PREFAC E Throughou t th e revision s o f th e BASI C an d Exper t Sets , an d no w i n creatin g thi s one , m y wor k ha s bee n guide d b y thre e simpl e rules . First , th e gam e mus t b e fun—else wh y pla y th e game ? Second , i t mus t b e playable. Man y historicall y accurat e detail s o f medieva l time s ar e comple x an d disorganized—generall y al l to o huma n t o us e i n a game . Third , an d perhap s mos t importan t o f all , i t mus t b e true—true t o th e spiri t o f th e Orig - ina l D&D * game . Tha t uniqu e combinatio n o f fantas y wargamin g an d rol e playin g spawne d a ne w type o f game , no t merel y ne w rules— a preciou s thin g indeed . Fe w o f today' s player s ca n remembe r th e excitemen t o f a decad e ago , whe n "Tactica l Studie s Rules " was jus t a ne w nam e o n a ne w game . Th e amazin g idea s i n thos e littl e brow n boxe s too k th e gamin g worl d b y sur - prise—an d b y storm . Thi s bo x i s larger , an d i s th e thir d o f a series . Comparin g thes e t o th e Original , yo u migh t ask—wh y i s al l thi s necessary ? An d wher e di d al l thi s com e from ? Th e origina l idea s wer e bot h simpl e an d complex . The y wer e simple , givin g th e briefest instructions for various new concepts, but comple x i n thei r implications . T o gra b jus t one : i f a cleri c ca n creat e foo d an d water , wha t doe s tha t d o t o famine...t o sieg e warfa - re...indeed , t o a whol e fantas y world ? Lack - in g time , space , an d experienc e wit h th e ne w gam e system , th e designer s left muc h fo r futur e development—an d thei r futur e ha s no w becom e ou r present . It' s time. . .s o here' s th e Companio n Set . Th e name s o f th e creator s o f th e gam e ar e o n thes e booklets ; I' m prou d tha t the y als o bea r mine . Herei n ar e man y o f th e detail s foun d i n th e Origina l se t an d it s Supple - ments ; man y others , no w needed , ar e als o included . I' m delighte d t o hav e th e opportu - nit y t o ad d t o th e game . Man y thank s t o Garr y Spiegle , Dou g Niles , Mar k Acres , an d Car l Smit h fo r devel - opmen t o f th e "Wa r Machine " mas s comba t syste m include d i n thi s set . The y merge d year s o f experienc e i n wargame s wit h th e cur - ren t rang e o f fantas y rol e playin g styles . Th e resultin g syste m ca n handl e th e clas h o f arm - ie s without miniature s o r boardgames—an d thus , th e ver y root s o f th e D& D gam e surfac e onc e again . Thank s t o Garr y Spiegl e fo r hi s develop - men t work o n th e Dominio n system , an d for hi s work o n th e previou s tw o sets . Hi s contri - bution s hav e bee n numerous . Thi s gam e i s lik e a hug e tree , grow n fro m th e seed s plante d i n 197 2 an d eve n earlier . Bu t a s a plan t need s wate r an d sun , s o doe s a gam e nee d prope r "backing"— a compan y t o mak e it . A s th e sayin g goes , "fo r wan t o f a nail , th e wa r was lost" ; an d for wan t o f a company , th e D& D gam e migh t hav e bee n los t amids t th e lea n an d turbulen t year s o f th e las t decade . Thi s se t i s therefor e dedicate d t o a n oft-neglecte d leade r o f TSR , Inc ; who , wit h Gar y Gygax , founde d thi s compan y an d mad e i t grow . Th e D& D Companio n Se t i s dedicate d t o BRIA N BLUME .
Fantasy Adventure Game by Gary Gygax and Dave Arneson Players Companion: Book One by Frank Mentzer Editing: Anne C. Gray Illustrations: Larry Elmore JeffEasley Graphic Design: Ruth Hoyer e 1984 TSR, Inc. All Rights Reserved. DUNGEONS & DRAGONS* and D&D* are registered trademarks owned by TSR, Inc. °1984 TSR, Inc. All Rights Reserved. This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Printed in the U.S.A. First Printing — April, 1984 TSR, Inc. PO Box 756 Lake Geneva, WI 53147 TSR UK, Ltd. The Mill, Rathmore Road Cambridge, UK CB14AD TSR, Inc. TABLE OF CONTENTS INTRODUCTION 2 The Changing Game 2 Upper Level Games 2 Paths to Immortality 2 Travel or Settle? 2 CHARACTERS 3 New Armor and Weapons 3 Unarmed Combat 6 Striking 6 Wrestling 6 Summary 7 Strongholds 8 Human Strongholds 8 Demi-human Strongholds • 8 Wilderness 8 Or Civilization 8 Staff 8 Peasant Workers 8 Advisors and Officials 8 Other Character Activity 9 Class Descriptions 11 Human Character Class Descriptions 11 Cleric 11 Cleric Spells: Fifth to Seventh Level 12 Druid 14 Druid Spells: First to Seventh Level 14 Fighter 17 Magic-user 19 Magic-user Spells: Fifth to Ninth Level 20 Thief 27 Demi-human Character Class Descriptions 29 Dwarf 30 Elf 30 Halfling 31
Introduction This is the third boxed set of the DUNGEONS & DRAGONS® game series. The first, the D&D® Basic Set, introduced the game and explained rules for lst-3rd level characters. In the D&D Expert Set, character levels 4-14 were detailed, along with notes on the fantasy world in which the characters live. If you started with a 1st level character, and have enjoyed the wilderness expansion of Expert level play, then you are ready for this set. You can also use this set if you'd like to discover what it's like to own a medieval castle. You can rule a land, bring civilization to the wilderness, and cope with all the threats to your territory, while facing monsters and magic of all kinds. Your adventures will be different than ever before. Lower level characters must keep busy surviving and learning; but when you find the challenges lacking, or treasure too easily found, you may start to wonder—"Is there anything more?" There certainly is. Read on! The Changing Game Your characters have visited dungeons, defeated many strange and evil creatures, and found great and wondrous treasures. But games for higher level characters are often different—as new as when the characters first braved the unknown wilderness. To see how the game itself changes to suit all levels of characters, we need to think of the long-term game: Beginning and low-level characters (levels 1-6) learn the ways of adventuring, and do not usually think about the many years ahead. Dungeon adventures are common, and a few short wilderness journeys usually occur. Where the characters live may be considered to happen without playing, or it may be in a boardinghouse of the home town. "Name" (9th level or above, except for halfling) and mid-level characters (levels 7- 14) often travel far and wide. Long journeys, deep dungeons, and special tasks are typical adventures in this range. The character usually builds or buys a stronghold, or takes rooms in another's castle in exchange for services or payments. This range of characters is detailed in the D&D Expert Set. Companion or upper level characters (levels 15-25) continue the exploration (or conquest!) of the world. They may become PC rulers to gain power and wealth, or remain travellers to gather knowledge and fame. By level 25, the "home base" has become either a strongly fortified castle complex or secret stronghold. Epic Quests and other-planar problems are typical adventures. High level characters are detailed in this set. Master level characters (levels 26-36) fulfill their hopes and dreams. They are (or are about to become) Great Powers, or even masters of the earth! Their frontiers are Other Planes of Existence and magical lands; their interests turn to the Paths Of Immortality. These greatest of mortal characters are drawn onward toward even bigger and better things. Master level characters are detailed in the D&D Master Set. Upper Level Games So you have a 15th level character. What are you going to do now? From this point, your character may travel far and near, or may settle down to rule a land. Both can be exciting, adventurous and fruitful paths to follow. Whichever you choose, the games you play will be somewhat different than they have been at lower levels of play. Characters in this range have many powers, and can easily handle the more "routine" monsters. The adventures are much more than simple "kill the monster, grab the treasure" affairs. Role playing is more important, and more fun. Characters are more independent. When the characters started their careers, they needed each other just to survive. But now a few trolls present nothing more than exercise, rather than deadly danger. Now the characters aren't as dependent on each other; each can survive and prosper as an individual. The persons with whom a character adventures are now more important as friends, than as each others' bodyguards. The campaign world plays a large part in D&D games of this range. Although dungeon or wilderness adventures are fun, consider the characters' reasons for being. Determine your character's purpose in life. Set your character's goals, such as power, riches, fame, or knowledge. Paths to Immortality These paths will be explained in detail in the D&D Master Set, but you should know some general details at this time, so you can plan your character's future. After reaching level 26 or greater, a character can gain Immortality by following one of four paths: A dynast is a character who builds a great and powerful empire. The dynasty must be vast, and must stand for a long time. A hero (or Epic Hero) is a character who represents the ultimate ideals of heroism. The character must display the traits of the classic Epic Hero in every thought and action. Among other things, the character must travel to far lands and perform great and noble deeds. A paragon is a character who reaches the ultimate in his or her profession. The paragon must invent or discover new skills and knowledge, and must be reknowned as a master professional. A polymath is a character who learns much about everything, not only in the original profession, but in all areas. The character must give up all known skills before gaining others, and becoming a member of a mysterious and unique brotherhood. Travel or Settle? At this point in your character's career, the Paths to Immortality lie far ahead; no decisions need be made at this time. For this greatest of all goals, Immortality, a traveller has as much chance as a settled ruler. Rulership does NOT mean that the character never travels; it does, however, carry many obligations. Travelling gives the advantages of more and wider experiences, but the disadvantage of less power. A country is usually controlled by its rulers, not those who wander within its boundaries. Read through the character information that explains the differences between settling and travelling. Review the "Dominion" rules for information about resources, populations, and other details of rulership. Then make a decision as to which path your character will take. It is not a final decision; you can try other things later.
Characters All details for character levels 1-14 are given in the D&D Expert Set. The Companioa Set covers levels 15-25; the Master Set covers levels 26-36. The following topics are discussed in this section. New Armor and Weapons Unarmed Combat Strongholds Character Knowledge Class Descriptions New Armor and Weapons The following items are optional. Your DM will tell you which (if any) are available. The weapons involve new options for combat, and several special effects. All classes able to use normal swords may use the bastard sword and the heavy crossbow as well as all other new weapons, except for thieves. Note: Weapons available to characters are also available to humanoid monsters! Armor Add two new types of armor, Scale mail and Banded mail, to the existing list. All Armor Classes from 7 to 3 (not counting shield, magic, or dexterity) are now possible. Weapons: AC Type Encumbrance 7 6 5 4 3 (-1) Leather Armor Scale Mail Chain Mail Banded Mail Plate Mail Shield 200 en 300 en 400 en 450 en 500 en 100 en Name Cost Enc. Damage Ranges * Bastard Sword 15 gp 80 en Blowgun 3 gp (a) 6 en Bola 5 gp 5 en 'Heavy Crossbow 50 gp 80 en Blackjack 5 gp 5 en Net 1 sp (b) 1 en Trident 5 gp 25 en Whip 1 gp(c) 10 en 2-7 (Id6+1) one-handed 2-9 (Id8*l) two-handed Poison 1-2 plus Entangle 2-8 1-2 plus Special Entangle only 1-6 1-2 or Entangle 10720730' 20740760' 8071607240' 10720730' 10720730' As length (5-30') (a) Includes blowgun and 5 darts. Add cost of poison (if available) (b) Cost and encumbrance per square foot of net (c) Cost and encumbrance per foot of whip (5-30' length) * This weapon requires two hands for use. Attacker may not use a shield and always loses initiative. Special Effects: Victim's Level or Hit Dice Up to 1 1*1 to 3 3*1 to 6 6*1 to 9 9*1 to 12 12* or more Bonus to Saving Throw None • 1 ,2 •3 •4 •5 Blackjack Knockout Knockout Stun Stun Delay Delay Failed Saving Bola, Net, or Whip Entangle Entangle Slow Slow Delay Delay Throw Results* Blowgun Death 75% hp ^Paralysis 50% hp 'Paralysis 50% hp 25% hp 25% hp BLACKJACK: Knockout: The victim is immediately unconscious, and remains helpless for 1-100 (d%) rounds. Stun: The victim may move at 1/3 normal rate, but cannot attack or cast a spell until another Saving Throw is made successfully. A new Saving Throw can be attempted each round, at the end of the Hand-to-Hand Combat phase of the round. While stunned, the victim suffers a -2 penalty to all Saving Throws, and a *2 penalty to Armor Class. Delay: The victim loses Initiative on the next round. BLOWGUN: Death: The victim is reduced to 0 hit points immediately. Paralysis: The victim is helpless for 1-6 turns (as normal paralysis). Percentage of hit points: The victim loses this percentage of original (fully healed) hit points. This may cause death if the victim is already damaged. BOLA, NET, and WHIP: Entangle: The victim cannot attack, cast spells, or move until a Saving Throw is successful. Slow: The victim is slowed, moving and attacking at 1/2 normal rate. No spells can be cast. Delay: The victim automatically loses initiative for the next round. * Saves are explained in weapon descriptions.
Characters 1. Swords Bastard Sword: This popular weapon is similar to a normal sword, but with a long hilt (handle). It may be wielded either one- or two-handed. Unlike other two-handed weapons, it does not cause the loss of Initiative because of its smaller size; however, a shield cannot be used with any two-handed weapon, including this one. 2. Missile Weapons and Devices Blowgun: This weapon is a tube, 6 inches to 4 feet long. The user places a small dart or thorn into it, aims the tube at a target, and blows air into it, forcing the dart to fly toward the target. The darts can cause no damage themselves. They are usually treated with a poison of some sort. The victim must make a Saving Throw vs. Poison or suffer the effects if hit. Depending on the size of the victim, he may gain a bonus to the Saving Throw (see chart). Bola: This weapon is a cord with weighted balls on the ends. It is whirled around and thrown at a victim. It causes very little damage itself (1-2 points), but may entangle, slow, or delay the victim. If the Hit roll is a 20 (not counting any modifiers whatsoever), the victim must make a Saving Throw vs. Death Ray or be immediately paralyzed, and die in 3-8 (Id6*2) rounds from strangling unless rescued. If freed, the victim remains effectively paralyzed for 2-12 rounds. If the hit roll is successful but not a 20, the victim must make a Saving Throw vs. Death Ray, possibly with a bonus (see chart). If successful, the attack has no effect except damage. If the victim fails the Saving Throw, the result varies by the victim's size (see chart). A new Saving Throw must be made during the Hand-to-Hand Combat phase of each round, until one is successful; this indicates that the Bola has been removed. Heavy Crossbow: This is very similar to a light crossbow, and it fires the same missiles (quarrels). Light crossbows are made of wood, but a heavy crossbow has metal limbs, increasing its strength for better range and damage. However, it is heavy, takes 2 hands to use and is slower; a character with 18 strength can fire every round, but any weaker character can only fire it once every 2 rounds, because of the time needed to string it.
