BX DM Screen JDN Portrait

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Summary of Character Creation:

1. Roll 3d6 for each ability score. 5. Roll for starting money and purchase equipment.
2. Choose the class and any spells. 6. Look up and record Armor Class, Attack, and Saving Throw numbers
3. Adjust ability scores and look up modifiers. 7. Name, describe, and otherwise finish.
4. Roll for character hit points.

Ability Prime Basic Charisma Reactions Adj. Charisma retainers


Score Requisite Adjustment Dex. Initiative Adjust.* Max. number of Morale Intelligence
3 -20% -3 -2 1 4 Has trouble speaking, cannot read or write
4-5 -20% -2 -1 2 5 Cannot read nor write Common
6-8 -10% -1 -1 3 6 Can write simple Common words
9-12 0 0 0 4 7 Reads and writes native languages (usually 2*)
13-15 +5% +1 +1 5 8 As above + 1 added languages
16-17 +10% +2 +1 6 9 As above + 2 added languages
18 +10% +3 +2 7 10 As above + 3 added languages
* Humans, Dwarves, Elves, and Halflings can usually speak the Common language and their alignment language.

Prime Requisite: Adjustment to Experience Earned.


Strength Applies to: Melee to hit, melee damage (minimum 1 point per roll if it is negative), and opening doors.
Wisdom: Adjustments to magic-based saving throws might (or might not) affect saving throws vs. Death Ray or Poison, depending on whether
the attack is magical. These adjustments do affect a saving throw vs. Turn to Stone, vs. Wands, and vs. a Rod, Staff, or Spell.
Dexterity Applies: Missile Fire "to hit" rolls, Armor Class.
Constitution Score: Hit Point Adjustment (minimum 1 per roll if it is negative).

CLERICS Exp. Hit Spells DWARVES Exp. Hit ELVES Exp. Spells
Lev- Title Points Dice 1 2 3 4 5 Title Points Dice Title Points Hit 123456
el Dice
1 Acolyte 0 1d6 - - - - - Dwarven Veteran 0 1d8 Medium/ 0 1d6 1
2 Adept 1,500 2d6 1 - - - - Dwarven Warrior 2,200 2d8 Seer/Warrior 4,000 2d6 2
3 Priest (Priestess) 3,000 3d6 2 - - - - Dwarven 4,400 3d8 Conjuror/ 8,000 3d6 21 - - - -
Swordmaster
4 Vicar 6,000 4d6 2 1 - - - Dwarven Hero 8,800 4d8 Magician/Hero 16,000 4d6 2 2 - - - -
5 Curate 12,000 5d6 2 2 - - - “ Swashbuckler 17,000 5d8 Enchanter/Swashbu 32,000 5d6 2 2 1
ckler
6 Elder Expert Book: 25,000 6d6 2 2 1 1 - Dwarven Myrmidon 35,000 6d8 Warlock/Myrmidon 64,000 6d6 2 2 2 - - -
6 Basic Book spells: 3 2 - - - Dwarven Champion 70,000 7d8 Sorceror/Champion 120,000 7d6 3 2 2 1 - -
7 Bishop 50,000 7d6 2 2 2 1 1 Dwarven Superhero 140,000 8d8 Necro./Super-Hero 250,000 8d6 3 3 2 2 - -
8 Lama 100,000 8d6 3 3 2 2 1 Dwarven Lord (Lady) 270,000 9d8 Wizard/Lord (Lady) 400,000 9d6 3 3 3 2 1 -
9 Matriarch/Patriarch 200,000 9d6 3 3 3 2 2 10th Level “ Lord 400,000 9d8+3* 10th Level 600,000 9d6+2* 3 3 3 3 2 -
Wiz./Lord
10 10th Level M/Pat. 300,000 9d6+ 1* 4 4 3 3 2 11th Level “ Lord 530,000 9d8+6*
11 11th level M/Pat. 400,000 9d6+2* 4 4 4 3 3 12th Level “ Lord 660,000 9d8+9*
12 12th level M/Pat. 500,000 9d6+3* 5 5 4 4 3
13 13th level M/Pat. 600,000 9d6+4* 5 5 5 4 4
14 14th level M/Pat. 700,000 9d6+5* 6 5 5 5 4
*Constitution adjustments no longer apply.

