12 turns. Range: 6" Clairvoyance: A spell which allows the user to visualize whatever lurks behind doors or in the darkness. It can penetrate solid rock up to about 2' in thickness, but a thin coating of lead will prevent its penetration. Duration: 12 turns. Range: 6" Dispel Magic: Unless countered, this spell will be effective in dispelling enchantments of most kinds (referee's option), except those on magical items and the like. This is modified by the following formula. The success of a Dispel Magic spell is a ratio of the dispeller over the original spell caster, so if a 5th level Magic-User attempts to dispel the spell of a 10th level Magic-User there is a 50% chance of success. Duration: 1 turn. Range: 12". Fire Ball: A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2". In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls and Wand are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24" Fly: By means of this spell the user is able to fly at a speed of up to 12"/turn. The spell lasts for the number of turns equal to the level of the Magic-User plus the number of pips on a six-sided die which is secretly determined by the referee. Haste Spell: This is exactly the opposite of a Slow Spell in effect, but otherwise like it. Note that it will counter its opposite and vice-versa. Hold Person: A spell similar to a Charm Person but which is of both limited duration and greater effect. It will effect from 1-4 persons. If it is cast at only a single person it has the effect of reducing the target's saving throw against magic by -2. Duration: 6 turns + level of the caster. Range: 12". Infravision: This spell allows the recipient to see infra-red light waves, thus enabling him to see in total darkness. Duration: 1 day. Range of infravision: 40-60'. Invisibility, 10" Radius: An Invisibility spell with an extended projection but otherwise no different from the former spell. Lightning Bolt: Utterance of this spell generates a lightning bolt 6" long and up to 3/4" wide. If the space is not long enough to allow its full extension, the missile will double back to attain 6", possibly striking its creator. It is otherwise similar to a Fire Ball, but the head of the missile may never extend beyond the 24" range. Protection from Evil, 10' Radius: A Protection from Evil spell which extends to include a circle around the caster and also lasts for 12 rather than 6 turns. Protection from Normal Missiles: The recipient of this charm becomes impervious to normal missiles. This implies only those missiles projected by normal (not above normal) men and/or weapons. Duration: 12 turns. Range: 3". Slow Spell: A broad-area spell which effects up to 24 creatures in a maximum area of 6" x 12". Duration: 3 turns. Range: 24". Water Breathing: A spell whereby it is possible to breathe under water without harm or difficulty. Duration: 12 turns. Range 3". 4th Level: Charm Monster: A Charm spell which is employable against all creatures. If animals or creatures with three or fewer hit dice are involved determine how many are effected by the spell by rolling three six-sided dice. It is otherwise identical to the Charm Person spell. The number of hit dice possessed by the charmed monster allow it progressively greater possibilities of breaking free of the spell. A check must be made weekly. Hit Dice under 2 2-4 5-7 8-10 11 and up Chance of Breaking Charm 5% 10% 20% 40% 80% Confusion: This spell will immediately effect creatures with two or fewer hit-dice. For creatures above two hit dice the following formula is used to determine when the spell takes effect: score of a twelve-sided die roll less the level of the Magic- User casting the spell = delay in effect, i.e. a positive difference means a turn delay, while a zero or negative difference means immediate effect. Creatures with four or more hit dice will have saving throws against magic, and on those turns they make their saving throws they are not confused; but this check must be made each turn the spell lasts, and failure means they are confused. The spell will effect as many creatures as indicated by the score rolled on two six-sided dice with the addition of + 1 for each level above the 8th that the Magic-User casting the spell has attained. Confused creatures will attack the Magic-User's party (dice score 2-5), stand around doing nothing (6-8), or attack each other (9-12). Roll each turn. Duration: 12 turns. Range: 12". Dimension Door: A limited Teleport spell which allows the object to be instantaneously transported up to 36" in any direction (including up or down). There is no chance of misjudging when using a Dimension Door, so the user always arrives exactly where he calls, i.e. 12" upwards, 32" east, etc. Range: 1". Fear: This spell operates as if the user were employing a Fear Wand. All those not saving vs. fear react as follows: They immediately attempt to flee, or get as far away from the user as possible, with a 50% chance that they will drop any weapons they had in hand when struck by the Fear spell. Duration: 6 turns (movement or melee as applicable). Range 24". Growth of Plants: This spell causes normal brush or woods to become thickly overgrown and entangled with creepers, vines, thorns, briars and so on, so as to make the area virtually impassable. It will effect an area of up to 30 square inches, the dimensions decided by the caster of the spell. Duration: until the spell is negated by a Dispel Magic. Range: 12". Hallucinatory Terrain: By means of this spell terrain features can either be hidden or created - an illusion which effects a large area. Thus a swamp, hill, ridge, woods, or the like can be concealed or made to appear. The spell is broken when the magicked area is contacted by an opponent. Range: 24". Massmorph: This spell is used to conceal up to 100 men (or creatures of near man size) as a woods or orchards. The concealed figures may be moved through without being detected as anything other than trees, and it will not