Characters 3. Miscellaneous Weapons Blackjack: This weapon is a small leather sack, 4-8 inches long, filled with sand or metal shot, and with a looped strap attached. It is often used to strike a victim's head or neck, causing little damage (1-2 points) but possibly causing unconsciousness, or stunning. The user of a blackjack can swing at the head of the intended victim (DM's judgment required) if he can reach it. If the victim is taller than the attacker, he can only inflict normal damage. If the head or neck is the target, and if a hit is scored against the normal Armor Class of the victim, the victim must make a Saving Throw vs. Death Ray (possibly with a bonus; see chart) or suffer additional effects, determined by its Hit Dice (see chart). Net: A Net is an open mesh of rope or cord. A small net (up to 10' square) is commonly used in hunting and adventuring, and can be used as either a hand-to-hand or missile weapon. The encumbrance varies by the size. A net inflicts no damage on the victim, but may entangle, slow, or delay. A normal Hit roll must be made; if successful, the victim must make a Saving Throw vs. Death Ray, possibly with a bonus (see chart). If the Saving Throw succeeds, the victim has avoided the Net, and it has no effect. If the Saving Throw is failed, the result varies by the victim's size (see chart). A new Saving Throw must be made during the Hand-to-Hand Combat phase of each round, until one is successful; this indicates that the Net has been torn apart, and becomes useless. A magical net cannot be damaged except by fire or acid. An entangled victim can only remove the net, not normally damaging it. Trident: This is a light spear with three barbed prongs on the end, designed for underwater use. Any very small creature (1' long or less, such as a normal fish) hit by a trident becomes stuck on the spiked prongs. Whip: This weapon is a long braided leather strap with a handle. It may be from 5'-30' long. It is a hand-to-hand weapon, and may be used either to cause damage (1 -2 points) or to entangle. During the Intentions phase of the combat round, the user must declare which option is being used. Whichever is used, a normal Hit roll is made. If a hit is scored, the Whip either inflicts 1- 2 points of damage, or (if entangling is attempted) forces the victim to make a Saving Throw vs. Death Ray, possibly with a bonus (see chart).
Characters Unarmed Combat Unarmed combat occurs when a character attacks an opponent without using a weapon. All classes and levels of characters may use unarmed combat to stop or capture an opponent while inflicting little or no damage or when no weapons are available. Note that if an unlisted weapon is used, normal weapon combat systems apply (such as, in brawls, throwing mugs, tables, and chairs; these are all unlisted weapons). In Unarmed combat, the attacker either strikes an opponent (with a fist, kick, etc.), or tries to grab an opponent (jump on, tackle, etc.). Thus, two systems are used; one for "Striking," including all unarmed blows, and one for "Wrestling," for all other forms of unarmed combat. If desired, the DM may award a 10% bonus to Experience Points earned for defeating monsters if the monsters are not slain but conquered by using Unarmed combat. Striking Restrictions Although any creature may attempt to Strike an opponent, few can do it well. A Strike normally results in either a Stun or a Knockout. However, if the attacker has less than 4 Hit Dice, a Stun is the only possible result. Effects Stun: The victim cannot attack or concentrate (and thus cannot cast spells, use magic items, etc.). Movement is possible, but at 1/3 normal rate. In addition, a *4 penalty to Armor Class applies while Stunned. Knockout: This is simply a short sleep. The victim is unconscious and completely helpless. A Strike has no effect if the defender is twice the size of the attacker (or larger). A halfling cannot Strike a human with effect, but any other combination of characters (halfling vs. elf, dwarf vs. human, etc.) is possible. The DM's judgment is required in determining the exact size of monsters. Creatures whose weapons are parts of their bodies (such as claws) do not normally Strike. Creatures with multiple heads may suffer few or no results until all of the heads suffer Stun or Knockout results. Several types of creatures should be immune to some or all of the effects of Striking. The following guidelines should be used: Undead, constructs, and all oozes, jellies, and molds are completely immune to the effects of Striking. If a creature can be hit only by magical weapons, Striking should have no effect unless a piece of magical apparel is worn by the attacker (a magical glove or gauntlet for fist Strikes, magical boot for kicks, etc.). Lycanthropes and other creatures immune to normal weapons, but not requiring magic to hit them, cannot suffer damage from Strikes (unless magical apparel is used, as described above), but may suffer Stun or Knockout results. Striking Procedure 1. During the Intentions phase of the combat round, the player announces the intent to Strike. If a fist is used, the character must be empty-handed, or may drop or put away an item in hand. 2. Normal Initiative and Hit rolls are made. 3. If the Strike hits, the base damage inflicted is 0 (zero); if a fist is used to Strike, Strength bonuses (if any) may be added. (Ignore any Strength penalties to damage.) 4. A victim hit by a Strike must roll ld20, and subtract his Constitution* score from the result. If the total is 1 or more, the victim is Stunned for 1 round. The victim must also make a Saving Throw vs. Death Ray with a +4 bonus to the roll, or suffer a Knockout. The duration of the Knockout is simply the result of the previous roll of ld20 minus Constitution*, in rounds. * If the victim is an NPC with an unknown Constitution score, roll or select one. For monsters, use double the Hit Dice (ignoring "plusses"). Optional Rules for Striking Some, all, or none of the following optional rules may be added to the Striking system, as desired. 1. Punching: Only a fist Strike can cause a Knockout. All other Strikes result in Stuns at most, but for a duration determined by the roll of ld20 minus Constitution score. 2. Results: A Knockout is not possible if the victim has more Hit Dice than the attacker. 3. Using Strength: A character may decide not to use all of his or her Strength, "pulling the punch" so that no damage is inflicted. The character may either use the entire Strength bonus, or no Strength bonus (as if having a Strength of 12), but may not choose a number in between. 4. Saving Throws: If an adjustment applies to the attacker's Strike because of a high or low Strength score, the victim's Saving Throw is modified, using the reverse of the Strength adjustment. For example, a Strike from a character with 17 Strength (+2 bonus) would cause the Saving Throw to be made with a -2 penalty (added to the *4 bonus already given, for a total adjustment of only +2. With 7 Strength (-1 penalty), a *1 bonus would be added, for a total of *5. 5. Objects in Hand: A small, heavy object may be held while Striking. If the defender is hit, a -2 penalty applies to the Saving Throw. 6. Regenerating Victims: If the victim has a power of regeneration (wearing a ring, for example), the duration of a Knockout is much less. Each point of regeneration ability is treated as 1 round of Knockout used. For example, a troll (regenerating at 3 hp/round) suffering a Knockout of 8 rounds would awaken after only 2 rounds. 7. Fighter Options: The additional combat options for fighters and demi-humans may be applied to all forms of Striking. Parry: Instead of attacking, the character may gain a -5 bonus to Armor Class by blocking with a weapon. Multiple Attacks: High level characters and demi-humans may make multiple attacks (2 per round at level 12,3 per round at level 24, 4 per round at level 36). In addition, attack forms may be mixed; the character making two attacks may, if desired, attack once with a weapon (or spell or magic item) and once with an unarmed Strike. "Haymaker": When Striking with a fist, the character may accept a -5 penalty to the Hit roll, and give up Initiative. If the Hit roll succeeds, a -4 penalty applies to the Saving Throw, negating the +4 bonus given. In addition, any creature can be affected; creatures of twice the size of the attacker are not immune to a "Haymaker." Wrestling Restrictions Any level character, and most humanoid monsters may use Wrestling. The Wrestling option must be stated in the Intentions phase of the combat round. When attempting to Wrestle armed opponents, those armed always gain Initiative automatically. Unintelligent monsters will always choose to attack instead of Wrestling, unless controlled. Several types of creatures should be immune to some or all of the effects of Wrestling. The following guidelines should be used: Non-corporeal Undead (wraith, spectre, etc.), oozes, jellies, slimes, and similar creatures cannot be Wrestled. Ethereal or Elemental creatures can be Wrestled only by opponents in the same form. Special "touch" abilities (Energy Drain, Turn to Stone, etc.) function normally during-
Characters Wrestling. For example, a character wrestling a co*ckatrice must make a Saving Throw vs. Turn to Stone every round while in contact with the monster. Preparing for Wrestling Before the game, find each character's Wrestling Rating (WR) as follows: a. Divide the character's level by 2, rounding up. b. Add the bonuses (or subtract the penalties) for high (or low) Strength and Dexterity scores. c. Find the character's Armor Class without magic or Dexterity bonuses, and add the result to the total. For monsters, the DM should calculate the WR as follows: a. Multiply the monster's Hit Dice by 2. b. If the monster is not wearing armor, add 9. If the monster is wearing armor (ore, kobold, giant, ogre, and other humanoids), add its Armor Class number instead of 9. Wrestling Procedure Each opponent involved in Wrestling (whether attacking or defending) makes a simple roll of ld20+WR each round. The first Wrestler to win 3 rolls in a row Pins the opponent: 1. In the first round of Wrestling, each opponent rolls ld20 and adds his or her WR. The higher total wins, a tie indicates no result. The opponent with the higher roll Grabs, (or may choose to Hit or Strike). 2. In round 2, if a Grab has been made, roll again (WR+ ld20 for each) and if the same Wrestler wins again, the victim Falls. Otherwise, the victim breaks the Grab; return to step 1. 3. In round 3, if a victim Falls, roll again and if the same Wrestler wins again (3 consecutive rolls), the opponent is Pinned. Otherwise the victim gets up from the Fall; return to step 1. Effects A Pinned victim can do nothing. His opponent may inflict 1-6 points of damage each round (plus Strength bonus), if desired. This is not required, and the intent to inflict damage must be stated during the Intentions phase of the round. The victim may make a Saving Throw vs. Death Ray to avoid all damage. In addition, if the result is a "natural" 20 (the actual roll), the victim escapes from the Pin (stands up). If a group has Pinned a single opponent, all the attackers can inflict damage, but the defender only makes one Saving Throw. Multiple Wrestlers Whenever 3 or more opponents all decide to Wrestle, find the single Wrestler with the highest WR (called the "leader"). That score is used for the entire group, modified as follows: 1. For each group member with 1/2 the Hit Dice of the leader (or less), add 1 to the group WR. 2. For each group member with more than 1/2 the Hit Dice of the leader, add 5 to the group WR. When a creature has Pinned a Wrestler and is then attacked by another, the defender may either release the Pinned victim and defend normally, or hold the Pinned victim and try to defend against the new attack with a -4 penalty to his WR. While holding a Pinned victim, no other Grabs can be made. Each roll he wins merely indicates he successfully avoids the new attack, while holding the previously Pinned victim. A maximum of four attackers can Wrestle an opponent of equal size. Up to 8 attackers can Wrestle an opponent of twice their size, 12 against an opponent of triple their size, and so forth. Optional Rules for Wrestling Some, all, or none of the following optional rules may be added to the Wrestling system, as desired. 1. Instant Pin: When comparing the die rolls (WR+ld20), if one opponent's total is 20 or more than the other, the loser is instantly Pinned. 2. Class Adjustments: When calculating a character's WR, adjustments are made due to class: -1 penalty to magic-users; +1 bonus to fighter, dwarf, and thief; no adjustment for other classes. 3. Opponents with Multiple Attacks: If a creature has multiple attacks and is Pinned, one attack is negated by each Pinning opponent. For example, two attackers Pinning a troll would negate its bite and one claw, but the troll would be able to use its second claw attack each round. 4. Simplified Rolls: When comparing die rolls (WR*ld20), subtract the lower WR from the higher; the opponent with the higher WR adds the ld20 roll to that total to find the net difference. Summary By using Unarmed combat rules, characters are free to perform acts of heroic fantasy— wrestling huge opponents to the ground, or escaping from imprisonment when no weapons are available. Unarmed combat is actually the most common of all forms, and can now be used as often as desired. These systems may be applied to any Unarmed attack. A giant may attempt to kick a halfling; a character may attempt to use a shield to "bash" an opponent. (Both attacks are Strikes.) If a purple worm attacks a town, the guards may all try to pile onto the creature, rather than risking normal combat and being swallowed (though dozens would be needed to stop the monster). The DM and players should try the systems, and decide whether to use them. However, if the DM does not allow Unarmed combat, the DM must also decide what to do when characters attempt something of this sort. For example, if a party member is enchanted in some way and attacks other characters, the others will probably want to stop the victim without inflicting damage. This is quite reasonable, but only Unarmed combat systems (or magic) can handle the resulting situation.