FIGHTERS Exp. HALFLINGS Exp. MAGIC-USERS Exp. Spells


XL Title Points Hit Dice Title Points Hit Dice Title Points Hit Dice 1 2 3 4 5 6
1 Veteran 0 1d8 Halfling Veteran 0 1d6 Medium 0 1d4 1 - - - - -
2 Warrior 2,000 2d8 Halfling Warrior 2,000 2d6 Seer 2,500 2d4 2 - - - - -
3 Swordmaster 4,000 3d8 “ Swordmaster 4,000 3d6 Conjuror 5,000 3d4 2 1 - - - -
4 Hero 8,000 4d8 “ Hero 8,000 4d6 Magician 10,000 4d4 2 2 - - - -
5 Swashbuckler 16,000 5d8 “ Swashbuckler 16,000 5d6 Enchanter/tress 20,000 5d4 2 2 1 - - -
6 Myrmidon 32,000 6d8 “ Myrmidon 32,000 6d6 Warlock (Witch) 40,000 6d4 2 2 2 - - -
7 Champion 64,000 7d8 Halfling Champion 64,000 7d6 Sorceror/Sorceress 80,000 7d4 3 2 2 1 - -
8 Superhero 120,000 8d8 Sheriff 120,000 8d6 Necromancer 150,000 8d4 3 3 2 2 - -
9 Lord (Lady) 240,000 9d8 Wizard 300,000 9d4 3 3 3 2 1 -
10 10th Level Lord 360,000 9d8+2* 10th Level Wizard 450,000 9d4+1* 3 3 3 3 2 -
11 11th “ 480,000 9d8+4* 11th Level Wizard 600,000 9d4+2* 4 3 3 3 2 1
12 12th “ 600,000 9d8+6* 12th Level Wizard 750,000 9d4+3* 4 4 3 3 3 2
13 13th “ 720,000 9d8+8* 13th Level Wizard 900,000 9d4+4* 4 4 4 3 3 3
14 14th “ 840,000 9d8+10* 14th Level Wizard 1,050,000 9d4+5* 4 4 4 4 3 3
* Constitution adjustments no longer apply.
Thieves’ Abilities Climb
THIEVES Exp. Open Remove Pick Move Sheer Hide in Hear
Level Title Points Hit Dice Spells Locks Traps Pockets Silently Surfaces Shadows Noise
1 Apprentice 0 1d4 none 15 10 20 20 87 10 1-2
2 Footpad 1,200 2d4 none 20 15 25 25 88 15 1-2
3 Robber 2,400 3d4 none 25 20 30 30 89 20 1-3
4 Burglar 4,800 4d4 none 30 25 35 35 90 25 1-3
5 Cutpurse 9,600 5d4 none 35 30 40 40 91 30 1-3
6 Sharper 20,000 6d4 none 45 40 45 45 92 36 1-3
7 Pilferer 40,000 7d4 none 55 50 55 55 93 45 1-4
8 Thief 80,000 8d4 none 65 60 65 65 94 55 1-4
9 Master Thief 160,000 9d4 none 75 70 75 75 95 65 1-4
10 10th Level Master Thief 280,000 9d4+2* none 85 80 85 85 96 75 1-4
11 11th Level Master Thief 400,000 9d4+4* none 95 90 95 95 97 85 1-5
12 12th Level Master Thief 520,000 9d4+6* none 96 95 105** 96 98 90 1-5
13 13th Level Master Thief 640,000 9d4+8* none 97 97 115** 98 99 95 1-5
14 14th Level Master Thief 760,000 9d4+10* none 99 99 125** 99 99 99 1-5

Pick Pockets: -5% for each level the victim is above 5th. A 1% minimum chance of failure no matter how high.
* Constitution adjustments no longer apply.

Clerical Spells
First Level Second Level Third Level Fourth Level Fifth Level
1. Cure Light Wounds Bless* Continual Light* Create Water Commune
2. Detect Evil Find Traps Cure Disease Cure Serious Wounds* Create Food
3. Detect Magic Know Alignment Growth of Animals Neutralize Poison Dispel Evil
4. Light* Hold Person Locate Object Protection/Evil 10' radius Insect Plague
5. Protection from Evil Resist Fire Remove Curse Speak with Plants Quest
6. Purify Food and Silence 15' radius Striking Sticks to Snakes Raise Dead*
Water
7. Remove Fear Snake Charm
8. Resist Cold Speak with Animal

Magic-user and Elf Spells


First Level Second Level Third Level Fourth Level Fifth Level Sixth Level
1. Charm Person Continual Light* Clairvoyance Charm Monster Animate Dead Anti-Magic Shell
2. Detect Magic Detect Evil Dispel Magic Confusion Cloudkill Control Weather
3. Floating Disc Detect Invisible Fire Ball Dimension Door Conjure Elemental Death Spell
4. Hold Portal ESP Fly Growth of Plants Contact Higher Plane Disintegrate
5. Light* Invisibility Haste Hallucinatory Terrain Feeblemind Geas*
6. Magic Missile Knock Hold Person Massmorph Hold Monster Invisible Stalker
7. Protection from Evil Levitate Infravision Polymorph Others Magic Jar Lower Water
8. Read Languages Locate Object Invisibility 10' radius Polymorph Self Pass-Wall Move Earth
9. Read Magic Mirror Image Lightning Bolt Remove Curse* Telekinesis Part Water
10. Shield Phantasmal Force Protection/Evil 10' radius Wall of Fire Teleport Projected Image
11. Sleep Web Protection/Normal Missiles Wall of Ice Transmute Rock to Mud* Reincarnation
12. Ventriloquism Wizard Lock Water Breathing Wizard Eye Wall of Stone Stone to Flesh*

* Spell can be reversed.