effect the spell. It will be negated by a command for the caster or by means of a Dispel Magic spell. Range: 24". Polymorph Others: Unlike the spell to Polymorph Self, this spell lasts until it is dispelled. The spell gives all characteristics of the form of the creature, so a creature polymorphed into a dragon acquires all of the dragon's ability — not necessarily mentality, however. Likewise, a troll polymorphed into a snail would have innate resistance to being stepped on and crushed by a normal man. Range: 6". Polymorph Self: A spell allowing the user to take the shape of anything he desires, but he will not thereby acquire the combat abilities of the thing he has polymorphed himself to resemble. That is, while the user may turn himself into a dragon of some type, he will not gain the ability to fight and breathe, but he will be able to fly. Duration: 6 turns + the level of the Magic-User employing it. Remove Curse: A spell to remove any one curse or evil sending. Note that using this spell on a "cursed sword", for example, would make the weapon an ordinary sword, not some form of enchanted blade. Range: Adjacent to the object. Wall of Fire: The spell will create a wall of fire which lasts until the Magic-User no longer concentrates to maintain it. The fire wall is opaque. It prevents creatures with under four hit dice from entering/passing through. Undead will take two dice of damage (2-12) and other creatures one die (1-6) when break ing through the fire. The shape of the wall can be either a plane of up to 6" width and 2" in height, or it can be cast in a circle of 3" diameter and 2" in height. Range: 6". Wall of Ice: A spell to create a wall of ice six inches thick, in dimensions like that of a Wall of Fire. It negates the effects of creatures employing fire and/or fire spells. It may be broken through by creatures with four or more hit dice, with damage equal to one die (1-6) for non-fire employing creatures and double that for fire-users. Range: 12". Wizard Eye: A spell which allows the user to send a visual sensor up to 24" away in order to observe the scene without himself moving. The eye is invisible. It moves 12"/turn. Duration: 6 turns. 5th Level: Animate Dead: The creation of animated skeletons or zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a "Sorcerer" gets one die or from 1-6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with. Cloudkill: This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five hit dice. Movement: 6"/turn according to wind direction, or directly away from the spell caster if there is no wind. Dimensions: 3" diameter. Duration: 6 turns, but the cloud is dispelled by unusually strong winds or trees. Note that the cloud is heavier than air, so it will sink to the lowest possible level. Conjure Elemental: A spell to conjure an Air, Water, Fire or Earth Elemental. Only one of each type can be conjured by a caster during any one day. The Elemental will remain until dispelled, but the caster must concentrate on control or the elemental will turn upon its conjurer and attack him. Conjured elementals are the strongest, with 16 hit dice as is explained in Volume II, MONSTERS & TREASURE. Range: 24". Contact Higher Plane: This spell allows the magical-type to seek advice and gain knowledge from creatures inhabiting higher planes of existence (the referee). Of course, the higher the plane contacted, the greater the number of questions that can be asked, the greater the chance that the information will be known, and the higher the probability that the question will be answered truthfully. Use the table below to determine these factors, as well as the probability of the Magic-User going insane. Only questions which can be answered "yes" or "no" are permitted. Plane 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th # of Questions 3 4 5 6 7 8 9 10 11 12 Chance of Knowing 25% 30% 35% 40% 50% 60% 70% 80% 90% 95% Veracity 30% 40% 50% 60% 70% 75% 80% 85% 90% 100% If a Magic-User goes insane, he will remain so for a number of weeks equal to the number of the plane he was attempting to contact, the strain making him totally incapacitated until the time has elapsed. For each level above the 11th, Magic-Users should have a 5% better chance of retaining their sanity. The spell is usable only once every game week (referee's option). Feeblemind: A spell usable only against Magic-Users, it causes the recipient to become feeble-minded until the spell is countered with a Dispel Magic. Because of its specialized nature the Feeblemind spell has a 20% better chance of success, i.e. lowers the Magic-Users saving throw against magic by 4, so that if normally a 12 or better were required to save against magic, a 16 would be required against a Feeblemind. Range: 24". Growth of Animals: A spell which will cause from 1-6 normal-sized animals (not merely mammals) to grow to giant-size with proportionate attack capabilities. Duration: 12 turns. Range 12". Hold Monster: Same as Hold Person but applicable to Monsters. Magic Jar: By means of this device the Magic-User houses his life force in some inanimate object (even a rock) and attempts to possess the body of any other creature within 12" of his Magic Jar. The container for his life force must be within 3" of his body at the time the spell is pronounced. Possession of another body takes place when the creature in question fails to make its saving throw against magic. If the possessed body is destroyed, the spirit of the Magic-User returns to the Magic Jar, and from thence it may attempt another possession or return to the Magic-Users body. The spirit of the Magic-User can return to the Magic Jar at any time he so desires. Note that if the body of the Magic-User is destroyed the life force must remain in a possessed body or the Magic Jar. If the Magic Jar is destroyed the Magic-User is totally annihilated. Pass-Wall: A spell which opens a hole in a solid rock wall, man-sized and up to 10' in length. Duration: 