Characters Strongholds Human Strongholds Any character of Name level or greater may have a stronghold. It may be purchased, built (if there is land available), or seized. A character can ask a ruler for a territory or stronghold, or may find a remote area and settle it. However, a character who owns a stronghold is not automatically a ruler. Your DM will tell you what must be done to become a ruler. Demi-human Strongholds Any demi-human character may build a stronghold when he reaches maximum level. If the character's clan has a smaller stronghold than the new one, the clan will want to move in. Otherwise, they will still support the new stronghold by moving up to 40% of their clan into the new location. The political leader of a clan is called the Clanmaster, the spiritual is the Keeper of the Relic. A player character does not normally gain any of these titles; they require great amounts of work and time, leaving none for adventuring. The highest rank normally achieved by a PC demi-human is that of Clanholder. A Clanholder serves the clan, and may indeed own the structure of the clan stronghold, but does not control the clan members. The demi-human races care little for human politics, and Clanmasters and Keepers do not seek human dominion titles. But a PC Clanholder may seek and achieve a title (Baron, Count, etc.) by representing the clan in its dealings with humans. Permission must first be obtained from the Clanmaster and Keeper, but this is a common practice (especially if the PC owns the stronghold). More information on the clan Relic is given in each demi-human class description (pages 29-31). Your Dungeon Master will tell you what your character can do in your own campaign. Wilderness... Life is hard in the wilderness, but can be simpler than in "civilized" areas. The wilderness settler faces problems of survival, fighting off marauding monsters and barbaric hordes while trying to attract new settlers. Years may pass before the newly created community can thrive in peace. ...or Civilization? "Civilized" lands have owners, who either live on the land or merely claim and rule it from afar. Many established rulers have problems keeping order; many areas of a realm are "Borderlands," where aspects of civilized and wilderness life mix freely, and where some may not even believe that their ruler exists! The rulers of large territories often seek others who might be willing to help, offering lrnd and titles in exchange for loyalty and ser/ice. If your character settles in a civilized area, there will be fewer problems with survival, but more problems with other people. The following "background information" is not needed for normal play, but is provided for more details for campaign play. Staff Every stronghold is maintained through the work of many people—the "staff." A staff's size can vary widely, depending on the title of the ruler, the size of the stronghold, and so forth. The following details apply to an "average" human stronghold. The staff is all the same race as the PC. Any mixed staff will eventually cause problems. Troops may be kept in a stronghold ("garrisoned"), but again, problems (fighting among themselves, taking orders) will arise if they are of a different race. The ruler is directly served by Retainers and Servitors. A Retainer is a noble-born person, or an unusually loyal follower. A Servitor is a faithful servant, often gaining the job through inheritance. The many types of common Servitors include Armorer, Barber, Carpenter, Cellarman (Wine Steward), Cooks, Dairyman, Falconer, Forester, Gardener, Grooms, Kennelman, Miller, Portalman, Potter, Poultryman, Stonemason, and Weavers. Peasant Workers Most of the normal work in a stronghold is done by peasants without pay; it is their duty. Household servants, herdsmen, and others are trained and given food, but nothing else is provided—not even a bed. The number of peasants available is determined by the population. As an average, each peasant family consists of 5 persons; 5 % of the peasants are available to serve the ruler. For example, in a Barony of 100 families (500 persons), the Baron has 25 peasant servants. The total habitants of a stronghold is the number of servants plus servitors, retainers, and family. When visitors come, another 5 % of the peasants can be used as servants, if needed. In large dominions, even the original 5 % may not be needed to serve all at once, except for tournaments. Advisors and Officials Most rulers have Advisors to handle the many details of the dominion and stronghold, and to advise the ruler as needed. The most common Advisors are the Artillerist, Castellan, Chaplain, Engineer, Guard Captain, Herald, Magist, Chief Magistrate, Reeve, Sage, Seneschal, and Steward. Other Officials may be needed for the proper handling of a stronghold or dominion, including a Bailiff, Chamberlain, Equerry, Magistrates, Marshals, Provosts, Sheriffs, and Wardens. When costs are not noted below, the Official is paid the same amount as a Mercenary soldier (Expert Set, page 24). An Artillerist (750 gp/month) is a Retainer whose specialty is siege weapons (see Catapult and Ram, Expert Set, page 44). This person also advises the ruler on some military details. An artillerist is usually a fighter, level 3-5. A Bailiff is a minor official in charge of one area of the stronghold (dungeon, walls, tower, etc.) A Castellan (2,000 gp/month) is an important Retainer who is responsible for all military aspects of the stronghold, both offensive and defensive. The Castellan is usually a fighter, level 5-9. The Chamberlain oversees the cleaning/ food serving staff. The Chaplain (500* gp/month) is the chief Cleric of the stronghold, and possibly of the dominion. This title is added to the cleric's normal title. The relatively low cost is because 10% of all dominion income must be paid to the Theocracy. If this tithe is not paid, the Chaplain will not serve. An Engineer (750 gp/month) is a Hireling experienced at construction—of a road, moat, building, wall, and so forth. (Expert Set, page 26.) An Equerry is in charge of the care and feeding of horses and other animals. The Guard Captain (4,000* gp/month) commands all the ruler's personal guards, posts watches within the stronghold, and is responsible for the safety of the ruler—and the treasury. The Guard Captain is usually a 9th or higher level fighter. A Herald (300-500 gp/month) is a Retainer who knows the signs, symbols, and seals of most or all dominions near and far. ("Heraldry" is a topic too vast to discuss here; consult your local library.) The Herald also makes announcements, both in Courts and around the stronghold. The Herald is also familiar with the requirements of honor and chivalry, and advises the ruler as needed. A Magist (3,000* gp/month) is a 9th or higher level magic-user who is responsible for all the magic needed in the stronghold, including its defense. The Magist may have a Tower elsewhere, serving as needed, or may simply be a hired NPC (or PC). A Magist 8
Characters may cost 10,000 gp/month or more, depending on his level. The Chief Magistrate (2,000 gp/month) is a judge of law, acting for the ruler. The Magistrate also learns the laws of the greater dominion (if any), and advises the ruler of them. The Magistrate oversees the Sheriffs and lesser Magistrates. A normal Magistrate travels among the towns and cities of a dominion, acting as judge for the peasants. A Marshal is an aging fighter hired to train troops and guards. A Provost is a tax collector. A Reeve is a bookkeeper, responsible for the records of taxes, tithes, gifts, and so forth. The Reeve costs 500 gp per month. A Sage (2,000 gp/month) is a specialist in lore and obscure knowledge. (See Expert Set, page 26.) A Seneschal is the most important person in a stronghold, except for the ruler. The Seneschal is appointed by the ruler, and is responsible for anything with which the ruler does not choose to bother. The Seneschal is the ruler when the ruler is not there. A Sheriff is a policeman, responsible for law enforcement, arrests and investigations. (Cases are brought before a Magistrate for judging.) The Chief Steward (1,000 gp/month) is responsible for all the day-to-day affairs of the stronghold, including food preparation, housekeeping, and so forth. A Warden is a person charged with the protection of some part of the dominion (game warden, town warden, etc.). Special Positions When a ruler is the liege of other rulers (Count and higher), the lesser rulers may send their sons and daughters to the liege as servants and for training. A Squire is the son of a Noble, who acts as a servant while being trained as a fighter. When the title of Count is acquired, a PC is offered 1-6 Squires by the lesser rulers of the dominion. Squires become 1st level fighters after 6 months of training, and then gain at least 1 level of experience per year. A Squire's training is finished when he reaches level 5; the Squire then returns home, and is usually replaced by another (beginner) Squire. Knights are usually have 1-3 Squires, assigned to them for training by the Noble involved. A Lady-in-Waiting is the daughter of a Noble within the ruler's realm, acting as a servant but actually in search of a husband. From 1-4 Ladies-in-Waiting will be sent to a PC Count only if the PC is female or is married. Ladies-in-Waiting are trained and closely watched by the matron of the stronghold. Other Character Activity When playing the role of a fantasy character, many things are ignored, and rarely or never mentioned in the game. For example, an adventurer must clean and oil his weapons and armor; someone cooks breakfast; and someone probably snores in their sleep. But these things do not affect the adventure or the game. A character with a high Charisma score could be a "smooth talker" in negotiations— whether or not the player could do the same. Thus, you only need to remind the DM of the adjustment to the reaction roll; the DM considers the actions and abilities of the character, not those of the player. The DM may apply the same principle to many game situations. One game mechanic often used is an ability check—rolling one or more dice and comparing the result to one ability score to determine success or failure. A roll of the Ability score or less on ld20 means success (3d6, 4d6 or 5d6 for difficult tasks may be used). For example, if a character tries to move a huge boulder, the DM could make a check against the character's Strength score. If the DM wants to include riddles and puzzles in games, they need not all be presented to the players; a character might solve a puzzle by making a check against Intelligence. Some of the puzzles may provide entertainment for the players, and may be discussed in detail—but the players should not be required to be the characters in this way. A character with 18 Intelligence should be much smarter than most players! After reaching "Name" level, characters know their professions, and would not make major errors. Though the player of a thief might forget to mention some detail of examining a treasure chest, the character would not make a fatal mistake—and the DM may prompt the player for the "right action." A spell caster would be aware of the proper use of the spells known; if the player makes a minor error, the DM may correct the player (depending on the situation). The DM and players should discuss this, and decide how much should be played, and how much should be assumed. Be careful not to make things too easy for the players—nor too hard. This principle of Character knowledge is used often in Companion level play. For example, a character with a stronghold would handle routine details of administration, inspections, and so forth; so these are considered to happen without playing in the Dominion rules. There are still plenty of things to discover and explore in the D&D world; but it is time to shift your perspective from minor details to greater things. Avoid getting "bogged down" in minor details, and concentrate on having fun!
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Characters Character Class Descriptions Character Classes — Human Cleric A 15th-25th level cleric is called a Patriarch (if male) or Matriarch (female). The following XP, Spells and Saving Throw Tables apply to clerics of all types, and should be combined with the charts given in the D&D Expert Set. 11, 9, or 7 - total dice roll (2d6) needed for successful Turn. T = automatic Turn, 2d6 Hit Dice of Undead D = automatic Destroy, 2d6 Hit Dice of Undead D+ • automatic Destroy, 3d6 Hit Dice of Undead D# - automatic Destroy, 4d6 Hit Dice of Undead CLERIC EXPERIENCE TABLE Spells by spell level Level XP 123456 7 15 800,000 6 5 5 3 3 3 - 16 900,000 6 5 5 4 4 3 - 17 1,000,000 6 6 5 4 4 3 1 18 1,100,000 6 6 5 4 4 3 2 19 1,200,000 7 6 5 4 4 4 2 20 1,300,000 7 6 5 4 4 21 4 3 1,400,000 7 6 5 5 5 4 3 22 1,500,000 7 6 5 5 5 4 4 23 1,600,000 7 7 6 6 5 4 4 24 1,700,000 8 7 6 6 5 5 4 25 1,800,000 8 7 6 6 5 5 5 Undead CLERIC TURNING UNDEAD TABLE Cleric's Level 9-10 11-12 13-14 15-16 17-20 21-24 25 Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Phantom Haunt Spirit Nightshade* Lich* Special* D D D D T T 7 9 11 — — — — — D D D D D T T 7 9 11 — — — — D D D D D D T T 7 9 11 — — — D* D D D D D D T T 7 9 11 — — D* D* D D D D D D T T 7 9 11 — D* D* D* D D D D D D T T 7 9 11 D* D* D* D* D D D D D D T T 7 9 D* D* D* D* D* D D D D D D T T 7 D# D* D* D* D> D* D D D D D D T T * The nightshade, lich, and "special" Undead will be described in the D&D Master Set. CLERIC SAVING THROW TABLE Level: 13-16 17-20 21-24 Death Ray or Poison Magic Wands Paralysis or Turn to Stone Dragon Breath Rod, Staff, or Spell 6 7 8 10 9 25 Becoming a Land Owner Before building a stronghold, a cleric who decides not to travel must report to a superior of some type, either a church official or a political ruler, to ask for land. Some land is usually granted, unless the cleric has had problems with his superior in the past; if so, some service may be required (such as a quest) before the land is granted. (The Dungeon Master must decide whether the cleric's church has the power to make such grants, according to the civilization and politics of the campaign world.) A land-owning cleric gains the ability to rise in power among the Theocracy (the government of the church). More lands can be gained, more "Normal Men" will settle the area around the cleric's stronghold, and more income will result from the settlements. Choosing to Travel A cleric who decides to travel may follow one of two routes: in civilized lands, or in wilderness. A cleric who travels within the boundaries of the civilized world usually looks for ways to help those of the same Alignment (whatever that may be). The cleric may travel alone, with hirelings, or with other clerics. The following details exist for a cleric who doesn't own land. 1. The cleric cannot rise in authority in the Theocracy (the rulership of the church). 2. The cleric should gain experience points for helping those of the same Alignment. 3. Special adventures are frequent, as the problems encountered in other lands often require a great leader (the cleric) for a successful solution. 4. The cleric often visits local rulers, and may gain special knowledge (rumors, maps, etc.) from them. However, conflicts with powerful land-owning clerics may arise, and they might banish, exile, or imprison the travelling cleric if their disagreements cannot be resolved. 5. The cleric gains fame, for better or worse. Tales of the cleric's deeds will remain after the cleric leaves, and these tales may attract other powerful characters—and monsters to the cleric. A cleric who travels to the wilderness usually searches for enemies of the church, to convert or destroy. This cleric normally travels with other characters as an adventuring party (though the others may all be NPCs). The benefits and problems are similar to those of clerics travelling within civilized areas, with 11
Characters the following additions. 1. The cleric may discover a long-lost ruin or shrine (a new dungeon) to either destroy or sanctify. 2. The cleric may discover anew race or civilization. 3. The tales of the wilderness cleric's deeds are usually more distorted, so that little truth remains. Myths and legends about the cleric may arise, for possible misunderstandings at a future time. A neutral cleric may choose either of the options above, or (if desired) may choose to live and travel in the wilderness, becoming familiar with nature and the ways of the animals. After 1-4 months of study and meditation, the cleric becomes a druid, and may learn new spells (see page 14). The life of a druid is far different from anything the cleric has ever known. It is a difficult path, but can be very rewarding. Spells All rules on spell casting are given in the D&D Basic and Expert Sets. Any spell marked with an asterisk (*) may be reversed, as given in the spell description. Any reversible cleric spell may be reversed during the casting, and need not be memorized in reversed form. All spells of 5th and 6th level are listed, including some of 7th level. Most 5th and 6th level spells are explained in the Expert Set; additions are explained hereafter. More 7th level spells are given in the D&D Master Set. The Druid description and spells are given after the normal cleric spells (page 14). FIFTH LEVEL CLERIC SPELLS 1. Commune 2. Create Food 3. Cure Critical Wounds* 4. Dispel Evil 5. Insect Plague 6. Quest* 7. Raise Dead* 8. Truesight SIXTH LEVEL CLERIC SPELLS 1. Aerial Servant 2. Animate Objects 3. Barrier* 4. Create Normal Animals 5. Cureall 6. Find the Path 7. Speak with Monsters* 8. Word of Recall SEVENTH LEVEL CLERIC SPELLS 1. Earthquake 2. Holy Word 3. Raise Dead Fully* 4. Restore* Fifth Level Cleric Spells Cure Critical Wounds* Range: Touch Duration: Permanent Effect: Any one living creature This spell is similar to a cure light wounds spell, but will cure one living creature of 6-21 (3d6*3) points of damage. The reverse of this spell (cause critical wounds) causes 6-21 points of damage to any living creature or character touched (no Saving Throw). The caster must make a normal Hit roll to cause the critical wound. Raise Dead* When cast at an Undead creature of more Hit Dice than a vampire, this spell inflicts 3- 30 (3dlO) points of damage. The victim may make a Saving Throw vs. Spells to take 1/2 damage. The reverse, finger of death, will actually cure 3-30 points of damage for any Undead with 10 or more Hit Dice (phantom, haunt, spirit, nightshade, or special). Truesight Range: 0 (cleric only) Duration: 1 turn + 1 round per level of caster. Effect: Reveals all things When this spell is cast, the cleric is able to clearly see all things within 120'. The spell is quite powerful; the cleric can see all hidden, invisible, and ethereal objects and creatures, as with the magic-user detect invisible spell (including secret doors). In addition, any things or creatures not in their true form— whether polymorphed, disguised, or otherwise—are seen as they truly are, with no possibility of deception. Alignment is also "seen," as is experience and power (level or Hit Dice). Sixth Level Cleric Spells Aerial Servant Range: 60' Duration: 1 day per level of caster Effect: Servant fetches one item or creature An aerial servant is a very intelligent humanoid being from the Ethereal Plane. With this spell, the cleric summons one of these beings, which appears immediately. The cleric must then describe one creature or item to the servant, or else it will depart. The approximate location of the target must also be named. When it hears this description and location, the servant leaves, trying to find the item or creature and bring it to the cleric. The servant will take as much time as needed, up to the limit of the duration. The aerial servant has 18 Strength, and can carry up to 5,000 en. It can become ethereal at will, and thus can travel to most places easily. However, it cannot pass a protection from evil spell effect. If it cannot perform its duty within the duration of the spell, the servant becomes insane and returns to attack the caster. Barrier* Range: 60' Duration: 12 turns Effect: Creates whirling hammers This spell creates a magical barrier in an area up to 30' in diameter and 30' high. The barrier is a wall of whirling and dancing hammers, obviously dangerous. Any creature passing through the barrier takes 7-70 points of damage from the whirling hammers (no Saving Throw). This spell is often used to block an entrance or passage. The reverse of this spell (remove barrier) will destroy any one barrier created by a cleric. It can also be used to destroy a magicuser's wall of ice, wall of Fire, or wall of stone spell effect. It will not affect a wall of iron. Create Normal Animals Range: 30' Duration: 10 turns Effect: Creates 1-6 loyal animals The cleric is able to create normal animals from thin air with this spell. The animals will appear at a point chosen (within 30'), but may thereafter be sent (by command) up to 240' away, if desired. The animals created will understand and obey the cleric at all times. They will fight if so commanded, and will perform other actions (carrying, watch12
Characters ing, etc.) to the best of their abilities. They are normal animals, and may attack others unless their instructions are carefully worded. The cleric may choose the number of animals created, but not the exact type; the DM should decide that (or randomly determine). One large (elephant, hippopotamus, etc.), 3 medium-sized (bear, great cat, etc.), or 6 small (wolf, rock baboon, etc.) animals can be created. "Giant" animals cannot be created. The animals disappear when slain or when the spell duration ends. Cureall Range: Touch Duration: Permanent Effect: Cures anything This spell is the most powerful of the healing spells. When used to cure wounds, it cures nearly all damage, leaving the recipient with only 1-6 points of damage. It will remove a curse, neutralize a poison, cure paralysis, cure a disease, cure blindness, or even remove a feeblemind effect. However, it will cure one thing only; if the recipient is suffering from two or more afflictions (such as wounds and a curse), the cleric must name the one to be cured. If cast on the recipient of a raise dead spell, the cureall eliminates the need for 2 weeks of bed rest; the recipient can immediately function normally. Seventh Level Cleric Spells Earthquake Range: 120 yards Duration: 1 turn Effect: Causes earth tremors This powerful spell causes a section of earth to shake, and opens large cracks in the ground. A 17th level caster can affect an area up to 60' square, adding 5' to each dimension with each level of experience thereafter. For example, an 18th level cleric affects an area up to 65' square; 19th level, 70' square; and so forth. Within the area of effect, all small dwellings are reduced to rubble, and larger constructions are cracked open. Earthen formations (hills, cliffsides, etc.) form rockslides. Cracks in the earth may open and engulf 1 creature in 6 (determined randomly), crushing them. Holy Word Range: 0 Duration: Instantaneous Effect: All creatures within 40' This spell affects all creatures, friend or foe, within a circular area of 40' radius, centered on the caster. When the cleric casts this spell, all creatures of alignments other than the cleric's are affected as follows: up to 5th level: Killed level 6-8: Stunned 2-20 turns level 9-12: Deafened 1-6 turns level 13*: Stunned 1-10 rounds Any victim of 13 levels or more or of the same alignment as the caster, may make a Saving Throw vs. Spells to avoid the effect entirely. This powerful spell cannot be blocked by stone, nor by any other solid material except lead. (It can be blocked by an anti-magic shell.) Raise Dead Fully* Range: 60' Duration: Permanent Effect: Raises any living creature This spell is similar to the 5th level raise dead spell, except that it can raise any living creature. Any human or demi-human recipient awakens immediately, with no wounds (full hit points), and is able to fight, use abilities, spells known, etc., without any penalties— except those existing at the time of death. For example, a victim cursed or diseased at death would still suffer the affliction when raised fully. If any other living creature (other than a human or demi-human) is the recipient, the guidelines given in the raise dead spell apply (including time limitations, rest needed, etc.). A 17th level cleric can use this spell on a human or demi-human body that has been dead up to 4 months; for each level of experience above 17th, 4 months are added to this time. Thus, a 19th level cleric could cast raise dead fully on a body that has been dead up to 12 months. If cast at an Undead creature of 7 Hit Dice or less, the creature is immediately destroyed (no Saving Throw). An Undead creature of 7-12 Hit Dice must make a Saving Throw vs. Spells, with a -4 penalty to the roll, or be destroyed. An Undead of more than 12 Hit Dice takes 6-60 (6dl0) points of damage, but may make a Saving Throw vs. Spells to take 1/2 damage. The reverse of this spell (obliterate) will affect a living creature just as the normal form affects Undead (destroy 7 Hit Dice or less, et al.). If cast at an Undead creature of any type, obliterate has the same effect as a cureall would on a living creature (curing all but 1-6 points of damage, or curing blindness or feeblemind, etc.). Restore* Range: Touch Duration: Permanent Effect: Restores 1 Energy Drain This spell will restore one full level of energy (experience) to any victim who has lost a level because of Energy Drain, whether by Undead or some other attack form. It will not restore more than one level, nor will it add a level if none have been lost. Furthermore, the casting of this spell causes the cleric to lose 1 level of experience, as if struck by a wight; however, this effect is not permanent, and the cleric may rest for 2-20 days to regain the loss. The reverse of this spell (life drain) will drain one level of experience from the victim touched, just as if touched by a wight or wraith. The casting of this spell does not cause any loss to the cleric, nor does it require any rest, but it is a Chaotic act, avoided by Lawful clerics.