Grappling Hook 25 -
Cost of Weapons and Equipment
Hammer (small) 2 - Treasure Encumbrance Table
Holy Symbol 25 - Coin (any type) 1
WEAPONS Holy Water (1 vial) 25 - Gem 1
Cost in Enc. Iron Spikes (12) 1 - Jewelry (1 piece) 10
Item gp Coins Lantern 10 - Potion 10
Axes: Mirror (hand-sized, steel) 5 - Rod 20
Battle Axe (two-handed) 7 50 Rations: - Scroll 1
Hand Axe 4 30 Iron Rations (1 week) 15 - Staff 40
Bows: Standard Rations (1 5 - Wand 10
Crossbow (fires 30 50 week)
quarrels) Rope (50' length) 1 - Character Movement
Case with 30 quarrels 10 - Sacks: Normal Encounter
Long Bow 40 30 Small 1 - Character Combat Run
Short Bow 25 30 Large 2 - Encumbrance: /turn /round /round
Quiver with 20 arrows 5 - Stakes (3) and Mallet 3 - 0 - 400 coins
1 silver-tipped arrow 5 - Thieves' Tools 25 - OR unarmored 120' 40' 120'
Catapults: Tinder Box (flint & steel) 3 - 401-600 coins
Catapult, Light 100 - Torches (6) 1 - OR leather
Catapult Shot 5 - 90' 30' 90'
Water/Wine Skin 1 - armor
Catapult Shot, Pitch 25 - Wine (1 quart) 1 - 601-800 coins
Daggers: Wolfsbane (1 bunch) 10 - OR metal
Normal dagger 3 10 60' 20 60'
Wooden Pole (10' long) 1 - armor
Silver dagger 30 10 801-1600 coins
Swords: Land Transport OR metal armor 30' 10' 30'
Short Sword 7 30 Item Cost in gp and treasure
Sword (normal) 10 60 Camel 100 Carrying treasure and armor reduces the
Two-handed Sword 15 150 Cart (2 wheels) 100 category by 1 line.
Other weapons: Horses:
Mace* 5 30 Draft 40 Weights and Movement
Club* 3 50 Riding 75 Mule load Move
Pole Arm (two-handed) 7 150 War 250 2000 coins 120'/turn
Sling with 30 Sling 2 - Mule 30 4000 coins 60'/turn
Stones* Saddle and Bridle 25
Spear 3 30 Saddle Bags 5 Items:
War Hammer* 5 30 Wagon (4 wheels) 200 1 small sack holds 200 coins
Javelin (throwing spear) 1 - 1 large sack holds 600 coins
Lance 5 - Water Transport 1 backpack holds 400 coins
Staff* (two-handed) 2 40 Item Cost in gp
* May be used by a cleric. Boat, River 4,000
COIN VALUES
Boat, Sailing 2,000
ARMOR Canoe 50 10 copper pieces (cp) = 1 silver piece
Item AC Cost gp Enc. Coins Galleys: 10 silver pieces (sp) = 1 gold piece
Chain Mail 5 40 400 Large 30,000 2 electrum pieces = 1 gold piece
Leather Armor 7 20 200 Small 10,000 (ep)
Plate Mail 3 60 500 War 60,000 5 gold pieces (gp) = 1 platinum piece
Shield (-1)* 10 100 Lifeboat, Ship's 1,000 (pp)
Unarmored 9 - - Longship 15,000
Barding, horse 5 150 600 Raft 1 gp/sq. ft. 100 cp = 10 sp = 2 ep = 1 gp = 1/5 pp
* deduct 1 from Armor Class number if shield Sailing Ships:
is used. Large 20,000 Coins are minted by weight not size.
Small 5,000
EQUIPMENT Troop Transport 40,000
Item Cost gp Enc.
Backpack 5 -
Crowbar 10 -
Flask of Oil 2 -
Garlic 5 -
Dungeon Exploration (short term) for 3 complete turns until the end of which they will suffer a -2
penalty to damage (minimum 1 point of damage done) and “to hit”
Time: rolls while attackers gain a +2 bonus to their “to hit” rolls.
1 turn = 10 minutes 1 round = 10 seconds = 60 per turn 4. If combat results, switch to the combat sequence table. The
Resting when exploring - 1 turn in 6 DM handles other activities as appropriate.
6. If the encounter is not resolved, return to initiative (step 1).
Order of Events in One Game Turn (Exploring)
Time is based on the 10-minute turn with the DM adjudicating Monster Reactions (roll 2d6).
the time taken to perform various “non-standard” actions. Movement Dice Roll Reaction
is based on “Movement per Turn”. It takes 1 turn to map and explore 2 Immediate Attack
the number of 10-foot squares allowed by movement (i.e. if the 3-5 Hostile, possible attack
party’s movement rate is 90’ per turn it takes 10 minutes to map and 6-8 Uncertain, monster confused
explore 9 squares.) The DM adjusts for other forms of movement 9-11 No attack, monster leaves or considers offers
such as passing through a mapped and explored region. 12 Enthusiastic friendship
Check list per turn:
Character Movement
1. Roll for wandering monsters which will appear the next turn if
Normal Encounter
any occur: a 1 on 1d6 indicates they will unless the DM decides
otherwise. If they appear, determine the type, number met, distance Character Move Combat Running
if obvious otherwise 2d6 x 10 (20-120) feet in a dungeon, direction Encumbrance: /turn /round /round
and other details randomly or by situation. 400 coins or less OR unarmored 120' 40' 120'
2. The players act (move, enters room, listens, searches, etc.). The 401-600 coins OR leather armored 90' 30' 90'
DM decides what happens according to player actions. Monsters 601-800 coins OR metal armored 60' 20' 60'
might be encountered during this phase as planned by the adventure, 801-1600 coins OR metal armored and
30' 10' 30'
such as opening a door to see a room full of Orcs. carrying treasure
3. Any monsters that are encountered appear and an encounter Carrying treasure reduces the category by 1 line.
occurs – see below.
4. End of Turn. Record keeping and start new turn. Torch and Movement per turn assumes mapping, exploring, and otherwise
lantern fuel expenditures, etc. slow and careful activity.
Running speed is 3 times the movement speed per turn but no
Encounter Checklist mapping is allowed.
Time is based on the 10 second round. The term “group” below Encounter/combat speed assumes fast movement and cannot be
refers to the PC adventuring party and monster group – with several maintained for more than 1 turn (60 rounds).
groups possible. The DM counts an encounter of less than 1 turn (60 Running per round indicates movement without mapping nor an
rounds) duration as 1 turn in length. attempt to look out for traps, being quiet and so on.
Movement is based on the encounter/combat speed measure per
round. ADVENTURING ACTIONS TABLE (each takes 1 turn)
Surprise. The DM checks for surprise once at the beginning of RACE FIND SECRET DOOR FIND TRAP HEAR NOISE
the encounter to determine if one group gains a free round to act Dwarf 1 1-2 1-2
while the other cannot act, using a roll of 1d6 for each group involved Elf 1-2 1 1-2
– a 1 or 2 indicates surprise (monsters might have a difference Halfling 1 1 1-2
chance). If the group with surprise attacks immediately, they gain one
Human 1 1 1
round of combat during which the other group cannot react. If both
are surprised neither acts for 1 round. If the actions taken during the
initial round do not resolve the encounter, then the DM handles All entries refer to mundane not magical situations. Force Door:
further rounds as follows. 1-2 on 1d6. Traps spring on 1-2 on 1d6.