3 turns. Range: 3". Telekenesis: By means of this spell objects may be moved by mental force. Weight limits are calculated by multiplying the level of the Magic-User by 200 Gold Pieces weight. Thus, a Necromancer is able to move a weight equal to 2,000 Gold Pieces. Duration: 6 turns. Range 12". Teleport: Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is going (the topography of the arrival area). Without certain knowledge of the destination teleportation is 75% uncertain, so a score of less than 75% of the percentile dice results in death. If the user is aware of the general topography of his destination, but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high. A low score (1-10%) means death if solid material is contacted. A high score (91-100%) indicates a fall of from 10 to 100 feet, also possibly resulting in death. If a careful study of the destination has been previously made, then the Magic-User has only a 1% chance of teleporting low and a 4% chance of coming in high (10-40 feet). Transmute Rock to Mud: The spell takes effect in one turn, turning earth, sand, and of course, rock to mud. The area affected is up to 30 square inches. Creatures moving into the mud will become mired, possibly sinking if heavy enough or losing 90% of movement otherwise, unless able to fly or levitate. The spell can only be countered by reversing the incantation (requiring a Transmute Rock to Mud spell) or by normal process of evaporation (3-18 days as determined by rolling three six-sided dice). Range: 12". Wall of Iron: Like a Wall of Stone, but the thickness of the wall is three inches and its maximum area 5 square inches. Duration: 12 turns. Range: 6". Wall of Stone: The creation of a stone wall two feet thick with a maximum length and height equalling 10 square inches. The wall will last until dispelled, broken down or battered through as a usual stone wall. Range: 6". 6th Level: Anti-Magic Shell: A field which surrounds the Magic-User and makes him totally impervious to all spells. It also prevents any spells from being sent through the shell by the Magic-User who conjured it. Duration: 12 turns. Control Weather: The Magic-User can perform any one of the following weather control operations with this spell: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky. Death Spell: An incantation which kills from 2-16 creatures with fewer than seven hit dice. The creatures must be within an area of 6" x 6" to come under the spell. Range: 24". Disintegrate: This spell will cause material of any kind — other than that of a magical nature — to Disintegrate. It will blast a tree, dragon (if it fails to make its saving throw against magic), wall section, or whatever. Range: 6" Geas: A spell which forces the recipient to perform some task (as desired by the Magic-User casting the Geas). Any attempt to deviate from the performance of the task will result in weakness, and ignoring the Geas entirely brings death. The referee must carefully adjudicate the casting and subsequent performance of the geased individual when this spell is used. Duration: Until the task is completed. Range: 3". Invisible Stalker: The conjuration of an extra-dimensional monster which can be controlled with merely a word from the Magic-User who conjured him. The Invisible Stalker will continue on its mission until it is accomplished, regardless of time or distance. They cannot be dispelled once conjured, except through attack. Details of the Invisible Stalker itself will be found in the next volume. Lower Water: Utterance of this spell causes the water level in a river or similar body of liquid to drop 50% of its depth for ten turns. Range: 24". Move Earth: When above ground the Magic-User may utilize this spell to move prominences such as hills or ridges. The spell takes one turn to go into effect. The terrain affected will move at the rate of 6" per turn. Duration: 6 turns. Range 24". Part Water: A spell which will part water up to 10' deep for a maximum of six turns. Range: 12". Projected Image: By means of this spell the Magic-User projects an image of himself up to 24" away, and all spells and the like used thereafter appear to originate from the Projected Image. Duration: 6 turns. Range: 24". Reincarnation: A spell to bring a dead character back to life in some other form. The form in which the character is Reincarnated is dependent upon his former alignment (Law, Neutrality or Chaos). Use a random determination on the Character Alignment table, and whatever the result is, the reincarnated character is that creature and must play as it. If he comes back as a man, determine which class, and roll a six-sided die to determine which level in that class and similarly check level for reincarnation as an elf or dwarf. Stone to Flesh: This spell turns stone to flesh, and it is reversible, so as to turn flesh to stone. It is particularly useful in reviving characters who have been "stoned" by some monster. It is permanent unless a reversed spell is used. Range: 12". Cleric Spells: 1st Level: Cure Light Wounds: During the course of one full turn this spell will remove hits from a wounded character (including elves, dwarves, etc.). A die is rolled, one pip added, and the resultant total subtracted from the hits points the character has taken. Thus from 2-7 hit points of damage can be removed. Detect Evil: A spell to detect evil thought or intent in any creature or evilly enchanted object. Note that poison, for example, is neither good nor evil. Duration: 6 turns Range: 12". Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing. It has a limited range and short duration. It is useful, for example, to discover if some item is magical, a door has been "held" or "wizard locked", etc. Range: 60 feet; Duration: 2 turns. Light: A spell to cast light in a circle 3" in diameter, not equal to full daylight. Duration: 12 turns + caster level. Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an "armor" from various attacks, adding a +1 to all saving throws and taking a -1 from hit dice of opponents. (Note that this spell is not cumulative in effect with magic armor and rings, although it will continue to keep out enchanted monsters.) Duration: 12 turns. Purify Food & Water: This spell will make spoiled or poisoned food and water usable. The quantity subject to a single spell is approximately that which would serve a dozen people. 2nd Level: Bless: During any turn the prospective recipients of a Bless spell are not in combat the Cleric may give them this benison. A blessing raises morale by +1 and also adds +1 to attack dice. The spell lasts six turns. Find Traps: By means of this spell the Cleric will locate any mechanical or magical traps within a radius of 3". The spell lasts 2 turns. Hold Person: A spell similar to a Charm Person but which is of both limited duration and greater effect. It will effect from 1-4 persons. If it is cast at only a single person it has the effect of reducing the target's saving throw against magic by -2. Duration: 9 turns. Range: 18". Speak with Animals: This spell allows the Cleric to speak with any form of animal life, understanding what they say in reply. There is a possibility that the animal(s) spoken with will perform services for the Cleric, and they will never attack the party the Cleric is with. (The manner of handling the probabilities of action by animals is discussed in the next volume). Duration: 6 turns. Range: 3". 3rd Level: Continual Light: This spell creates lighted area 24" in diameter. The light shed is equal to full daylight. Duration: 24 hours. Range: 12". Cure Disease: A spell which cures any form of disease. The spell is the only method to rid a character of a disease from a curse, for example. Locate Object: In order for this spell to be effective it must be cast with certain knowledge of what is to be located. Thus, the exact nature, dimensions, coloring, etc. of some magical item would have to be known in order for the spell to work. Well known objects such as a flight of stairs leading upwards can be detected with this spell however. The spell gives the user the direction of the object desired but not the distance. The desired object must be within range. Range: 9". Remove Curse: A spell to remove any one curse or evil sending. Note that using this spell on a "cursed sword", for example, would make the weapon an ordinary sword, not some form of enchanted blade. Range: Adjacent to the object. 4th Level: Create Water: By means of this spell the Cleric can create a supply of drinkable water sufficient for a party of a dozen men and horses for one day. The quantity doubles for every level above the 8th the Cleric has attained. Cure Serious Wounds: This spell is like a Light Wound spell, but the effects are double, so two dice are rolled and one pip is added to each die. Therefore, from 4 to 14 hit points will be removed by this spell. Neutralize Poison: A spell to counter the harmful effects of poison. Note that it will not aid a character killed by poison, however. It will affect only one object. Duration: 1 turn. Protection from Evil, 10' radius: A Protection from Evil spell which extends to include a circle around the caster. Speak with Plants: This spell allows the Cleric to speak with all forms of plant life, understanding what they say in reply. Plants so spoken to will obey commands, of the Cleric, such as part to allow a passage and so on. This spell does not give the Cleric the power to command trees as Ents do. Duration: 6 turns. Range: 3". Turn Sticks to Snakes: Anytime there are sticks nearby a Cleric can turn them into snakes, with a 50% chance that they will be poisonous. From 2-16 snakes can be conjured (roll two eight-sided dice). He can command these conjured snakes to perform as he orders. Duration: 6 turns. Range 12". 5th Level: Commune: A spell which puts the Cleric in touch with the powers above and asks for help in the form of answers to three questions. Communing is allowed but once each week) maximum; referee's option as to making less frequent). Veracity and knowledge should be near total. Once per year a special communing should be allowed wherein the Cleric can ask double the number of questions. Create Food: A spell with which the Cleric creates sustenance sufficient for a party of a dozen for one game day. The quantity doubles for every level above the 8th the Cleric has attained. Dispel Evil: Similar to a Dispel Magic spell, this allows a Cleric to dispel any evil sending or spell within a 3" radius. It functions immediately. Duration: 1 turn. Insect Plague: By means of this spell the Cleric calls to him a vast cloud of insects and sends them where he will, within the spell range. They will obscure vision and drive creatures with less than three hit dice off in rout. The dimensions of the Insect Plague are 36 square inches. Duration: 1 game day. Range: 48". (Note: This spell is effective only above ground.) Quest: This is similar to the Geas, except that the character sent upon a Quest by the Cleric is not killed by failure to carry out the service. However, the Cleric may curse him with whatever he desires for failure, and the referee should decide if such a curse will take effect if the character ignores the Quest, basing the effectiveness of the curse on the phrasing of it and the alignment and actions of the character so cursed. Raise Dead: The Cleric simply points his finger, utters the incantation, and the dead person is raised. This spell works with men, elves, and dwarves only. For each level the Cleric has progressed beyond the 8th, the time limit for resurrection extends another four days. Thus, an 8th level Cleric can raise a body dead up to four days, a 9th level Cleric can raise a body dead up to eight days, and so on. Naturally, if the character's Constitution was weak, the spell will not bring him back to life. In any event raised characters must spend two game weeks time recuperating from the ordeal.
