BX DM Screen JDN Portrait
BX DM Screen JDN Portrait
BX DM Screen JDN Portrait
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.
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.
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
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.
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
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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.
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