Characters Druid A Neutral cleric of 9th level or greater may choose to study nature instead of remaining among "civilized" areas. This type of cleric is called a druid. The cleric must find and live in a woodland home, meditating for 1-4 months. During that time, the cleric is found, tested, and taught by a higher level druid (usually 25th level or greater), and then joins the realm of the druids. A druid is pure Neutral, never Lawful or Chaotic. The druid's way of life is devoted to the balance of all things, and the study of nature. Any change of alignment results in the loss of all druid benefits (given below) until Neutral alignment is restored. The main differences between a druid and a normal cleric are: 1. A druid cannot cast any spell that affects good or evil (personal or ranged protection from evil or dispel evil). 2. New spells only for druids may be cast. The total number of spells that may be cast in one day does not change, but a druid may select from both the cleric and druid lists. 3. A druid must live in a woodland home, rather than in a town or city. 4. A druid may not wear metal armor of any type, nor use metal items. Leather is the only possible armor for druids, and while a shield may be used, it must be made entirely of wood. The standard weapon restrictions for clerics apply to druids, and they may only use wooden weapons (a specially made wooden hammer, wooden staff, etc.). 5. There are only nine* druids of 30th level, and lesser numbers of each higher level. When the character gains enough XP to reach 30th level, one of the Nine must be found and fought by unarmed combat. If the character loses, 30th level is not gained (but a new challenge may be issued every 3 months). Details on this combat, and the higher ranks of the druid realm, are given in the D&D Master Set. *For large-scale campaigns, limits might only apply per continent (DM's choice). Druid Philosophy A druid character studies life itself—the balance of Nature and all living things. Druid items and equipment are all made of items that were once alive (leather, wood, etc.). "Dead" things that have never been alive are repulsive to the druid; the character simply won't want to use or touch them. However, the character should not object if others use "dead" things. Thus, a druid can be a challenging character to play, but the role can be very entertaining. The great enemies of all druids are the Undead. Druids have no power to "Turn Undead" and may contact town churches if Undead threaten their realms. Every druid lives in, protects, and tends a section of woodlands. Druids do not think of themselves as owners, but rather as caretakers. Nearly every tree in every woodland is cared for by a druid. Although minor damage to the woods is a fact of life, deliberate evil destruction of trees or nature is often punished by druids. Even Chaotic monsters know this, and avoid harming things of the woods lest they incur the wrath of the local druid. The DM and players should be sure not to abuse this role; druids are not all-powerful, and believe in the balance of all things. For example, a party foraging for food would not be attacked by a druid unless they killed more animals than they could eat. The battles of Law and Chaos are not the affairs of the druids, and they may simply watch such encounters from afar, helping neither side. When characters perform good deeds in the woodlands, such as curing wounded animals, this does not make the druid automatically friendly. However, assistance in fighting a huge disaster—such as a magical storm or major forest fire—could earn the gratitude and help of a druid. Spells The following druid spells may be learned and cast along with normal cleric spells. The total number of spells usable in one day does not change from those of a cleric; the character may select freely from both lists, except for spells that affect Good or Evil. Druid spells are not reversible. FIRST LEVEL DRUID SPELLS 1. Faerie Fire 2. Locate 3. Predict Weather SECOND LEVEL DRUID SPELLS 1. Obscure 2. Produce Fire 3. Warp Wood THIRD LEVEL DRUID SPELLS 1. Call Lightning 2. Hold Animal 3. Water Breathing FOURTH LEVEL DRUID SPELLS 1. Control Temperature 10' radius 2. Plant Door 3. Protection from Lightning FIFTH LEVEL DRUID SPELLS 1. Anti-Plant Shell 2. Control Winds 3. Pass Plant SIXTH LEVEL DRUID SPELLS 1. Anti-Animal Shell 2. Transport Through Plants 3. Summon Weather SEVENTH LEVEL DRUID SPELLS 1. Creeping Doom 2. Metal to Wood 3. Weather Control First Level Druid Spells Faerie Fire Range: 60' Duration: 1 round per level of caster Effect: Illuminates creatures or objects With this spell, the druid can outline one or more creatures or objects with a pale, flickering greenish fire. The fire does not inflict any damage. The objects or creatures need only be detected in some way (such as by detect magic) to be the object of this spell. All attacks against the outlined creature or object gain a +2 bonus to Hit rolls, as it is more easily seen. The druid can outline 1 man-sized creature (about 12 feet of fire) for each 5 levels of 14
Characters experience. Thus, at 20th level, 48' of fire can be produced (outlining one dragon-sized creature, 2 horse-sized, or 4 man-sized creatures). Locate Range: 0 (druid only) Duration: 6 turns Effect: Detects 1 animal or plant within 120 feet This spell allows the druid to sense the direction of one known normal animal or plant. The druid can locate (similar to the locate object spell) any normal or giant-sized animal, but not fantastic creatures, plant monsters, nor any intelligent creature or plant. He must name the exact type of animal or plant, but does not need to see the specific one he wishes to locate. The animal or plant gets no Saving Throw. (This spell is most often used to find special plants.) Predict Weather Range: 0 (druid only) Duration: 12 hours Effect: Gives knowledge of coming weather This spell enables the druid to learn the accurate weather to come for the next 12 hours. It affects an area 1 mile in diameter per level of the druid; for example, a 20th level druid would learn the weather within a 10 mile radius. The spell does not give any control over the weather, merely predicting what is to Second Level Druid Spells Obscure Range: 0 (druid only) Duration: 1 turn per level of the caster Effect: Creates a huge misty cloud This spell causes a misty vapor to arise from the ground around the druid, forming a huge cloud. The cloud is 1' high per level of the druid, and is 10' across for each level. For example, a 20th level druid would cast an obscure 20' tall and 100' radius. The cloud has no ill effects except to block vision. The caster, and all creatures able to see invisible things, will be able to dimly see through the cloud. All other creatures within the cloud will be delayed and confused by the effect. Produce Fire Range: 0 (druid only) Duration: 2 turns per level Effect: Creates fire in hand This spell causes a small flame to appear in the druid's hand. It does not harm the caster in any way, and sheds light as if a normal torch. The flame can be used to ignite combustible materials touched (lantern, torch, oil, etc.) without harming the magical flame. While holding the flame, the caster can cause it to disappear and reappear by concentration once per round, until the duration ends. Other items may be held and used in the hand while the fire is out. If desired, the fire may be dropped or thrown to 30' range, but disappears 1 round after leaving the druid's hand. Warp Wood Range: 240' Duration: Permanent Effect: Causes wooden weapons to bend This spell causes one or more wooden weapons to bend and (probably) become useless. The spell will affect one arrow for each level of the caster; a spear, javelin, or magic wand is treated as two arrows' worth, and any club or staff (magical or otherwise) as four. The spell will not affect any wooden items other than weapons. If a magical wooden item is the target (such as a staff), the wielder may make a Saving Throw vs. Spells to avoid the effect. Items carried but not held get no Saving Throw; magical items with "plusses" might not be affected, at a 10% chance per "plus." (For example, an arrow +1 would have a 10% chance of being unaffected.) Third Level Druid Spells Call Lightning Range: 360' Duration: 1 turn per level of the caster Effect: Calls lightning bolts from a storm This spell cannot be used unless a storm of some (any) type is within range of the druid. If a storm is present, the druid may call 1 lightning bolt per turn (10 minutes) to strike at any point within range. The lightning boh descends from the sky, hitting an area 20' across. Each victim within that area takes 8- 48 (8d6) points of electrical damage, but may make a Saving Throw vs. Spells to take 1/2 damage. The druid need not call the lightning every turn unless desired; it remains available until the spell duration (or the storm) ends. Hold Animal Range: 180' Duration: 1 turn per level of the caster Effect: Paralyzes several animals This spell will affect any normal or giantsized animal, but will not affect any fantastic creature, nor one of greater than animal intelligence. Each victim must make a Saving Throw vs. Spells or be paralyzed for 6 turns. The druid can affect 1 Hit Die of animals for each level of experience, ignoring "plusses" to Hit Dice. For example, a 20th level druid could cast the spell at 10 giant toads (2*2 Hit Dice each). Note that the spell can affect summoned, conjured, or controlled animals. Water Breathing Range: 30' Duration: 1 day Effect: One air-breathing creature This spell allows the recipient to breathe while under water (at any depth). It does not affect movement in any way, nor does it interfere with the breathing of air. Fourth Level Druid Spells Control Temperature 10' radius Range: 0 (druid only) Duration: 1 turn per level of the caster Effect: Cools or warms air within 10' This spell allows the druid to alter the temperature within an area 20' across. The maximum change is 50 degrees (Farenheit), either warmer or cooler. The change occurs immediately, and the effect moves with the druid. The temperature may be changed by mere concentration for 1 round, as long as the spell lasts. The spell is useful for resisting cold or heat so the caster may survive any temperature extremes. Plant Door Range: 0 (druid only) Duration: 1 turn per level of the caster Effect: Opens a path through growth For the duration of this spell, no plants can prevent the druid's passage, no matter how dense. Even trees will bend or magically open to allow the druid to pass. All equipment carried can also be moved through such barriers, but no other creature can use the passage. Note that a druid can hide inside a large tree after casting this spell. The druid cannot see what is happening while he is in the tree. Protection from Lightning Range: Touch Duration: 1 turn per level of the caster Effect: Protects against electrical attack Any recipient of this spell is immune to a given amount of electrical damage. The exact amount is determined by the level of the druid: for each level of experience, one Die of damage is negated. Thus, a 20th level druid could be protected against 2 full call lightning attacks (of 8 dice each), plus half of a third. Any electrical attacks partially negated are handled normally for the remaining damage; in the example above, the druid would take 4- 24 points of damage, or 2-12 points if the Saving Throw were made. 15
Characters Fifth Level Druid Spells Anti-Plant Shell Range: 0 (druid only) Duration: 1 round per level of the druid Effect: Personal barrier which blocks plants This spell creates an invisible barrier around the druid's body (less than an inch away). The barrier stops all attacks by plants and plant-like monsters, so that they can inflict no damage. If the caster pushes through normal but dense growth while protected, an opening will result, passable by others. While protected, the druid cannot attack plants except by magic spells; the plants are protected from the druid's physical attacks, just as the druid is protected from theirs. Control Winds Range: 10' radius per level of the caster Duration: 1 turn per level of the caster Effect: Calms or increases winds With this spell, the druid can cause all the air within range to behave as desired, either increasing to gale force or slowing to a dead calm. One full turn of concentration (can't move or attack) is needed to change the wind completely (calm to gale, for example). The effect can be countered easily by any higher level caster using the same spell. The effect moves with the caster. If used against an air creature (such as an elemental), the victim may make a Saving Throw vs. Spells. If this is failed, the druid may slay or control the air creature by proper use of the wind force. The creature will only obey as long as concentration is maintained; if concentration is broken, the creature will attack (in a manner identical to elemental control). Pass Plant Range: 0 (druid only) Duration: Instantaneous Effect: Short-range teleportation With this spell, the druid can enter one tree, teleport, and immediately step out of another tree of the same type. The trees must be large enough to enclose the druid. The range a druid can teleport varies by the type of tree, as follows. Oak 600 yards Ash, Elm, Linden, Yew 360 yards Evergreen trees 240 yards Other trees 300 yards Sixth Level Druid Spells Anti-Animal Shell Range: 0 (druid only) Duration: 1 turn per level of the caster Effect: Personal barrier which blocks animals This spell creates an invisible barrier around the druid's body (less than an inch away). The barrier stops all attacks by animals, both normal and giant-sized, as well as insects and all other non-fantastic creatures of animal intelligence or less. The druid cannot attack animals while protected except by use of magical spells; the animals are protected from the druid's physical attacks, just as the druid is protected from theirs. Transport Through Plants Range: Infinite Duration: Instantaneous Effect: Long-range teleportation This spell may be used once per day at most. The druid must be near a plant (of any size), and must choose either a general location or a specific known plant elsewhere. After casting the spell, the druid magically enters the nearby plant and steps out of a plant at the destination (the exact plant determined randomly if not specified). There is no limit to the range, but the plants must both be living for the spell to work, and must both be on the same Plane of Existence. If either plant is dead, the spell fails. Otherwise, the caster immediately reappears at the new location. The caster can transport 2 additional, willing creatures. Summon Weather Range: 5 miles or more Duration: 6 turns per level Effect: Brings weather to druid's area When this spell is cast, some known nearby weather is pulled to the druid's location. The druid does not have control of the weather, but merely summons it. Severe weather (hurricane, severe heat wave, etc.) may only be summoned by a druid of 25th level or greater. The range of summoning is 5 miles at levels 12 to 15, adding 1 mile for each level of the caster above 15th. (For example, a 20th level druid could summon weather from up to 10 miles away.) Seventh Level Druid Spells Creeping Doom Range: 120' Duration: 1 round per level of the caster Effect: Creates a 20' « 20' insect horde This spell magically creates a huge swarm of 1,000 creeping insects, appearing anywhere within 120' of the druid (as chosen by the caster). They fill an area 20' * 20' at least, and can be ordered to fill any area up to 60' * 60' (at most). The creeping doom can move at up to 60' / turn (20'/round) if the caster remains within 120' of any part of the swarm. They vanish after the duration ends, or whenever the druid is more than 120' from them. The insects always attack everyone and everything in their path, inflicting 1 point of damage per 10 insects—a total of 100 points per round per creature—to all within it (no Saving Throw). Normal attacks (such as fire) can damage the horde slightly, but even a fireball spell will only slay 100 of them (reducing the damage accordingly). The creeping doom can be destroyed by a dispel magic spell (at normal chances for success), but it can penetrate a protection from evil effect, and can move over most obstacles at the normal movement rate. Metal to Wood Range: 120' Duration: Permanent Effect: Changes metal into dead wood This spell can be used to change any metal item or items into wood. The amount that can be transmuted is 50 en per level of the caster. Any magical metal item is 90 % resistant to the magic. The effect is permanent, and cannot be changed back with a dispel magic spell. Any armor changed to wood falls off the wearer and any weapons affected turn to non-magical wooden clubs. Weather Conu. Range: 0 (druid only) Duration: Concentration Effect: All weather within 240 yards This effect is identical to the 6th level magicuser spell (see page 21). 16