  4. The rules presented in this topic were published in the original '74 box set of D&D and the Strategic Review periodical. Due to the somewhat scattered nature of the original rules they are reproduced here with only enough information to allow players to create characters and play the game. Attributes Roll 3d6 for each of the six attributes. These rolls can be applied to the attributes as the player sees fit. Attributes have three different ratings depending on the numbers rolled. Attributes with scores under 9 are labeled as Low. Attributes with scores between 9 and 12 are Average. Attributes with score over 12 are High. These labels will be used by the referee to determine chances of success. Strength: Fighter's base Prime Requisite. Modifies Open Door checks and feats of Strength. 13+ modifies to hit and damage rolls by +1. Intelligence: 1 bonus language for every point over 10. Magic-User's base Prime Requisite. Wisdom: Cleric's base Prime Requisite. Modifies Secret Door Detection, Hear Noise, Trap Detection, and Surprise rolls. Dexterity: Sets initiative order. 13+ modifies missile to hit rolls by +1. Modifies setting off traps when passing over. Constitution: Modifies hit points/die 13+ equals +1. Survive adversity; Constitution of 7 = 40% +10% per point over 7. Charisma: Attracting followers / Loyalty / Appeal to others. Modifies Reaction Rolls. Charisma Table Score 3-4 5-6 7-9 10-12 13-15 16-17 18 Max. # Hirelings 1 2 3 4 5 6 12 Loyalty Base -2 -1 - - +1 +2 +4 Prime Requisite Table Attribute Roll 3-8 9-12 13-14 15-18 Modifier Not Allowed None +5% +10% Each character will have a Prime Requisite that modifies experience points earned. This score is kept as a seventh attribute, which despite modifiers ranges from 3 to 18. A character's Prime Requisite score has a base score of the attribute most important to the class the character belongs to: Strength for Fighters, Intelligence for Magic-Users, and Wisdom for Clerics. Each class then modifies their base Prime Requisite score as noted below. Clerics add 1 point to their Prime Requisite for every 3 points their Strength is above 9, rounded down. Clerics modify their PR by 1 point for every 2 points their Intelligence is over nine, rounded down. Fighters add 1 point to their PR for every 2 points of Intelligence over 9 and 1 point for every 3 points of Wisdom over 9, rounded down. Magi-Users add 1 point to their PR for every 2 points of Wisdom over 9 rounded down. Races Dwarf Fighter (Limit of Myrmidon) Add 4 levels to saving throws Note slanting passages, traps, shifting walls and new construction in underground settings. Trolls, Ogres, and Giants do half damage to Dwarves. Operate equally well day or night. Speak: Common, Dwarf, Gnomes, Kobolds and Goblins Elf Fighter (Limit of Hero) and Magic-User (Limit of Warlock) Chooses which class gets xp at the beginning of each adventure. Not paralyzed by ghouls. May use magic armor and cast spells. HP totals are kept for each class. The highest one is used. Use the best saving throw from each category. When striking with magical weapon add 1 to damage inflicted. More able to note secret and hidden doors. Speak: Common, Elf, Orc, Hobgoblin, Gnoll. Halfling Fighter (Limit of Hero) Add 4 levels to saving throws +1 to hit with missile weapons, +3 to hit with slings Able to blend into natural settings. Classes PCs all begin with 5,000 xp. This is modified by Prime Requisite bonuses. Cleric May use any armor, but are restricted to using blunt weapons only. Must be Lawful. Chaotic Anti-Clerics have different abilities and spell selection. Choose one of the following special abilities as a gift of faith: Turning the Undead - Used like a cast spell - Range: 6" all directions from caster, Duration: undead flee for 1d6+6 turns. Usable 3 times per day, +1 attempt every 4 levels. Smite Evil - Inflict an additional 1d6 damage on all attacks against Chaotic opponents. Lasts one combat (if a new combat starts