1. Initiative is determined. The DM rolls 1d6 for the monsters Dwarves (due to mining skill) can find new construction,
and one player rolls 1d6 for the party. The highest score goes first. shifting wall, slanting passages, and traps on a 1 or 2 on 1d6 and have
For a tie, the DM can have a re-roll or assume the PCs and monsters infravision 60'. Halflings hiding in underbrush or woods can only be
are acting at the same time. spotted 10% of the time. Thieves (at 4th level on) can read or decode
2. If the player character party tries to communicate with the non-magical languages and symbols (and maps) 80% of time.
monsters (or the DM believes the monsters will try to communicate Thieves (at 10th level on) can cast spells from magic-user scrolls with
with the party and have initiative), roll for monster reactions if they 10% chance of failure.
are not obvious.
3. If the monsters try to run away, the players decide whether to Light Source Radius Duration
pursue. If the PCs flee, the DM rolls on the reactions table and a low Torch 30' 6 turns (1 hour)
score indicates the monsters pursue while a high result indicates they Lantern 30' 24 turns (4 hours) 1 flask of oil
will not. PCs can run for 30 rounds (half a turn) and must then rest
Combat Sequence Oil* 5-10 11-30 31-50 * Two-handed weapon. The user cannot wield a
A. Roll 1d6 for initiative for each side. Holy Water* 5-10 11-30 31-50 shield nor other weapon and always loses
B. The side with highest initiative acts first: Axe* Dagger* 5-10 11-20 21-30 initiative.
Morale checks, if needed * thrown weapons
Movement, Missile fire Magic spells, THIEF BACKSTABS for double damage.
Melee, Surrender, Retreat. Variable Weapon Damage
C. Repeat step B for the other sides in order of Damage Weapon Type OIL. A flask of burning oil does 1-8 (1d8) points
initiative. 1-4 (1d4) Club, Dagger, Torch, Sling stone of damage to a stricken target for 2 rounds; or
1-4 (1d4) Javelin (short throwing spear) can be poured into a pool 3' in diameter that does
Missile Fire RANGES (in feet):
1-4 (1d4) Staff* 1-8 (1d8) damage to creatures trying to cross
Weapon Type Short (+1) Med. (0) Long (-1)
1-6 (1d6) Arrow, Hand Axe, Lance, Mace through it.
Crossbow 5-80 81-160 161-240
1-6 (1d6) Quarrel/Bolt*, Short Sword
Long Bow 5-70 71-140 141-210
1-6 (1d6) Spear, War Hammer HOLY WATER. One vial does 1-8 (1d8) points
Short Bow 5-50 51-100 101-150
1-8 (1d8) Battle Axe*, Sword of damage for two rounds to one stricken
Sling 5-40 41-80 81-161
1-10 (1d10) Pole Arm*, Two-handed Sword* undead creature.
Spear* 5-20 21-40 41-60

Monster Character Level Defender's Armor Class & d20 Needed to Hit
Hit Dice FIGHTER* CLERICS** MAGIC- USER 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
Normal man 11 12 13 14 15 16 17 18 19 20 20 20 20
Up to 1 1-3 1-4 1-5 10 11 12 13 14 15 16 17 18 19 20 20 20
1+ to 2 9 10 11 12 13 14 15 16 17 18 19 20 20
2+ to 3 4-6 5-8 6-10 8 9 10 11 12 13 14 15 16 17 18 19 20
3+ to 4 7 8 9 10 11 12 13 14 15 16 17 18 19
4+ to 5 6 7 8 9 10 11 12 13 14 15 16 17 18
5+ to 6 7-9 9-12 11-15 5 6 7 8 9 10 11 12 13 14 15 16 17
6+ to 7 4 5 6 7 8 9 10 11 12 13 14 15 16
7+ to 9 10-12 13-16 16-20 3 4 5 6 7 8 9 10 11 12 13 14 15
9+ to 11 2 3 4 5 6 7 8 9 10 11 12 13 14
11+ to 13 13-15 17-20 21-25 2 2 3 4 5 6 7 8 9 10 11 12 13
13+ to 15 2 2 2 3 4 5 6 7 8 9 10 11 12
15+ to 17 2 2 2 2 3 4 5 6 7 8 9 10 11
17+ to 19 2 2 2 2 2 3 4 5 6 7 8 9 10
19+ to 21 2 2 2 2 2 2 3 4 5 6 7 8 9
21+ or more 2 2 2 2 2 2 2 3 4 5 6 7 8
*Also Dwarves, Elves, and Halflings, ** Also Thieves

SAVES: DR-P = Death Ray or Poison; MW = Magic Wands; P/TS = Paralysis/Turn to Stone; DB = Dragon Breath; RSS = Rods, Staves, Spells.
A character's equipment survives a save if they do, otherwise normal equipment is destroyed by mass attack forms such as fire ball, dragon breath,
etc. The DM can allow magic items a saving throw equal to that of the character, plus any bonus the item has (armor + 2 saves at + 2, a ring of
protection + 1 saves at + 1, etc.). Dwarf/Halfling saves for levels 1 to 3 differ between Basic (“B:1-3”) and expert rule book.