Characters Fighter A 15th-25th level fighter is called a Lord (if male) or Lady (female). The following XP and Saving Throw tables apply to fighters of all types, and should be combined with the charts given in the D&D Expert Set. FIGHTER EXPERIENCE TABLE Level 15 16 17 18 19 20 21 22 23 24 25 Level: Death Ray or Poison Magic Wands XP 960,000 1,080,000 1,200,000 1,320,000 1,440,000 1,560,000 1,680,000 1,800,000 1,920,000 2,040,000 2,160,000 FIGHTER Paralysis or Turn to Stone Dragon Breath Rod, Staff, or Spell "sap On *w% p j •aSeS SAVING THROW 13-15 6 6 7 8 9 16-18 5 6 6 7 8 PCHL mm ^\ iki -••••• ' TABLE 19-21 5 5 6 6 7 22-24 4 5 5 5 6 Wzm MtwMH 25 4 4 5 4 5 Becoming a Land Owner Most dominion (owned territory) rulers are fighters. The art of fighting is a necessary skill in the D&D world, and professional fighters generally survive longer than other people. As a land owner, fighters are less restricted than other classes. They may remain independent or swear fealty to another ruler. Your DM will tell you what system of government is used in his campaign, and what the character must to do obtain land and rule a dominion. Travelling The alignment of a wandering fighter determines his or her title, special abilities, and so forth. A LAWFUL wandering fighter may be known as a Paladin if he meets the following requirements. Otherwise, he may be a Knight. 1. A fighter must swear fealty (an oath of service) to a Lawful church to gain Paladin status. The fighter must be Name level or greater to be accepted by the church. Thereafter, the Paladin may be summoned by the church's leaders (the Theocracy) at any time, and must do as they command, as long as the service aids the powers of Good. A Paladin can detect evil (as the cleric spell) up to once per round, simply by concentrating (Range: 120'). If the Paladin's Wisdom score is 13 or greater, the character can cast cleric spells as if a cleric of one-third the level of the fighter (rounded down). If the Wisdom score is 12 or less, the fighter can still be a Paladin, but cannot cast spells. For example, a 17th level Paladin can cast spells as if a 5th level cleric. The Paladin learns how to meditate and cast spells from the clerics of the church. The clerics will refuse any offer of compensation or payment for this service. A Paladin can Turn Undead, as if a cleric of one-third the level of the fighter, rounded down. A Paladin may only travel with a number of hirelings equal to no more than his clerical level. A Paladin must assist anyone who asks for for help—with two exceptions: evil need not be aided, and if the Paladin is on a mission for a higher authority (such as a Quest, serving a Duke, etc.), only a small amount of help need be given, along with an explanation. "Assistance" never involves donations of money or items, but only service for a short time. A NEUTRAL wandering fighter may become a Knight. To gain Knighthood, a fighter must swear fealty to royalty (a Prince, King, or Emperor). In return, the ruler will declare the character a Knight; that ruler then becomes the Knight's "liege." Lawful and Chaotic fighters may become Knights if they do not become Paladins or Avengers (either by choice or by failure to meet the requirements). The following rules apply to Knights, the most common of the wandering fighters. 1. If summoned by his liege, the Knight must report as quickly as possible, and must serve as the liege orders. 2. If the Knight ever refuses to obey the liege, or ever swears fealty to any other liege, the Knight loses 3 levels of experience. (The DM may increase this penalty if the offense warrants it; the previous liege may even order the offender slain. In addition, rumors and tales of the "traitorous Knight" may haunt the character forever after. If his liege dies, the Knight is free to choose another. Additional benefits (lands, money, etc.) may be awarded to loyal Knights that swear fealty to the successor of a liege who dies. A Knight may petition the liege for a peaceful end to his oath; however, this is rare, and rarely granted. The Knight would be banished, at the least, and could be stripped of all possessions as well. 3. A Knight may visit any castle, of any territory, and request Sanctuary. The castle owner must, by the customs of the land, give the Knight a place to stay for up to three days, along with food and drink. No friendliness need be shown, but the Knight cannot be challenged, attacked, or refused Sanctuary. This custom is nearly universal. 4. If a Call to Arms sounds (a call for knights to battle for justice), the Knight must respond. This declaration can only be issued by the ruler of a large town (Mayor) or territory (Archduke or greater status) through which the Knight is passing. When the Call to Arms sounds, the Knight must immediately travel as fast as possible to the ruling castle of the territory, and fight as ordered by the ruler. The Knight is entitled to compensation for this 17
Characters service; a gift must be granted by the ruler issuing the Call to Arms, if the Knight demands it (although this is not required of the Knight). There are two notable exceptions to this custom. In lands where "civilization" is unknown, this custom might not be used. More commonly, if the Knight is within a territory that has declared itself hostile to the Knight's liege, the Knight need not respond. The Knight may, in fact, be a known enemy, and may be in great danger when the Call to Arms sounds. A CHAOTIC wandering fighter may become an Avenger if he meets the following requirements. Otherwise, a Chaotic wandering fighter may become a Knight. 1. The fighter must make an alliance with a Chaotic church. This is not a swearing an oath of fealty, but a loose agreement of loyalty and support; the church may decline the offer. If the church accepts, the church's leaders may summon the Avenger at any time, and he must do as they command. If they are disobeyed, all benefits of the Avenger are lost. Even then, the fighter may regain Avenger status by negotiating with a different church. 2. An Avenger can detect evil (as the cleric spell) up to once per round, simply by concentrating (Range: 120'). 3. If the Avenger's Wisdom score is 13 or greater, the Avenger can learn to cast cleric spells as if a cleric of one-third the level of the fighter (rounded down). If the Wisdom score is 12 or less, the fighter can still be an Avenger, but cannot cast spells. For example, a 20th level Avenger can cast spells as if a 6th level cleric. The Avenger learns how to meditate and cast spells from the clerics of the church—but at a price (DM's choice, but a minimum of 10,000 gp per spell level gained is recommended). 4. An Avenger may Turn Undead as if a cleric of one-third the fighter's level, but with an important difference. If the result is "Turn" or "Destroy," the Avenger may choose to control them instead of gaining the usual result. If control is chosen, it lasts for 1 turn per level of the Avenger. Undead thus controlled behave as if charmed, obeying the Avenger as if friends. However, if the Undead are Turned or Destroyed by a cleric during the duration of the control, the control is dispelled immediately, and cannot be renewed. If the duration of the control ends without incident, the Undead will flee (as if Turned). 5. An Avenger may not have human or demi-human hirelings. However, the Avenger may try to persuade monsters of Chaotic alignment. If a Chaotic creature is not immediately hostile, the Avenger may offer food or treasure, indicating (through word or gestures) friendship. If this fails, threats or combat resulting in surrender may accomplish nearly the same result. If the creature's Reaction roll indicates friendship, the creature is persuaded to follow and obey the Avenger. The effect lasts for a duration identical to a charm magic-user spell; once it ends, it cannot be renewed. 6. An Avenger may visit any castle, ruin, or dungeon known to be ruled by an intelligent Chaotic monster or character and, using his alignment tongue, demand Sanctuary (see Knight, above). An Avenger may speak normally to rulers of other alignments and check for normal reactions. The Ruler may be deceived, believing the Avenger to be a Knight (unless forewarning or some magical means reveals the Avenger's true status); if deceived, the Ruler will give normal Sanctuary. Fighter Combat Options The following characters may use the optional combat maneuvers: 1. Any wandering fighter who gains Paladin, Knight, or Avenger status; 2. Any land owning fighter who swears fealty to a ruler; 3. Any demi-human character who achieves Knight status, either within or outside of the clan. Other human classes may not use these maneuvers (including fighters who do not achieve any special status) because they require special study of the art of hand-tohand combat, taught only by Knights, Paladins, and Avengers. Multiple Attacks: The character gains this ability at 12th level. Demi-humans gain this ability at certain XP levels, as given in the class descriptions. If the character can hit an opponent with a Hit roll of 2 (calculated including all adjustments), he may make 2 attacks each combat round. At level 24 and higher, he may make 3 attacks; at level 36, he may make 4 attacks each round. This applies to ideal circ*mstances, and the character may use movement or some other action instead of an extra swing. Smash: The character using a Smash automatically loses initiative, and accepts a -5 penalty to his Hit roll. If the attack hits, add the character's entire Strength score to the normal damage inflicted (based on the weapon used), plus magic and Strength bonuses if applicable. Parry: The character does not attack at all, but spends the round blocking attacks with his weapon. All who attack hand-to-hand against a Parrying character suffer a -4 penalty to their Hit rolls. This does not apply to any device-hurled missile, but does apply to hand-hurled missiles. Disarm: This action may only be used against a weapon-using opponent. Creatures whose weapons are natural (claws, teeth, etc.) cannot be disarmed. To Disarm, the character makes a normal Hit roll. If the attack hits, no damage is inflicted. Instead, the victim must roll ld20 minus any Dexterity bonuses of the victim plus those of the attacker. If the modified roll is greater than the victim's Dexterity* score, the victim is Disarmed. The victim may either switch weapons, using another weapon carried (suffering only the loss of initiative for the next round), or try to retrieve the weapon dropped (see below). When retrieving a weapon, a victim must "Retreat" (as defined in the D&D Basic Set) to get it. Note: Many situations may make it impossible to retrieve the weapon (losing the weapon over a cliff, opponents nearby pick up weapon, etc.). 'DM: Roll or select a Dexterity score if the victim is an NPC. For monsters, assume a Dexterity score of 11. The DM may modify this, considering the creature's general characteristics (small and quick, large and clumsy, and so forth). 18
Characters Magic-user A 15th-25th level magic-user is called a Wizard (if male) or Maga (female). The following XP, Spells, Saving Throw and Hit roll charts apply to magic-users of all types, and should be added to the charts given in the D&D Expert Set. Becoming a Land Owner A magic-user who wants to settle down, rather than travel, may choose to remain independent or to live with an existing ruler. Independent magic-users often ignore titles completely, which adds to their mysterious reputation. They are commonly referred to as "Wizards," whatever their actual names or titles may be. An independent magic-user may build or seize a tower. Permission from the local ruler need not be acquired beforehand; it will almost always be forthcoming once the magic-user moves into the tower. However, if permission is sought beforehand, the ruler will probably give the magic-user a gift (along with the dominion) to keep the favor of the character. (Only the most powerful of rulers would dare to offend a magicuser, whatever the alignment). After the magic-user moves into the tower, a dungeon may be built beneath or near it. The dungeon is most often constructed by hiring specialists in mining, but can be created magically if the proper spells are known and used. When one or more levels of the dungeon are completed and thereafter left open, monsters will start to arrive and build lairs. Shortly thereafter, low-level adventurers may start arriving to seek their fortunes. Most magic-users with dungeons visit them once each month (or more), gathering any magical treasures that remain. If too much treasure is taken from the monsters, they will probably move out. Occasionally, if done quietly and secretly, the magic-user may capture some of the monsters for use in magiLevel 15 16 17 18 19 20 21 22 23 24 25 Level: Death Magic MAGIC-USER EXPERIENCE TABLE X P 1,200,000 1,350,000 1,500,000 1,650,000 1,800,000 1,950,000 2,100,000 2,250,000 2,400,000 2,550,000 2,700,000 1 5 5 6 6 6 6 6 6 6 7 7 Spells by spell 2 4 5 5 5 5 5 5 6 6 7 7 3 4 5 5 5 5 5 5 5 6 6 6 level 4 4 4 4 4 5 5 5 5 6 6 6 5 3 3 4 4 4 4 4 5 5 5 5 6 2 2 3 3 3 4 4 4 4 5 5 MAGIC-USER SAVING THROW TABLE Ray or Poison Wands Paralysis or Turn to Stone Dragon Breath Rod, Staff, or Spell 11-15 9 10 9 12 9 16-20 7 8 7 10 6 7 1 2 2 2 2 3 3 3 3 4 4 21-24 5 6 5 8 4 8 - - - 1 2 2 2 2 3 3 4 25 4 4 4 6 3 9 - - - - 1 2 2 2 3 cal research and potion making. This must be done carefully, lest the remaining monsters be scared away. Occasionally, wandering magic-users may come and offer to help with Magical Research (rules explained in D&D Expert). The offer may be accepted or ignored, as desired. If a land owning magic-user cannot or does not want to maintain a Tower, the character may apply for a position as a Magist (MAYjist) in any existing castle or stronghold. The Magist advises the ruler in matters involving magic, and handles the magical needs of the ruler and the stronghold. To become a Magist, the magic-user must first find a ruler who is willing to hire and support him. He must negotiate payment and other benefits with the ruler. Finally, the character must swear an oath of service or fealty to that ruler to become a Magist. When the agreements and terms are complete, the ruler supplies all the Magist's needs, including a place to stay in the stronghold (usually a suite of several rooms), guards and servants, and other agreed-upon benefits (such as magic items, either to use or as outright gifts). The ruler usually pays for Magical Research costs if the item or spell researched will benefit the stronghold. The Magist must serve the ruler as ordered in all respects, but is never required to fight or otherwise be placed in danger. A Magist may go on normal adventures if the ruler gives permission. The ruler knows that more experience means a more powerful Magist, and will usually give permission if no immediate magical needs are pressing. Travelling A wandering magic-user is known as a Magus. 1. A Magus may visit any land owning magic-user to offer to help with Magical Research. If the offer is accepted, any items or spells researched will be completed in half the normal time, and with double the normal chances for success! 2. A Magus has a chance (checked by the DM) to find treasure maps, and to hear rare rumors of powerful magic items. 3. The Magus will attract powerful wandering fighters and clerics, who offer to travel with and help the Magus in return for pay. These followers are of levels much higher than normal (5th at minimum, no maximum). Spells All details on spell casting are given in the D&D Basic and Expert Sets. Any spell marked with an asterisk (*) may be reversed, as given in the spell description. All reversible magic-user spells must be memorized in reversed form to be used. All spells of levels 5-7 are listed, with some of 8th and 9th levels. Most 5th and 6th level 19