without a break then it is considered to be the same combat). Usable 3 times per day, +1 use every 4 levels. Detect Evil - Just like the spell but active at will. Lay on Hands - Cure 2 hp per level - Usable 3 times per day, +1 use every 4 levels - One disease can be healed but it requires three uses. If the character doesn't have three uses remaining a disease can not be healed. Lay on Hands can also dispel paralysis caused by ghouls or hold spells. Title Acolyte (1) Adept (2) Priest (3) Vicar (4) Curate (5) Bishop (6) Arch-Bishop (7) Patriarch (8) Patriarch (9) Patriarch (10) Patriarch (11) Patriarch (12) XP 0 1,500 3,000 6,000 12,000 25,000 50,000 100,000 200,000 300,000 400,000 500,000 Hit Die (d6) 1 2 3 4 4+1 5 6 7 7+1 7+2 7+3 8+1 Cleric Spells per Level Title Acolyte (1) Adept (2) Priest (3) Vicar (4) Curate (5) Bishop (6) Arch-Bishop (7) Patriarch (8) Patriarch (9) Patriarch (10) 1st - 1 2 2 2 2 2 2 3 3 2nd - - - 1 2 2 2 2 3 3 3rd - - - - - 1 2 2 3 3 4th - - - - - - 1 2 2 3 5th - - - - - - - 2 2 3 Turning the Undead Type Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Acolyte (1) 7 9 11 N N N N N Adept (2) T 7 9 11 N N N N Priest (3) T T 7 9 11 N N N Vicar (4) D T T 7 9 11 N N Curate (5) D D T T 7 9 11 N Bishop (6) D D D T T 7 9 11 Arch-Bishop (7) D D D D T T 7 9 Patriarch (8)+ D D D D D T T 7 This effect causes fear or destruction to the undead. Numbers are the score to match or exceed in order to turn away, rolled with two six-sided dice. T = Monster turned away, up to two dice in hit die. D = Dispelled/dissolved, up to two dice in hit die. N = No Effect. Cleric Saving Throws Level 1-4 5-8 9+ Death Ray or Poison 11 9 6 All Wands including Polymorph and Paralyzation 12 10 7 Stone 14 12 9 Dragon Breath 16 14 11 Staves & Spells 15 12 9 Cleric Attack Matrix Armor Class 2 3 4 5 6 7 8 9 Level 1-4 17 16 15 14 13 12 11 10 Level 5-8 15 14 13 12 11 10 9 8 Level 9-12 12 11 10 9 8 7 6 5 Level 13+ 10 9 8 7 6 5 4 3 Fighter May use any weapons and armor. Gets 1 attack / level against opponents with 1 hd or less. Fighters get an additional half attack every 3 levels, i.e. 3 attacks per 2 rounds at 4th - 6th level, 2 attacks per round at 7th to 9th level. Odd attacks (3/2 and 5/2) are made during the odd combat rounds, starting at 1st level. Fighters roll 2d6 to inflict weapon damage and take the highest die rolled. Title Veteran (1) Warrior (2) Swordsman (3) Hero (4) Swashbuckler (5) Myrmidon (6) Champion (7) Superhero (8) Lord (9) Lord (10) Lord (11) Lord (12) XP 0 2,000 4,000 8,000 16,000 32,000 64,000 120,000 240,000 480,000 720,000 960,000 Hit Die (d6) 1+1 2 3 4 5+1 6 7+1 8+2 9+3 10+1 10+3 11+1 Fighter Saving Throws Level 1-3 4-6 7-9 10+ Death Ray or Poison 12 10 8 6 All Wands including Polymorph and Paralyzation 13 11 9 7 Stone 14 12 10 8 Dragon Breath 15 13 10 8 Staves & Spells 16 14 12 10 Fighter Attack Matrix Armor Class 2 3 4 5 6 7 8 9 Level 1-3 17 16 15 14 13 12 11 10 Level 4-6 15 14 13 12 11 10 9 8 Level 7-9 12 11 10 9 8 7 6 5 Level 10-12 10 9 8 7 6 5 4 3 Level 13+ 8 7 6 5 4 3 2 1 Magic-User May not use any armor. Restricted to using daggers and staves only. Can create spell scrolls of any spell they can cast at a cost of 100 gp per spell level starting at 1st level. It takes one day per spell level to scribe a scroll. Title Medium (1) Seer (2) Conjurer (3) Theurgist (4) Thaumaturgist (5) Magician (6) Enchanter (7) Warlock (8) Sorcerer (9) Necromancer (10) Wizard (11) Wizard (12) Wizard (13) XP 0 2,500 5,000 10,000 20,000 35,000 50,000 75,000 100,000 200,000 300,000 600,000 900,000 Hit Die (d6) 1 1+1 2 2+1 3 3+1 4 5 6+1 7 8+1 8+2 8+3 Magic-User Spells per Level Title Medium Seer Conjurer Theurgist Thaumaturgist Magician Enchanter Warlock Sorcerer Necromancer Wizard Wizard (12) 1st 1 2 3 4 4 4 4 4 4 4 4 4 2nd - - 1 2 2 2 3 3 3 4 4 4 3rd - - - - 1 2 2 3 3 3 4 4 4th - - - - - - 1 2 2 3 3 4 5th - - - - - - - - 1 2 3 4 6th - - - - - - - - - - - 1 Magic-User Saving Throws Level 1-5 6-10 11+ Death Ray