Clerical Thief Magic-User


Level DRP MW P/TS DB RSS DRP MW P/TS DB RSS Level DRP MW P/TS DB RSS
1-4 11 12 14 16 15 13 14 13 16 15 1-5 13 14 13 16 15
5-8 9 10 12 14 12 12 13 11 14 13 6-10 11 12 11 14 12
9 - 12 6 7 9 11 9 10 11 9 12 10 11-15 8 9 8 11 8
13 - 16 3 5 7 8 7 8 9 7 10 8
Fighter Dwarf/Halfling ELF
Level DRP MW P/TS DB RSS Level DRP MW P/TS DB RSS DRP MW P/TS DB RSS
Normal Man 14 15 16 17 18 B: 1-3 10 11 12 13 14 - - - -
1-3 12 13 14 15 16 1-3 8 9 10 13 12 12 13 13 15 15
4-6 10 11 12 13 14 4-6 6 7 8 10 10 10 11 11 13 12
7-9 8 9 10 10 12 7-9 4 5 6 7 8 8 9 9 10 10
10-12 6 7 8 8 10 10-12 2 3 4 4 6 6 7 8 8 8
13-15 4 5 6 5 8 13-15

Cleric vs. Undead Table


XL Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire XL Skel. Zombie Ghoul Wight Wraith Mum. Spect. Vamp.
1 7 9 11 - - - - - 7 D D D D T T 7 9
2 T 7 9 11 - - - - 8 D D D D D T T 7
3 T T 7 9 11 - - - 9 D D D D D D T T
4 D T T 7 9 11 - - 10 D D D D D D D T
5 D D T T 7 9 11 - 11+ D D D D D D D D
6 D D D T T 7 9 11
A cleric can affect 2-12 (2d6) hit die of monsters at most (a minimum of 1 if the hit die exceeds the die roll). Turned creatures will try to flee the
cleric and will not touch them. "-" means the cleric cannot Turn that type of undead monster. “7, 9, 11” means said number must be equaled or
exceeded by a 2d6 roll to turn said type. "T" means automatic success turning that type. “D” means Destroyed/Dispelled.
Order of Events in One Game Day
1. The players state the direction they travel in. Evasion Table Mercenaries Cost in GP/month*
2. Roll 1d6 to see if the party becomes lost. Party Size Chance of Troop Type Man Dwarf Elf Orc Goblin
3. Roll 1d6 for wandering monsters. 1-4 5-12 13-24 25+ Evasion Light Horseman 10 - 20 - -
4. If monsters are not encountered, the day ends Number - - - 1-10 10% Medium 15 - - - -
(5). If monsters are encountered the DM of - - 1-6 11-30 25% Horseman
must set up the encounter then handle it. Creatures - 1-3 7-16 31+ 35% Mounted 15 - 30 - -
Once finished, the day ends: Encounte 1 4-8 17+ - 50% Bowman
a. Determine the type of monsters and the red Heavy Horseman 20 - - - -
number appearing. 2-3 9+ - - 70% Wolf Riders - - - - 5
b. Roll 4d6 x 10 for the distance between the 4+ - - - 90% Mounted - 15 - - -
monsters and the party. Crossbow
c. Roll 1d6 to check surprise.
d. Roll 1d6 for initiative. Retainer Reactions * Double pay is required for hazardous duty and
e. Roll for Monster Reaction. will be even higher if the mercenaries are taken
f. The party and the monsters interact. Dice Roll Reaction on an adventure with a player character. Said
5. A new day begins. Start over with 1. 2 Offer refused; -1 R* costs already cover feeding and supplying that
3-5 Offer refused soldier with basic gear; mercenaries will already
Daily Movement Table: 6-8 Roll again own their own weapons and armor. Armorers
per Turn Miles/Day per Turn Miles/Day 9-11 Offer accepted and smiths are still required to maintain the arms
30' 6 150' 30 12 Offer accepted; +1 M(t) and armor.
60' 12 180' 36
90' 18 240' 48 Mercenaries SPECIALIST RETAINERS (gp/mo)
120' 24 Morale Ratings: Alchemist 1000 Spy 500+
Peasant Militia 6 Armorer 100 Rower 2
Terrain Adjustments: Barbarian "Horde" 7 Animal Trainer 500 Sailor 10
Terrain Movement is... Men-at-Arms 8 Engineer 750 Captain 250
Clear, city, trail, normal Viking Raiders 8 Sage 2000 Navigator 150
grasslands normal Mounted Men-at-Arms 9 Smith 25. Mercenary variable
Broken, Desert, Forest 2/3 normal (x1.5)
Hills 2/3 normal (x1.5) Elite Troops +1 Experience Points for Monsters Defeated
Mountains, Jungle 1/2 normal rate (x2) Fanatics, Berserkers +2 Monster's Special Abilities
Swamp 1/2 normal rate (x2) Hit Dice Value Bonus
Road 3/2 normal rate (x2/3) Type Equipment Under 1 5 1
Non-fighter (peasant) 1 10 3
Chance of getting Lost: Light Foot/Marine leather, shield, and sword 1+ 15 4
Clear, Grasslands 1 Heavy Foot chain, shield, and sword 2 20 5
Barren lands, Hills, Ocean, 1-2 Archer leather, short-bow, and 2+ 25 10
Mountains, Woods 1-2 sword 3 35 15
Desert, Jungle, Swamp 1-3 Crossbowman chain, heavy crossbow 3+ 50 25
Longbowman chain, longbow, and sword 4 75 50
Wilderness Encounter Chance (d6): Light Horseman leather and lance 4+ 125 75
City, Clear, Grass lands 6 Medium Horseman chain and lance 5 175 125
Jungle, Mountains, Swamp 4-6 Mounted Bowman light horse and shortbow 5+ 225 175
Aerial*, Barren Lands, Desert, Hills, 5-6 Heavy Horseman plate, sword, and lance 6 275 225
Ocean**, River, Woods Wolf Rider leather and spear 6+ 350 300
Inhabited 6 Mounted Crossbow man, mule and crossbow 7 450 400
*Use the Flyer sub-tables. **If the die shows 5 8 650 550
a normal ocean encounter occurs; if it shows a 6 9 to 10+ 900 700
and the ship is beached/in port, use whatever Mercenaries Cost in GP/month 11 to 12+ 1100 800
type of terrain the ship has beached in. Troop Type Man Dwarf Elf Orc Gobli 13 to 16+ 1350 950
n 17 to 20+ 2000 1150
Monster Reactions (roll 2d6). Non-fighter 1 - - - - 21 + 2500 2000
2d6 Reaction (peasant)
2 Immediate Attack Light 2 - 4 1 1/2 * Add 250 for each hit die over 21 to each
3-5 Hostile, possible attack Foot/Marine column.
6-8 Uncertain, monster confused Heavy Foot 3 5 6 1 1/2 -
9-11 No attack, monster leaves/considers Archer 5 - 10 3 2
offers Crossbowman 4 6 - 2 -
12 Enthusiastic friendship Longbowman 10 - 20 - -
WANDERING MONSTERS:

d20 LEVEL 1 No. LEVEL 2 No. LEVEL 3 No. LEVELS 4-5 No. LEVELS 6-7 No. LEVELS 8 + No.
1 Acolyte (A) 1-8 Beetle, Oil(N) 1-8 Ape, White (N) 1-6 NPC Party 4-9 NPC Party 4-9 NPC Party var
2 Bandit (N-C) 1-8 Berserker (N) 1-6 Beetle, Tiger (N) 1-6 Bear, Cave 1-2 Basilisk 1-6 Black Pudding 1
3 Beetle, Fire (N) 1-8 Cat, Mt Lion (N) 1-4 Bugbear (C) 2-8 Blink Dog 1-6 Bear, Cave 1-2 Chimera 1-2
4 Dwarf (L) 1-6 Elf (N) 1-4 Carrion Crawler (N) 1-3 Caecilia 1-3 Black Pudding 1 Devil Swine 1-3
5 Gnome (L) 1-6 Ghoul (C) 1-6 Doppleganger (C) 1-6 Cockatrice 1-4 Caecilia 1-3 Dragon, Black 1-4
6 Goblin (C) 2-8 Gnoll (C) 1-6 Driver Ant (N) 2-8 Doppleganger 1-6 Displacer Beast 1-4 Dragon, Blue 1-4
7 *Green Slime (N) 14 *Gray Ooze (N) 1 Gargoyle (C) 1-6 Gray Ooze 1 Dragon, White 1-4 Dragon, Gold 1-4
8 Halfling (L) 3-18 Hobgoblin (C) 1-6 Gelatinous Cube (N) 1 Hellhound 2-8 Gorgon 1-2 Dragon, Green 1-4
9 Killer Bee (N) 1-10 Lizard, Draco (N) 1-4 Harpy (C) 1-6 Lizard, Tuatara 1-2 Hellhound 2-8 Dragon, Red 1-4
10 Kobold (C) 4-16 Lizard Man (N) 2-8 Liv. Statue, Crystal(L) 1-6 Wereboar 1-4 Hydra 1 Giant, Hill 1-4
11 Lizard, Gecko (N) 1-3 Neanderthal (N) 1-10 Wererat (C) 1-8 Werewolf* 1-6 Weretiger * 1-4 Giant, Stone 1-2
12 Orc (C) 2-8 Noble (A) 2-12 Medium (A) 1-4 Minotaur 1-6 Minotaur 1-6 Golem, Bone 1
13 Shrew, Giant (N) 1-10 Pixie (N) 2-8 Medusa (C) 1-3 Ochre Jelly 1 Mummy 1-4 Golem, Amber 1
14 Skeleton (C) 3-12 Robber Fly (N) 1-6 NPC Party (A) 5-8 Owl Bear 1-4 Ochre Jelly 1 Hydra 1
15 Snake, Cobra (N) 1-6 Rock Baboon (N) 2-12 Ochre Jelly (N) 1 Rhagodessa 1-4 Owl Bear 1-4 Werebear 1-4
16 Spider, Crab (N) 1-4 Snake, Pit Viper (N) 1-8 Ogre (C) 1-6 Rust Monster 1-4 Rust Monster 1-4 Manticore 1-2
17 Sprite (N) 3-18 Spider, Black Widow(N) 1-3 Shadow (C) 1-8 Spectre 1-4 Salamander, Flame 2-5 Purple Worm 1-2
18 Stirge (N) 1-10 Troglodyte (C) 1-8 Spider, Tarantella (N) 1-3 Troll 1-8 Scorpion, Giant 1-6 Salamander, Flame 2-5
19 Trader (A) 1-8 Veteran (A) 2-8 Thoul (C) 1-6 Weasel, Giant 1-4 Spectre * 1-4 Salamander, Frost 1-3
20 Wolf (N) 2-12 Zombie (C) 2-8 *Wight (C) 1-6 Wraith 1-4 Troll 1-8 Vampire 1-4