Characters spells are explained in the Expert Set; additions are explained hereafter. More 8th and 9th level spells are given in the D&D Master Set. IMPORTANT NOTE: The maximum damage produced by any single spell—including fire ball, lightning bolt, and delayed blast fire ball—is 20 dice, of the type specified (usually 20d6). This is very important for game balance, and should not be disregarded. For example, without this maximum, a 36th level magic-user could instantly slay any other magic-user by surprise, regardless of the results of the Saving Throw\ FIFTH LEVEL MAGIC-USER SPELLS 1. Animate Dead 2. Cloudkill 3. Conjure Elemental 4. Contact Outer Plane 5. Dissolve* 6. Feeblemind 7. Hold Monster* 8. Magic Jar 9. Pass-Wall 10. Telekinesis 11. Teleport 12. Wall of Stone SIXTH LEVEL MAGIC-USER SPELLS 1. Anti-Magic Shell 2. Death Spell 3. Disintegrate 4. Geas* 5. Invisible Stalker 6. Lower Water 7. Move Earth 8. Projected Image 9. Reincarnation 10. Stone to Flesh* 11. Wall of Iron 12. Weather Control SEVENTH LEVEL MAGIC-USER SPELLS 1. Charm Plant 2. Create Normal Monsters 3. Delayed Blast Fire Ball 4. Lore 5. Magic Door* 6. Mass Invisibility* 7. Power Word Stun 8. Reverse Gravity 9. Statue 10. Summon Object 11. Sword 12. Teleport any Object EIGHTH LEVEL MAGIC-USER SPELLS 1. Dance 2. Explosive Cloud 3. Mass Charm* 4. Mind Barrier* 5. Permanence 6. Polymorph any Object 7. Power Word Blind 8. Symbol NINTH LEVEL MAGIC-USER SPELLS l.Gate* 2. Maze 3. Meteor Swarm 4. Power Word Kill Fifth Level Magic-user Spells Contact Outer Plane Range: 0 (magic-user only) Duration: See below Effect: 3-12 questions may be answered This spell allows the magic-user to contact one of the Outer Planes of Existence to seek knowledge from an Immortal creature (played by the DM). The wisest and most powerful Immortals live on the most distant Outer Planes. However, mental contact with an Immortal may cause a mortal to go insane. The more distant the plane, the greater the chance of a correct answer—but the greater the chance of Insanity as well. The number of questions the magic-user may ask is equal to the distance* to the Outer plane. The caster may choose the distance, up to the maximum allowed. The chance of insanity is checked once, when the Immortal is first contacted. If the caster is 21st level or greater, the chance of insanity is reduced by 5% per level of the caster above 20. If insanity does not result, the Immortal may still not know the answer, or may lie. The chances of knowing and lying are checked for each question. Distance and Number of Chance of... Questions Insanity Knowing Lying 3 4 5 6 7 8 9 10 11 12 5% 10 15 20 25 30 35 40 45 50 25% 30 35 40 50 60 70 80 90 95 50% 45 40 35 30 25 20 15 10 5 This spell may be used once a month at most (or less often, at the DM's option). An insane character recovers with rest, after a number of weeks of game time equal to the number of the plane contacted. * The "distance" to any other plane of existence is the number of planes that would be crossed if that plane were visited. The "distance" between the Prime Plane and the closest outer plane is 3, as the ethereal, elemental, and astral planes lie "between" them. There are many Outer Planes, but most are too far removed to be affected by this spell. Dissolve* Range: 120' Duration: 3-18 days Effect: Liquifies 3000 square feet This spell changes a volume of rock to a morass of mud. An area 10' deep or thick is affected, and may be up to 3,000 square feet in surface area. The victim may get mired and become unable to move. The magic-user may choose the exact width and length (20'* 150', 30'- 100', etc.), but the entire area of effect must be within 120' of the caster. Creatures entering the mud are slowed to 10% of their normal movement rate at best, and may become stuck. The reverse of this spell (harden) will change the same volume of mud to rock, but permanently. A victim in the mud may make a Saving Throw vs. Spells to avoid being trapped. Feeblemind Range: 240' Duration: Permanent until dispelled Effect: Lowers Intelligence score to 2 This spell will only affect a magic-user, elf, or spell-casting monster. It will make the victim helpless, unable to cast spells or think clearly (as if having an Intelligence score of 2). The victim may make a Saving Throw vs. Spells to avoid the effect, but with a -4 penalty to the roll. The feeblemind lasts until removed by a dispel magic spell (at normal chances for success) or by a cleric's cureall spell. Telekinesis Range: 120' Duration: 6 rounds Effect: 200 en of weight per level of caster This spell enables the magic-user to move a creature or object simply by concentrating. The item may weigh up to 200 en per level of the caster (a 10th level elf could move an object weighing up to 2,000 en). The caster may move the object in any direction, at a rate of up to 20' per round. An unwilling victim may make a Saving 20
Characters Throw vs. Spells to avoid the effect. If a target is held by someone, the holder gets a Saving Throw with a -2 penalty. If the object is carried but not held, the owner may grab for the departing object, making a Saving Throw with a -5 penalty. The caster must concentrate while moving objects, and the objects will fall if disturbed. If a wall of stone topples, it causes 10-100 points of damage and shatters. Sixth Level Magic-user Spells Move Earth Range: 240' Duration: 6 turns Effect: Moves soil This spell causes soil (but not rock) to move. It may be used to move earth horizontally to make a hill, or vertically, to open a large hole. The hole may be up to 240' deep, unless solid rock is reached. The soil may be moved at up to 60' per turn, and at the end of the spell duration, the moved soil remains where it is put. The spell is helpful for constructing castles. Reincarnation Range: 10' Duration: Permanent Effect: Creates a new body To cast this spell, the magic-user must have part of the dead body, however small that part may be. When the spell is cast, a new body magically appears, and the life force which was once in the dead body returns and inhabits the new one. The DM refers to the tables below to find the form of the new body. If the life force is reincarnated as a different race, all details of the new race apply, instead of the old. For example, a cleric reincarnated as an elf is no longer a cleric, but is able to cast magic-user spells and fight as an elf. The level of experience does not change unless restricted by the maximum for demihumans. If a monster body appears, the type of monster is based on the alignment of the life force. A monster body may not gain levels of experience; the character must play as reincarnated or retire from play. (Id8) 1 Human 2 Human 3 Human 4 Dwarf 5 Elf 6 Halfling 7 Original race 8 Monster (use table below) MONSTERS Id6 Lawful Neutral Chaotic 1 Blink Dog Ape, White Bugbear 2 Gnome Bear* Gnoll 3 Neanderthal Centaur Kobold 4 Owl, giant Griffon Manticore 5 Pegasus Lizard Man Ore 6 Treant Pixie Troglodyte •Any normal bear (The DM may add more monsters to the lists. Such monsters should have 8 Hit Dice or less and should be at least semi-intelligent.) Wall of Iron Range: 120' Duration: Permanent Effect: Creates 500 square feet of iron This spell creates a vertical wall of iron exactly 2" thick. The magic-user may choose any length and width, but the total area must be 500 square feet or less (10' "50', 20'«25', etc.), and the entire wall must be within 120' of the caster. The caster must create the wall so it rests on the ground or similar support. It cannot be cast in a space occupied by another object. It lasts until dispelled, disintegrated, or physically broken (though it will resist all but giant-sized physical attacks). Most other spell effects, including fire ball, lightning bolt, etc., have no effect on a wall of iron. If the wall is made to topple, it causes 10-100 points of damage and shatters. If the wall is attacked, it has a number of "hit points" equal to the level of the caster. The wall can only be damaged by battering. Giants inflict 1 point of battering damage per blow, and certain other creatures might damage it in other ways; a rust monster can destroy a wall of iron with a single touch.) Weather Control Range: 0 (magic-user only) Duration: Concentration Effect: All weather within 240 yards This spell allows the magic-user to create one special weather condition in the surrounding area (within a 240 yard radius). The caster may select the weather condition. The spell only works outdoors, and the weather will affect all creatures in the area (including the caster). The effects last as long as the caster concentrates, without moving; if the caster is being moved (for example, aboard a ship), the effect moves also. The effects vary, but the following results are typical: Rain: -2 penalty to Hit rolls applies to all missile fire. After three turns, the ground becomes muddy, reducing movement to 1/2 the normal rate. Snow: visibility (the distance a creature can see) is reduced to 20'; movement is reduced to 1/2 the normal rate. Rivers and streams may freeze over. Mud remains after the snow thaws, for the same movement penalty. Fog: 20' visibility, 1/2 normal movement. Those within the fog might become lost, moving in the wrong direction. Clear: This cancels bad weather (rain, snow, fog) but not secondary effects (such as mud). Intense Heat: Movement reduced to 1/2 normal. Excess water (from rain, snow, mud transmuted from rock, etc.) dries up. High Winds: No missile fire or flying is possible. Movement reduced to 1/2 normal. At sea, ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm, for 1/2 normal movement and 20' visibility. Tornado: This creates a whirlwind under the magic-user's control, attacking and moving as if a 12 HD Air Elemental. At sea, treat the tornado as a "storm or gale". Seventh Level Magic-user Spells Charm Plant Range: 120' Duration: 3 months Effect: Charms 1 tree or more smaller plants Similar to a charm person spell, this effect causes 1 tree, 6 medium-sized bushes, 12 small shrubs, or 24 small plants to become friends of the magic-user (no Saving Throw). However, a plant-like monster (treant, shrieker, etc.) may make a Saving Throw vs. Spells to resist the effect. The charmed plants will understand and obey all commands of the magic-user, as long as the tasks are within their ability (including the entangling of passers-by within range, but not including movement, sensing alignment, etc.). The plants will remain charmed for 6 months, until the charm is dispelled, or until winter (when they sleep). (This spell is quite useful around a stronghold, both inside 21
Characters and out, especially when used after a 4th level growth of plants spell, and possibly a permanent spell as well.) Create Normal Monsters Range: 30' Duration: 1 turn Effect: Creates 1 or more monsters This spell causes monsters to appear out of thin air. All monsters appearing will understand and obey the caster's commands— fighting, carrying or fetching things, etc. They will faithfully obey all commands to the best of their abilities. Each monster will appear carrying its normal weapons and wearing its normal armor (if any), but otherwise unequipped. At the end of 1 turn, all the monsters created vanish back into thin air, along with all their equipment. The total number of Hit Dice of monsters appearing is equal to the level of the magicuser casting the spell (with fractions dropped). The magic-user may choose the exact type of monsters created, selecting any monster with no special abilities (i.e., no asterisk next to the Hit Dice number in the monster explanation). Humans, demihumans, and Undead cannot be created by this spell. Creatures of 1-1 Hit Dice are counted as 1 Hit Die; creatures of 1/2 Hit Die or less are counted as 1/2 Hit Die each. For example, with this spell, a 15th level caster could summon 30 giant bats, rats, or kobolds; or 15 goblins, ores, or hobgoblins; or 7 rock baboons, gnolls, or lizard men; or 5 boars, draco lizards, or bugbears; or 3 black bears, panthers, or giant weasels; and so forth. Delayed Blast Fire Ball Range: 240' Duration: 0 to 60 rounds Effect: Delayed blast fireball, sphere of 20' radius As the name implies, this is a fire ball spell whose blast can be delayed. The magic-user must state the exact number of rounds delay (from 0 to 60) when the spell is cast. A small rock, very similar in appearance to a valuable gem, then shoots out toward the desired location, and remains until the stated delay elapses. The "gem" may be picked up, carried, and so forth. When the stated duration ends, an effect identical to a normal fire ball is produced—a sudden instantaneous explosion inflicting 1-6 points of damage per level of the caster to all within the area of effect (a sphere of 20' radius). Each victim may make a Saving Throw vs. Spells to take 1/2 damage. Once the spell has been cast, the explosion cannot be hurried nor further delayed, except with a wish. The "gem" created is pure magic, not an actual object, and cannot be moved magically (by telekinesis, teleport, etc.), though it can be dispelled. Lore Range: 0 (magic-user only) Duration: Permanent Effect: Reveals details of 1 item, place, or person By means of this spell, the magic-user may gain knowledge of one item, place, or person. If an item is held by the caster, the spell takes 1-4 turns to complete, and the magic-user learns the item's name, method of operation and command words (if any), and approximate number of charges (if any, within 5 of the correct number). If the item has more than one mode of operation, or more than one command word, only one function will be revealed for each lore spell used, without a clue to others. If a place or person is being investigated or if the item is not held, the spell may take 1- 100 days to complete, depending on the number of details already known. (The DM may reveal only general details if the place is large, or if the person is of great power.) A purely legendary topic should require large amounts of time, and the information gained may be in the form of a riddle or poem. Magic Door* Range: 10' Duration: 7 uses Effect: Creates one passage This spell may be cast on any wall, floor, ceiling, or section of ground. It creates a magical, invisible doorway that only the spell caster may use. It also creates a passage through up to 10' of non-living solid material beyond the doorway itself. It cannot be created in a living object of any kind. The door is undetectable except by a detect magic spell, and cannot be destroyed except by a dispel magic spell (at normal chances for success). The magic door lasts until dispelled, or until it has been used 7 times. Note that each passage through the door is a separate use. The reverse of this spell (magic lock) is a powerful version of the 2nd level wizard lock spell, but cannot be affected by a knock spell, nor by the effects of any magic item. The magic lock causes any one portal to become totally impassable as long as the magic remains, usable only by the caster of the spell. The spell can affect an empty 10'«10' portal-like area (such as an empty doorway). The locked portal does not change in appearance. As with a magic door, the enchantment remains until the portal has been used 7 times or until removed by a dispel magic spell. Mass Invisibility* Range: 240' Duration: Permanent until broken Effect: Many creatures or objects This bestows invisibility (as the 2nd level spell) on several creatures. All the recipients must be within an area 60' square within 240' of the magic-user. The spell will affect up to 6 dragon-sized creatures, or up to 300 man-sized creatures (treating one horse as 2 men). After the spell is cast, each creature becomes invisible, along with all equipment carried (as explained in the Basic Set Players Guide, page 41). The reverse of this spell (appear), will cause all invisible creatures and objects in a 20'» 20'» 20' volume to become visible. Creatures on astral and ethereal Planes are not within the area of effect; the spell cannot reach across planar boundaries. All other forms of invisibility are affected, both magical and natural, and all victims of this spell cannot become invisible again for 1 turn. Power Word Stun Range: 120' Duration: 2-12 or 1-6 turns Effect: Stuns 1 creature with 70 hit points or less This spell enables the caster to stun one victim within 120' (no Saving Throw). A victim with 1-35 hit points is stunned for 2-12 rounds; one with 36-70 hit points is stunned for 1-6 rounds. Any creature with 71 or more hit points cannot be affected. A stunned victim is unable to attack or cast spells, and suffers a -4 penalty on all Saving Throws for the duration of the stun. Reverse Gravity Range: 90' Duration: 1/5 round (2 seconds) Effect: Causes victims in a 30' cubic volume to fall upward This spell affects all creatures and objects within a cubic volume 30'» 30'» 30', causing them to "fall" in a direction opposite normal gravity. In 1/5 round, creatures and objects can fall about 65 feet. No Saving Throw is allowed, and all victims hitting a ceiling or other obstruction take 1-6 points of damage per 10 feet fallen. Note that after the 1/5 round duration ends, gravity returns to normal, and all victims will fall back to their original places, suffering more falling damage. A Morale check must be made for each victim of this spell. For example, a magic-user casts this spell at a group of approaching giants in a 40' tall room. The giants "fall" to the ceiling and then back to the floor, each taking a total of 8-48 points of damage in the process. 22