or Poison 13 11 8 All Wands including Polymorph and Paralyzation 14 12 9 Stone 13 11 8 Dragon Breath 16 14 11 Staves & Spells 15 12 8 Magic-User Attack Matrix Armor Class 2 3 4 5 6 7 8 9 Level 1-5 17 16 15 14 13 12 11 10 Level 6-10 15 14 13 12 11 10 9 8 Level 11+ 12 11 10 9 8 7 6 5 Alignments Lawful - Good folk who fight for the safety of society. Neutral - Self interested folk who want to know what is in it for them. Chaotic - Evil folk who fight to destroy or enslave society. Hit Points, Death and Healing Roll all dice for each level gained. Hit Points cannot get worse. For the first 3 Hit Dice, the minimum roll is a four. If the die is below four change it to four. This means on rerolls the first 3 dice are rolled in a manner that they can be kept separate from other Hit Die. This of course does not count for pips, if only a pip is gained. Characters knocked to 0 hit points exactly can be brought back to 1 hp if during the next round they receive magical or herbal healing. If not they die as normal. Giant Bee Honey - Heals 1d3 hit points. Considered herbal healing. Healing Salve - Heals 1 hit point but can only be used once per wound. Considered herbal healing. Equipment Starting Gold: 3d6*10 Item Dagger^ Club Hand Axe^ Mace‡ War Hammer^‡ Sword Battle Axe Morning Star* Flail*‡ Spear^ Staff* Pole Arm* Halberd* Two-Handed Sword* Lance† Pike* Short Bow Long Bow Composite Bow Light Crossbow Heavy Crossbow Quiver of 20 Arrows Case of 30 Quarrels 20 Arrows / 30 Quarrels Silver Tipped Arrow Leather Armor Chain Type Mail Plate Mail Shield Barding * Two-Handed Weapon ^ Can be thrown † Mounted use only ‡ Usable by Clerics Cost 3 0 3 5 5 10 7 6 8 1 0 7 7 15 4 5 25 40 50 15 25 5 10 5 5 15 30 50 10 150 Item 50' Rope 10' Pole Iron Spikes, 12 Small Sack Large Sack Backpack Water/Wine Skin Torches (6) Lantern Oil Flask Steel Mirror Small Silver Mirror Iron Rations Standard Rations Warhorse, Medium Warhorse, Heavy Light Horse Chariot Draft Horse Saddle Saddle Bags Cart Wagon Raft Small Boat Mule Small Galley Large Galley Wooden Holy Symbol Silver Holy Symbol Holy Water, Vial Wine, 1 Quart Wolfsbane Giant Bee Honey Healing Salve Cost 1 1 1 1 2 5 1 1 10 2 5 15 15 5 100 200 40 400 30 25 10 100 200 40 100 20 10,000 30,000 2 25 25 1 10 10 4 Armor No Armor Shield Leather Armor Leather Armor + Shield Chain Mail Chain Mail + Shield Plate Mail Plate Mail + Shield AC 9 8 7 6 5 4 3 2 Missile Weapon Table Weapon Short Bow Long Bow Composite Bow Light Crossbow Heavy Crossbow Javelin Other Thrown Range, Short (+1)† 5 7 8 6 8 2 Range, Med. (+0)† 10 14 16 12 16 4 3^ Range, Max. (-1)† 15 21 24 18 24 6 Rate of Fire 2* 2* 2* 1‡ 1/2‡ 1 1 * Bows have a Rate of Fire of 1 if the user moves. ‡ Crossbows cannot be loaded if the user moves. ^ All attacks with thrown weapons treated as it medium range. † Number in parenthesis are modifiers to attack rolls. Encumbrance Weight of a man - 1,750 Load in Gold Pieces Equal to Light Foot Movement (12") - 750 Load in Gold Pieces Equal to Heavy Foot Movement (9") - 1,000 Load in Gold Pieces Equal to Armored. Foot Movement (6") - 1,500 Leather Armor or Saddle - 250 Chain-Type Armor - 500 Plate Mail or Horse Armor - 750 Helmet - 50 Shield - 150 Pole Arms, Halberd, Pike, Two-Handed Sword (each) - 150 Morning Star, Flail, Battle Axe (each) - 100 Sword, Mace, Hand Axe, Bow & Arrows (each) - 50 Dagger - 20 Miscellaneous Equipment (rope, spikes, bags, etc.) - 80 Maximum Load/Person at half normal movement - 3,000 Weight and Equivalents: 1 Coin (Copper, Silver, or Gold) - 1 1 Small Sack Holds - 50 1 Large Sack or Back Pack Holds - 300 1 Scroll or Piece of Jewelry - 20 1 Potion or Wine Skin - 30< 1 Flagon or Chalice - 50 1 Wand with Case - 100 1 Staff with Case - 300 1 Gem - 1