Wilderness Encounter Tables: Main Table


Clear, Barren,
No. Grassland Woods River Swam Mtns., Hills Desert Inhabited City Ocean Jungle
1 Men Men Men Men Men Men Men Men Men Men
2 Flyer Flyer Flyer Flyer Flyer Flyer Flyer Undead Flyer Flyer
3 Humanoid Humanoid Humanoid Humanoid Humanoid Humanoid Humanoid Humanoid Swimmer Insect
4 Animal Insect Insect Swimmer Unusual Men Men Men Swimmer Insect
5 Animal Unusual Swimmer Undead Animal Animal Men Men Swimmer Humanoid
6 Unusual Animal Swimmer Undead Humanoid Dragon Insect Men Swimmer Animal
7 Dragon Animal Animal Insect Dragon Undead Animal Men Swimmer Animal
8 Insect Dragon Dragon Dragon Dragon Animal Dragon Men Dragon Dragon
Subtable: Animal
Clear, Barren,
# Grassland Woods River Mountains Desert Inhabited Jungle Prehistoric
1 Antelope Antelope Antelope Antelope Antelope Antelope Antelope Bear, Cave
2 Boar Boar Boar Ape, White Antelope Antelope Boar Cat, Sabre-tooth
3 Cat, Lion Cat, Panther Cat, Panther Ape, White Camel Boar Cat, Panther Crocodile, Giant
4 Elephant Cat, Tiger Cat, Tiger Bear, Cave Camel Cat, Tiger Lizard, Draco Mastodon
5 Ferret, Giant Hawk Crab, Giant Cat, Mtn. Lion Cat, Lion Ferret, Giant Lizard, Gecko Pterodactyl,
Pteranodon
6 Hawk, Giant Lizard, Gecko Crocodile Hawk Cat, Lion Hawk Horned Chameleon Rhino, Woolly
Lizard
7 Horse, Riding Lizard, Tuatara Crocodile lg. Mule Hawk Rat, Giant Rat, Giant Snake, Pit Viper
8 Mule Snake, Pit Piranha, Rock Baboon Lizard, Gecko Shrew, Giant Shrew, Giant Stegosaurus
Viper Giant
9 Rock Baboon Spider, Crab Leech, Giant Snake, Pit Lizard, Tuatara Snake, Pit Snake, Pit Viper Titanothere
Viper Viper
10 Snake, Pit Unicorn Rat, Giant Snake, Rattler Snake, Pit Viper Spdr Tarantella Snake, Rock Python Triceratops
Viper
11 Snake, Rattler Wolf Shrew, Giant Wolf Snake, Rattler Weasel, Giant Snake, Spitting Cobra Tyrannosaurus
Rex
12 Weasel, Giant Wolf, Dire Toad, Giant Wolf, Dire Spider, TarantellaWolf Spider, Crab Wolf, Dire
Subtable: Humanoid
Barren,
Subtable: Clear, Mountains, City,
# Dragon* Grassland Woods River Swamp Hills Desert Inhabited Jungle Subtable: Insect
1 Chimera Bugbear Bugbear Bugbear Gnoll Dwarf Giant, Fire Dwarf Bugbear Beetle, Fire
2 Dragon, Black Elf Cyclops Elf Goblin Giant, Cloud Goblin Elf Cyclops Beetle, Oil
3 Dragon, Blue Giant, Hill Dryad Gnoll Hobgoblin Giant, Frost Hobgoblin Giant, Hill Elf Beetle, Tiger
4 Dragon, Gold Gnoll Elf Hobgoblin Lizard Man Giant, Hill Hobgoblin Gnome Giant, Fire Driver Ant
5 Dragon, Green Goblin Giant, Hill Lizard Man Lizard Man Giant, Stone Ogre Gnoll Giant, Hill Driver Ant
6 Dragon, Red Halfling Gnoll Lizard Man Lizard Man Giant, Storm Ogre Goblin Gnoll Killer Bee
7 Dragon, White Hobgoblin Goblin Nixie Nixie Gnome Ogre Halfling Goblin Rhagodessa
8 Hydra/Sea Ogre Hobgoblin Ogre Ogre Goblin Orc Hobgoblin Lizard Man Robber Fly
9 Hydra/Sea Orc Ogre Orc Orc Kobold Orc Ogre Ogre Scorpion, Giant
10 Wyvern Pixie Orc Sprite Troglodyte Orc Pixie Orc Orc Spider, Black Widow
11 Basilisk Thoul Thoul Thoul Troll Troglodyte Sprite Pixie Troglodyte Spider, Crab
12 Salamander Troll Troll Troll Troll Troll Thoul Sprite Troll Spider, Tarantella
(either)
*(at sea, roll d10)