Character s Statu e Range : 0 (magic-use r only ) Duration : 2 turn s pe r leve l o f th e caste r Effect : Allow s th e caste r t o tur n t o ston e Thi s spel l allow s th e magic-use r t o chang e int o a statue , alon g wit h al l non-livin g equip - men t carried , u p t o onc e pe r roun d (t o o r fro m statu e form ) fo r th e duratio n o f th e spell . Th e caste r ca n concentrat e o n othe r spell s whil e i n statu e form . Althoug h thi s spel l doe s not giv e immunit y t o Tur n t o Ston e effect s (fro m th e attac k o f a gorgon , fo r exam - ple) , th e caste r ma y simpl y tur n bac k t o nor - ma l form on e roun d afte r becomin g petrified . Whil e i n statu e form , th e magic-use r i s Armo r Clas s -4 , bu t canno t move . Th e statu e canno t b e damage d b y col d o r fire (whethe r norma l o r magical) , o r b y norma l weapons . Th e statu e nee d no t breathe , an d i s thu s immun e t o al l ga s attacks , drowning , etc . Magica l weapon s an d othe r spell s (suc h a s lightning bolt) ca n inflic t norma l damage . I f a fire o r col d spel l i s cas t a t th e magic-use r whil e i n norma l form , th e characte r nee d onl y wi n th e initiativ e (throug h th e standar d roll ) t o tur n int o a statu e befor e th e attackin g spel l strikes . Th e caste r receive s +2 t o initia - tiv e whe n changin g form . Summo n Objec t Range : Infinit e Duration : Instantaneou s Effect : Retrieve s 1 objec t fro m caster' s hom e By mean s o f thi s spell , th e magic-use r ca n caus e on e non-livin g objec t t o leav e hi s o r he r hom e an d appea r i n hand . Th e objec t mus t weig h n o mor e tha n 50 0 en , an d ma y b e n o bigge r tha n a staff o r smal l chest . Th e caste r mus t b e very familia r wit h th e ite m an d it s exac t location , o r th e spel l wil l no t work . Eac h ite m mus t b e prepare d beforehan d b y sprinklin g i t wit h a specia l powde r tha t cost s 1,00 0 gp pe r ite m prepared ; th e powde r become s invisible , an d doe s no t interfer e with th e ite m i n an y way . Unprepare d item s canno t b e summone d b y thi s spell . I f anothe r bein g possesse s th e ite m sum - moned , th e ite m wil l no t appear , bu t th e caste r wil l kno w approximatel y wh o an d wher e th e possesso r is . Th e magic-use r ma y us e thi s spel l fro m an y location , eve n i f th e ite m summone d i s o n anothe r Plan e o f Existence . 2 3
Characters Sword Range: 30' Duration: 1 round per level of the caster Effect: Creates a magical sword When this spell is cast, a glowing sword made of magic, rather than metal, appears next to the caster. The magic-user may cause it to attack any creature within 30', simply by concentrating. If concentration is broken, the sword merely stops attacking; it remains in existence for 1 round per level of the magicuser. The sword moves very quickly, attacking twice per round, and Hit Rolls are made at the caster's level. Damage is the same as a two-handed sword, but this magical creation is capable of hitting any target (even those hit only by powerful magic weapons). The sword cannot be destroyed before the duration ends, except by a dispel magic spell effect (at normal chances for success). Teleport any Object Range: Touch Duration: Instantaneous Effect: Causes 1 object to teleport This spell is similar to the 5th level teleport spell, but non-living objects can be affected. After casting this spell, the magic-user may touch one creature or object and cause it to teleport. The normal chances of error apply; an object appearing too high will fall (and probably break), and one appearing too low will disintegrate. The destination may not deliberately be one occupied by a solid object or above ground. The maximum weight affected is 500 en per level of the caster. If an object is a solid part of a greater whole (such as a section of wall), one 10'« 10'« 10' cube of material (at most) will be teleported. If another creature possesses the item touched, (whether held or merely carried), the creature may make a Saving Throw vs. Spells (with a -2 penalty); if successful, the teleport fails. If the caster uses this spell to teleport himself, there is no chance of error. If the caster touches another creature, it may make a Saving Throw vs. Spells (if desired) to avoid being teleported, but with a -2 penalty to the roll. Eighth Level Magic-user Spells Dance Range: Touch Duration: 3 or more rounds Effect: Causes 1 victim to dance This spell causes one victim to prance madly about, performing a jig or other dance, for 3 or more rounds. The victim gets no Saving Throw, and cannot attack, use spells (or spell-like abilities), or flee. While dancing, a -4 penalty applies to the victim's Saving Throws, and a +4 penalty to Armor Class as well. The magic-user must touch the victim for the spell to take effect (a normal Hit Roll). The duration is 3 rounds for a caster of 18th20th level; 4 rounds for levels 21-24, 5 rounds at levels 25-28, 6 rounds at levels 29-32, and 7 rounds at levels 33-36. Explosive Cloud Range: 1' Duration: 6 turns Effect: Creates a moving poisonous cloud This spell creates an effect which appears the same as the 5th level cloudkill spell (a 20' tall cloud of greenish gas 30' in diameter appearing next to the caster). The cloud is only mildly poisonous; all victims within it must make a Saving Throw vs. Spells or be paralyzed that round. Each victim within the cloud makes a new Saving Throw each round. The cloud is filled with sparkling lights (visible only to those within it), which are small explosions. Each round, all those within the cloud take damage from the explosions, with no Saving Throw allowed. This damage is 1 point for each 2 levels of experience of the magic-user, rounding down (9 points at 18th or 19th level, 10 points at 20th or 21st level, etc.). This explosive damage will affect any creature, including those immune to fire, gas, electricity, and other special attacks. Mass Charm* Range: 120' Duration: Special (as charm person spell) Effect: 30 Levels of creatures This spell creates the same effect as a charm person or charm monster spell, except that 30 levels (or Hit Dice) of victims can be affected at once. Each victim may make a Saving Throw vs. Spells to avoid the charm, but with a -2 penalty to the roll. The spell will not affect a creature of 31 or more levels or Hit Dice. The duration of each charm is determined by the victim's intelligence (see the D&D Basic DM Rulebook, page 14). If the magicuser attacks one of the charmed victims, only that creature's charm is automatically broken. Any other charmed creatures that see the attack may make another Saving Throw, but other creatures' charms are not affected. The reverse of this spell, remove charm, will unfailingly remove all charm effects within a 20'* 20'* 20' volume. It will also prevent any object in that area from creating charm effects for 1 turn. Mind Barrier* Range: 10' Duration: 1 hour per level of the caster Effect: Protects against mind-affecting spells and items This spell affects one creature; an unwilling recipient may make a Saving Throw vs. Spells to avoid the effect. The spell prevents any form of ESP, Clairvoyance, Clairaudience, crystal ball gazing, or any other form of mental influence or information gathering (such as by a contact higher plane or summon object) from working properly. The caster or recipient simply does not exist for the purposes of those and similar spell effects. In addition, the recipient gains a bonus of *8 to Saving Throws against mind-influencing attacks, such as all forms of charm, illusion and phantasms, feeblemind, and the like. (However, a roll of 1 always fails the Saving Throw, regardless of adjustments.) The reverse of this spell (open mind) will cause the victim touched to be vulnerable to the mind-influencing attacks given above. All the victim's Saving Throws against such effects are penalized by -8 for the duration of the spell. This reversed spell must be cast by touch, requiring a normal Hit Roll. 24
Characters Permanence Range: 10' Duration: Permanent until dispelled Effect: Causes 1 magical effect to become permanent By means of this spell, the magic-user can cause one other magic-user spell effect of 7th level or less to become permanent. No spell with an "Instantaneous" or "Permanent" duration (such as dispel magic, fire ball, lightning boh, etc.) can be made permanent. Cleric spells cannot be made permanent, nor can an 8th or 9th level magic-user spell. The DM must carefully consider other spells, and may wish to restrict the use of the permanence spell for reasons of game balance. A permanence spell lasts until dispelled by a dispel magic spell from the caster or from some higher level spell caster (at normal chances for success). When the permanence spell is dispelled, the other spell effect vanishes immediately. Except for weapons, an item can only receive one permanence spell, and a creature can receive two at most. If a permanence spell is cast on an item or area which already has one (or a creature which already has two), both permanence spells are immediately negated, along with the spells previously made permanent. A weapon may have up to 5 permanent effects, but a 25 % chance of failure applies to each permanence after the first. Furthermore, if the permanence fails, it destroys the weapon completely. Some spells used on a creature that are commonly made permanent are: detect magic, protection from evil, read languages, read magic, detect invisible, and fly. Some spells commonly made permanent on areas are light, phantasmal force, confusion, and cloudkill. A magic-user needs a permanence spell to make any permanent magic item (such as a sword, shield, or non-charged miscellaneous item). It is not needed for magic wands, potions, and other temporary magic items. Polymorph any Object Range: 240' Duration: See below Effect: Changes form of 1 object or creature This spell is similar to the 4th level polymorph other spell, except that an object can be affected. If the object is part of a greater whole (such as a section of wall), up to a 10'* 10'* 10' volume can be polymorphed. A creature may avoid the effects if a Saving Throw vs. Spells is made, but with a -4 penalty to the roll. The duration of the polymorph depends on the degree of the change. There are three basic "kingdoms" of all things—animal, vegetable, and mineral. If an object is polymorphed to one of a "nearby" kingdom (animal-vegetable, vegetable-mineral) the duration is 1 hour per level of the caster. If the change is from animal to mineral (or the reverse), it lasts for 1 turn per level of the caster. If no change in kingdom occurs (for example, if a creature is polymorphed into some other creature), the change is permanent until removed by a dispel magic spell (at normal chances for success). Note that creatures created by means of this spell are not automatically friendly. A polymorph cannot affect a creature's age or hit points. (See the 4th level polymorph self and polymorph other spells for other guidelines.) Power Word Blind Range: 120' Duration: 1-4 days or 2-8 hours (see below) Effect: Blinds 1 creature with 80 hit points or less With this spell, the caster may blind one victim within 120' (no Saving Throw). A victim with 1-40 hit points is blinded for 1-4 days; one with 41-80 hit points is blinded for 2-8 hours. Any creature with 81 or more hit points cannot be affected. A blinded victim suffers penalties of -4 on all Saving Throws and +4 on Armor Class. A cleric's cure blindness or cureall spell will not remove this blindness unless the cleric is of a level equal to or higher than the caster of the power word blind. Symbol Range: Touch Duration: Permanent Effect: Creates 1 magical rune This spell creates a written magical drawing (a "rune") of great power. There are 6 kinds of symbols; the caster must select one when the spell is memorized. The rune may be placed on an object (such as a door or wall) or placed in mid-air. The rune cannot move; if placed on a creature or moving object, it will remain at that point when the surface moves (possibly floating in mid-air). When any living creature passes over or through the rune, or touches the object on which the rune is inscribed, or (foolishly) reads the rune, the rune's effect takes place immediately (no Saving Throw). There is one exception: a magic-user, and any other creature which can cast magic-user spells, may make a Saving Throw vs. Spells if the symbol is merely read or touched (rather than passed). If the Saving Throw is successful, the symbol has no effect on that creature. All symbols look similar to normal writings. Six symbols and their effects are given below; the DM may create others (such as polymorph, teleport, charm, geas, etc.). 25
Characters Death: Slays any creature with 75 hit points or less; does not affect a creature with 76 hit points or more. Discord: The victim attacks allies (if any) or is otherwise confused (as the 4th level confusion spell). The effect is permanent until removed by a dispel magic spell (at normal chances for success) or by a cleric's cureall spell. Fear: The victim immediately runs away from the symbol, at 3 times normal movement rate, for 30 rounds (as the wand). Insanity: The victim becomes insane, and cannot attack, cast spells, or use special abilities or items. The victim may walk, but must be carefully tended or may run away. This effect is permanent until removed (see Discord, above). Sleep: The victim falls asleep, and cannot be awakened. The victim will wake normally in 11-20 hours or if a dispel magic spell is used to negate it (at normal chances for success). Stunning: Affects any creature with 150 hit points or less. The victim is stunned for 2- 12 turns (as the power word stun spell). Ninth Level Magic-user Spells Gate* Range: 30' Duration: 1-100 turns or 1 turn Effect: Opens a portal to another plane When the magic-user casts this spell, he must name one target: the Ethereal Plane, the Astral Plane, one of the four Elemental Planes, or one Outer Plane (for which the name of a resident of the Plane must also be spoken, usually that of an Immortal, a ruler of the outer Planes). These Planes are explained in the Dungeon Master's book. The spell opens a direct connection to the other Plane of Existence. A gate to an Outer Plane remains open for only 1 turn. Any other gate remains open for 1-100 random turns, and there is a 10% chance per turn that some other-planar creature will wander through the gate. A gate to an Elemental Plane actually creates a vortex and a wormhole, and a wish may be used to make them permanent. Contact with an Outer Plane is dangerous, and the magic-user must know and speak the name of the Immortal he wishes to contact. The Immortal he calls will probably (95% chance) arrive in 1-6 rounds, but there is a 5% chance that some other being from the Outer Planes will respond. When the being arrives, it immediately looks for the spell caster. If the caster does not have an excellent reason for opening the gate, the being will probably destroy the caster. Even if the caster gives an important reason, the being may merely leave immediately, showing no interest. Occasionally, if the reason is of supreme importance to the magic-user and of some interest to the