  5. DM Narrative The party forms a defensive line and their large opponents crash into it. Lionel smashes the hobgoblin charging him but in doing so leaves himself open to attack. The beast drives the butt end of its mace, which possesses a rough triagular iron spike down into the priest's shoulder. The other hobgoblins and party members jockey for an opening. Tactical Hobgoblin 1: Hobgoblin 2: Hobgoblin 3: Lionel hit for 1 point Hobgoblin 4: Hobgoblin 5: (backrow) Hobgoblin 6: (backrow) Marching Order: Barlo Duggrule - hit for 1 point of damage Zyira Marzipo Lionel - hit for 6 points of damage Red Max
  6. Looks like the others haven't been on for a while. I will give them a day and then post on Friday NPCing until they return or we go back to town.
  7. DM Narrative Zyira starts hammering spikes into the hinges of the door. Each strike echoes painfully down the hall. Finally after driving 5 spikes the hinges give way and with a push the door give way falling in until the bar holding it catches it. It slides down from there and crashes flat on the floor. A cloud of dust is stirred up by the collapsing door. Your torches outline a group of humanoid shapes moving in the dark and dust. Something in the moving group bellows out, "Grodaaaahg!" (Zyira can tell you this is Hobgoblin for kill them all!) Six large humanoids charge out of the dust and into your torchlight. Tactical Barlo - Torch Turn 5 Door broken down. Six Hobgoblins charge out of the room beyond. The hall is wide enough for four to fight abreast. Duggrule, Zyira, Red Max and Lionel receive the attack. Marzipo and Barlo move to the back row. No casting this round as you were forced to move to not be on the front line. Marching Order: Barlo Duggrule - hit for 1 point of damage Zyira Marzipo Lionel Red Max
  8. Ohthere continues swinging. Attacking with sword
  9. I am a historical war gamer or have reassociated myself as one lately. So I don't believe there is anything in life that can't be resolved with a single d6. It is bad enough having to pull the number of 5 and 6s out of a pile and count them, actually having to do simple addition is unfathomable. I am a fan of the linear results of a single die. Some of the most memorable times have been the five rounds of swing and misses for the whole party to deal with the last goblin. Yesterday one of my students rolled a jeep over a land mine right on the road where it blocked crossing one of the two bridges over the stream that was between him and the Nazis. The jeep got suppressed and spent the entire game there because he was unable to roll a 4, 5 or 6 to get it moving. It was too fun watching his 13 year old mind try to figure out how to redirect his entire wing attack with half his Sherman's piled up behind this stalled out jeep. The kid is an Air Force fanatic and there was no way he was going to concede to a classmate who doesn't even know what the branches of service are.
  10. I don't know what you guys are whining about... I almost hit.
  11. Ohthere continues swinging. Attacking with sword
  12. I like to play a character determined by the stats I rolled. With an 8 Wisdom, a 7 Charisma and a 16 Strength and 15 Constitution, Ohthere is a physical brute. He doesn't get social complexity and tends to rely on the brute force approach to problem solving. He is impatient and imprudent. So far it has worked for him, eventually it won't. I play to have fun playing a character, that is the challenge I am into. If the character dies because I played him the way that seems appropriate then I will roll up another. I don't really care about beating anything or getting xp, that is just part of the game moving forward.
  13. No need to roll. Iron spikes will certainly work. It will be a long noisy task but it will get you through the door. I guess our thief has flown the coup for right now. You can make requests of him and I will NPC him until Mo gets back. He has a job were he can be out of touch for long periods of time. He usually makes it back eventually though.
  14. Nobody posted any actions for me to post on. You were discussion a course of action and none was decided.
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