Subtable: Men Barren,


Clear, Mountains,
No. Grassland Woods River Swamp Hills Desert inhabited City Ocean Jungle
1 Brigand Brigand Brigand Brigand Brigand Dervish Bandit Bandit Buccaneer Brigand
2 Bandit Bandit Bandit Bandit Bandit Nomad Trader Trader Pirate Merchant
3 Adventurers Adventurers* Adventurers* NPC Party Adventurers Adventurers* NPC Party** NPC Party** Merchant Bandit
4 Merchant Merchant Merchant Adventurers Merchant Merchant Adventurers* Adventurers Adventurers* Adventurers*
5 Berserker Berserker Buccaneer Merchant Berserker Nomad Merchant Trader Pirate Cleric*
6 Merchant Brigand Buccaneer Cleric* Berserker Nomad Veteran Veteran Merchant Fighter*
7 Noble Cleric* Cleric* Trader Cleric* Cleric* Bandit Bandit Merchant Magic-user*
8 Magic- Magic-user* Magic-user* Berserker Magic-user* Magic-user* Fighter* Fighter* Merchant Berserker
user*
9 Fighter* Fighter* Fighter* Fighter* Fighter* Fighter* Magic-user* Trader Buccaneer Brigand
10 Bandit Bandit Merchant Magic- Brigand Noble Acolyte Acolyte Pirate Caveman
user*
11 Cleric* Brigand Buccaneer NPCs Caveman Dervish Cleric* Merchant Merchant Adventurers*
12 Nomad NPC NPC Party** Bandit Caveman Nomad Noble Noble Pirate Brigand
Party**

Subtable: Flyer Subtable: Flyer Subtable: Subtable: Swimmer Subtable: Subtable:


Flyer
No. Mountains Desert Other River/Lake Ocean Swamp Undead Unusual
1 Gargoyle Gargoyle Cockatrice Crab, Giant Dragon TurtleCrab, Giant Ghoul Basilisk
2 Griffon Gargoyle Gargoyle Crocodile Hydra, Sea Crocodile Ghoul Blink Dog
3 Harpy Griffon Griffon Crocodile Merman Crocodile, Ghoul Centaur
Large
4 Hawk Hawk Hawk, Giant Crocodile, Octopus, Giant Crocodile, Mummy Displacer Beast
Large Giant
5 Hawk, Giant Hawk, Giant Hippogriff Fish, Catfish Sea Dragon Fish, Catfish Skeleton Gorgon
6 Hippogriff Hawk, Giant Killer Bee Fish, Piranha Sea Serpent Insect Swarm Skeleton Werebear
7 Manticore Manticore Pegasus Fish, Sturgeon Shark Insect Swarm Spectre Wereboar
8 Manticore Manticore Pixie Leech, Giant Shark Leech, Giant Wight Wererat
9 Pegasus Manticore Robber Fly Lizard Man Snake, Sea Leech, Giant Wraith Weretiger
10 Roc, Small Roc, Small Roc, Small Merman Squid, Giant Lizard Man Vampire Werewolf
11 Roc, Large Roc, Large Sprite Nixie Termite, Water Lizard Man Zombie Medusa
12 Roc, Giant Roc, Giant Stirge Termite, Water Whale Termite, Water Zombie Treant
Assembled J.D. Neal 2012-2023.

Hosted at Dragonsfoot (www.dragonsfoot.org) for free download and personal use. Not for
trade/selling/etc. for any amount of money/kickback/etc.

For the 1981 Basic game book Edited by (Tom Moldvay) and Expert game book (Edited by Dave
Cook/Steve Marsh): A D&D Fan Creation. D&D is owned and copyrighted by Wizards of the
Coast and no relationship/ownership of D&D material is implied by this product.

This DM's combat screen uses tables are from the Dungeon and Dragons (D&D) 1980-1981 B/X rules
sets. Errors may exist, and a few notes are included for where the Basic and Expert books vary (such as
in Dwarf/Halfling saving throws at level 1 to 3; and Cleric spells for 6th level). Various oddities about
the rules are not “explained” here given that different groups approach them in different ways. Nor are
intimacies of the rules explained (you must still own and understand the rules). “Sorceror” is the spelling
in the books versus “Sorcerer” for 7th level Magic User/Elf title. Freely distributable art is NOT included
as the assembler does not have any to offer.

Note that there was never a “Basic Dungeons and Dragons”, which people who have only played
“Advanced Dungeons and Dragons” may not be aware of: Dungeons and Dragons (D&D) began with
the original rules and supplements of 1974; an introduction to D&D was edited by J. Eric. Holmes in
1977 with references to AD&D but was more of a primer of D&D; D&D was edited again and published
in two rules sets in 1981 in two rule books (Basic and Expert) with plans for a Companion; then it was
furthered with the Mentzer edited which began to appear in 1983 and eventually included Basic, Expert,
Companion, Masters and Immortal (BECMI) rule books. All of these editions varied in subtle ways; and
the game continued onwards as different people edited and published their own versions as they gained
control of the game. The thing is: these rule books were never “BASIC” Dungeons and Dragons and state
explicitly in the opening paragraphs that they are “Dungeons and Dragons” or “D&D” with no other
qualifier. “Advanced Dungeons and Dragons” (AD&D) is an offshoot of the main Dungeons and Dragons
line of games.

If you aren't that adept at printing documents, beware that:

* These are formatted for 8.5” x 11” (“letter” sized) paper.

* These are formatted for printing portrait (up and down - regular) for people who prefer high and
narrow screens or notebooks.

* These are formatted without margins for the pages - the author prints these using settings in PDF
programs that use the margins of the printer (shrink to fit printer margins, etc.). Printer margins differ,
and I did not want to limit the page to the limits of specific printers when some users may have printers
that allow smaller margins..

These can be printed on common paper and taped/paper-clipped/glued to card stock/poster


board/cardboard from boxes - a 9” x 12” base for the screen (instead of 8.5” x 11”) makes it easier to
paper-clips.

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