being, it may actually help for a short time. The reverse of this spell, close gate, will destroy the effect of the normal form of the spell (but cannot affect an Immortal). It can also be used to close a permanent gate to a nearby Plane (such as an elemental vortex). Maze Range: 60' Duration: See below (1-6 turns, 2-40 rounds, 2-8 rounds, or 1-4 rounds) Effect: Traps 1 creature This spell creates a maze in the Astral plane and places one victim into the maze (no Saving Throw). The intelligence of the victim determines the time needed to escape the maze: Animal or Low (1-8) 1-6 turns Average (9-12) 2-40 rounds High (13-17) 2-8 rounds Genius (18*) 1-4 rounds The victim returns to the point of disappearance when he escapes the maze. Meteor Swarm Range: 240' Duration: Instantaneous Effect: Creates 4 or 8 meteor-fireballs This spell creates either 4 or 8 meteors (at the caster's choice). Each meteor can be aimed at a different target within range, but one and only one meteor can be aimed at any one creature. Each meteor slams into its target and then explodes as if a fire ball (affecting all creatures within a 20' radius). If 4 meteors are created, each strikes for 8- 48 points of damage and then explodes for 8- 48 points of fire damage (8d6). If 8 smaller meteors are used, each strikes for 4-24 points and explodes for the same amount (4d6). Note that if the meteors are thrown properly, one creature or area may be affected by multiple blasts. The player rolls damage for each strike and blast separately, and makes a separate Saving Throw for each fire ball blast. A meteor never misses. Any victim struck by a meteor takes full "strike" damage (no Saving Throw). Each victim within a blast may make a Saving Throw vs. Spells to take only 1/2 of the given "fire" damage. Even fire-resistant and fireusing creatures are fully affected by meteor strikes, although they might be resistant to the fiery explosions. Power Word Kill Range: 120' Duration: Instantaneous Effect: Slays or stuns 1 or more creatures This spell enables the caster to affect one or more victims within 120' (no Saving Throw). Exception: a magic-user, and any creature which can cast magic-user spells, may make a Saving Throw vs. Spells to avoid this effect, but with a -4 penalty to the roll. A single victim with 1-60 hit points is automatically slain; one with 61-100 hit points is stunned (as power word stun) and unable to act for 1-4 turns. Any creature with 101 or more hit points cannot be affected. The spell can also be used to slay up to 5 victims if each has 20 hit points or less (again, no Saving Throw). 26
Characters Thief A thief of 15th-25th level is called a Master Thief (whether male or female). The following XP, Saving Throws, and Special Abilities Tables apply to thieves of all types, and should be added to the charts given in the D&D Expert Set. THIEF EXPERIENCE TABLE Level XP 15 16 17 18 19 20 21 22 23 24 25 THIEF SAVING Level: Death Ray or Poison Magic Wands Paralysis or Turn to Stone Dragon Breath Rod, Staff, or Spell 13-16 7 8 7 10 9 880,000 1,000,000 1,120,000 1,240,000 1,360,000 1,480,000 1,600,000 1,720,000 1,840,000 1,960,000 2,080,000 THROW TABLE 17-20 21-24 5 4 6 5 5 4 8 6 7 5 25 3 4 3 4 4 Hi in ^i Level 15 1 C 16 17 18 19 20 21 22 23 24 25 Settling Open Locks 75 TO 7o 81 84 86 88 90 92 94 96 98 in a Town SnWm!• Find Traps 73 7o 80 83 86 89 92 94 96 98 99 HP THIEVES' Remove Traps 67 *7A 70 73 76 79 82 85 88 91 94 97 ww w ABILITIES TABLE PickPockets 90 95 100 105 110 115 120 125 130 135 140 Move Silently 70 *7O 72 74 76 78 80 82 84 86 88 89 them—but you Climb Walls 101 1 AO 102 103 104 105 106 107 108 109 110 111 IM1 M l Hide in Shadows 58 CA 60 62 64 66 68 70 72 74 76 78 have first choice, in I 1 Hear Noise 87 90 92 94 96 98 100 102 104 106 108 any case. * Pick Pockets: Subtract 5% per level of the victim (or per Hit Die, for monsters). Example: A 30th level thief tries to pickpocket a 30th level fighter. The chance is 165% (normal) minus 150% (5 times 30), or a total of 15%. Percentages of 100 or more: A stuck or exceptionally difficult lock, carefully hidden trap, slippery wall, or very faint noise may cause a penalty to be applied to the normal chances (-5%, -10%, -20%, etc.). If, after applying such penalties, the chance of success remains 100% or greater, adjust it to 99%, allowing a 1 % minimum chance of failure in all cases. However, do not modify "Move Silently" or "Hide in Shadows" chances unless the thiefs specific actions warrant it (trying to move silently but quickly, hiding when very near to torchlight, etc.). A thief who wishes to settle must contact the Thieves' Guild. The Guild will help establish the thief as a Guildmaster for a new branch of the Guild (perhaps in a far town where no Guild currently exists), or may send the thief to an existing Guild to fill a vacancy. Your Dungeon Master will tell you how many new thieves arrive at the new Guild, or the details of any existing Guild. Income will be gained from the activities of the Guild members. The character can, at some point, ask for control of a larger branch of the Guild (and this is recommended when 18th level is reached), and may eventually become a powerful official in the Guild Headquarters. Skilled (high level) thieves are always needed for difficult and unique adventures, and the Guildmaster thief is the person adventurers contact when such jobs are available. You may choose to take the jobs or allow one or more of the Guild members to have Travelling A wandering thief is known as a Rogue 1. A Rogue must remain a member of the Thieves' Guild, though the Guild need only be visited once a year. 2. Once a character becomes a Rogue, the character can never become a Guildmaster in an established branch of the Guild. However, a new branch may be started, if permitted by the Guildmaster General. 3. A Rogue has a chance (checked by the DM once per game week) of discovering treasure maps or rumors about the location of great treasures. 4. A Rogue may visit any branch of the Thieves' Guild to see the Guildmaster. Local information, tips, and rumors may thus be gained. If assistance is desired, the Guild will allow several low-level thieves to be hired on a temporary basis. 5. Rumors about the Rogue and the character's activities will arise, for better or 27
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Characters Character Classes— Demi-Human Experience Points All demi-human adventurers are very limited in levels of experience and hit points. Elves are simply incapable of learning the arts of powerful magic (above 5th level spells), and no demi-human can match human "staying power," as indicated by hit points. Though their history is long, demihumans never developed the art of combat to a high degree. However, humans did concentrate their talents in this area. Where demihumans and humans interact, additional fighting skills can be gained by experienced demi-humans, who learn the advanced techniques from their human friends. Thus, the player of a demi-human character should keep track of XP earned after maximum level is reached, and combat ability improves accordingly (as given in each class description). Clan Relics Each demi-human clan has a sacred item, called a "Relic," which is kept in the center of the clan stronghold. The Relic is tended by a Keeper and 2-8 aides. The Relic in each dwarven clan is a Forge of Power; in each elven clan, a Tree of Life; and in each Halfling clan, a Crucible of Blackflame. The position of Keeper is hereditary; each Keeper passes the secret knowledge of the tending and use of the Relic to his or her son or daughter, never writing down any details, lest they be stolen. This secret knowledge includes details of constructing a special item, as given in each class description. Each sacred item gives a domination power (as given in the Dungeon Masters book) to its Keeper. It also continually radiates an aura, which has a Turn Undead effect similar to a cleric's. The Keeper may activate the following additional spell-like abilities. Cure Blindness Cure Disease Neutralize Poison Cure Serious Wounds Identify Magic Item Domination: The Keeper of a Relic enjoys great prestige among the clan; the powers of life and death are literally in the Keeper's hands (much as a human cleric's). Thus, the Keeper is held in awe by the entire clan. In game mechanics, this is a domination ability—the Keeper can give orders, and the clan members will obey them. The only clan member immune to this effect is the Clanmaster, the leader of the entire clan, who respects the Keeper's power but is not in awe of it, recognizing it as a service and a tool for the clan's survival. The Keeper never abuses this power; it is always used for the best interests of the clan, not the Keeper. The Clanmaster is often consulted about important situations and orders, and kept advised about the current amount of power in the Relic (see "Spell-like powers," below). If the rare situation occurs where the Keeper gives an order to a Clanmaster and the Clanmaster counters it immediately, the recipient of the order is confused (simply unable to act or think clearly) until the situation is resolved. Turn Undead: The Relic constantly radiates a magical force which has the same Turn Undead effect as a 15th level cleric. In many ways, this effect is more powerful than the cleric ability, for even if the Turn attempt fails (against Nightshade or larger), it is automatically repeated in the following round. In addition, Undead Turned will probably not return (check Morale, applying a -6 penalty). Spell-like powers: The power for each of these effects comes directly from the Relic. The Turn Undead effect has an initial range of 360 feet. Each use of a spell-like power reduces this range by 5 feet. When it reaches 0, it can do nothing further. When properly tended by the Keeper, the Relic's power returns at the rate of 5' range per day (but never faster). Cure blindness, cure disease, neutralize poison, cure serious wounds: These effects are identical to the cleric spells of the same names, treated as if cast by a 15th level cleric. Identify Magic Item: To use this power, the Keeper places a magic item by the Relic, leaves it there for 24 hours, and then touches the item. Knowledge about the item then magically appears in the Keeper's mind. The name of the item and number of "plusses" are revealed, but not the number of charges (each as applicable). Cursed items will, unfortunately, be identified as normal ones. As with the use of cleric spell effects, this reduces the Relic's Turning range by 5 feet. Crafts When working with other demi-humans of maximum level, the Clanmaster and Keeper can create several unusual items. Each takes great amounts of time and effort. Your DM may reveal more details about these special demi-human crafts. 29
Characters Dwarf Special Attacks Dwarven fighting ability can improve rapidly with human training, as indicated by the following Hit Rolls Table. In addition, when the character's XP total reaches 660,000, the Combat Options for Fighters (see DM book) are gained. For multiple attacks (if an attack hits with a Hit Roll of 2), two attacks are possible at 660,000 XP, and three attacks at 2,200,000 XP. Four attacks per round are not gained. Smash and Parry options are usable, but the Disarm option cannot be used successfully against a giant-sized opponent. Special Defenses Experienced dwarves become more resistant to magic. When the 1,400,000 XP mark is reached, a dwarf automatically takes only 1/2 damage from any damage-causing spell or spell-like effect (such as from a magic item). If the effect allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken. Dwarf XP 660,000 (a) 800,000 1,000,000 1,200,000 1,400,000 (b) 1,600,000 1,800,000 2,000,000 2,200,000 (c) 2,400,000 2,600,000 (d) Attack Rank C D E F G H I J K L M (a) Gain Combat Options for Fighters. Two attacks are possible at this level. (b) Automatically takes 1/2 damage from any damage-causing spell or spell-like effect. (c) Same as a Fighter of levels 22-24. Three attacks per round possible at this level. (d) Same as a Fighter of levels 25-27. The Dwarven Relic A Forge of Power rests at the heart of every dwarven clan stronghold, with powers as described on page 29. The Forge also may be used to create the fabulous dwarven lens and the extremely rare oil of darkness (explained in the Dungeon Masters book). A Forge may only be left or found unattended if an entire clan is destroyed. If any non-dwarf possesses a Forge, most dwarven clans that hear of it will offer to buy the Forge, for 100,000 gp or more (depending on the clan's resources). If the "owner" refuses to sell it, the clans may employ Thieves to steal it, or may even assemble an army to retake it, as a Forge is the property of dwarves and dwarves alone. However, if the "owner" sells it to dwarves for 50% of the amount offered (or less), the clan buying the Forge will award the title of honorary clan member to the person (or creature!) selling it unless he destroyed the owning clan. Elf Special Attacks After reaching maximum level, elves may continue to improve in combat ability by studying with humans. This is a slow process, however, due to their additional interest in magic. Refer to the Hit Roll Table below for exact details. When the character's XP total reaches 850,000, the Combat Options for Fighters (see DM book) are gained. For multiple attacks (if an attack hits with a Hit Roll of 2), two attacks are possible at 850,000 XP, and three attacks at 2,600,000 XP. Four attacks per round are not gained. Smash, Parry, and Disarm options are usable, as described. Special Defenses Experienced elves become more resistant to dragon breath. When the 1,600,000 XP mark is reached, an elf automatically takes only 1/2 damage from any breath weapon (most notably dragon breath, but including all sorts of breath weapon attacks). If the breath allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken. ElfXP 600,000 (a) 850,000 (b) 1,100,000 1,350,000 1,600,000 (c) 1,850,000 2,100,000 2,350,000 2,600,000 (d) 2,850,000 3,100,000 Attack Rank C D E F G H I J K L M (a) Same as a Fighter of levels 22-24. (b) Gain the Combat Options for Fighters. Two attacks per round possible at this level. (c) Automatically takes 1/2 damage from any breath weapon. (d) Same as a Fighter of levels 25-27. Three attacks per round possible at this level. The Elven Relic A Tree of Life stands at the center of every elven clan stronghold, with powers as described on page 29. It also may be used to create the fabulous elven lightship and oil of sunlight (explained in the Dungeon Masters book). This large, intelligent tree may be mistaken for a treant. It cannot be moved, nor can it move itself, except by an elven Treekeeper. It can only be left or found unattended if an entire clan is destroyed. Most elven strongholds will pay 20,000 gp or more for accurate information about the location of a living clanless Tree. 30
Halfling Special Attacks The halfling bonus of +1 to all Hit rolls when using a missile weapon also applies to the bola and blowgun, new weapons introduced in this set. Halfling fighting ability can improve rapidly with human training, as shown by the Hit Roll Table given below. In addition, when the character's XP total reaches 900,000, he gains the Combat Options for Fighters (see DM book). For multiple attacks (if an attack hits with a Hit Roll of 2), two attacks are possible at 900,000 XP, and three attacks at 3,000,000 XP. Four attacks per round are not gained. Smash and Parry options are usable, but the Disarm option cannot be used effectively against a giantsized opponent. Special Defenses Experienced halflings become more resistant to both magic and breath weapons. When the halfling reaches the 300,000 XP mark, he automatically takes 1/2 damage from any damage-causing spell or spell-like effect (such as from a magic item). If the effect allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken. In addition, when the halfling reaches the 2,100,000 XP mark, he automatically takes 1/2 damage from any breath weapon (most notably dragon breath, but including all sorts of breath weapon attacks). If the breath attack allows a Saving Throw, a successful roll indicates that only 1/4 damage is taken. Halfling XP 120,000 300,000 (a) 600,000 900,000 (b) 1,200,000 1,500,000 1,800,000 2,100,000 (c) 2,400,000 2,700,000 3,000,000 (d) Attack Rank A B C D E F G H I J K (a) Automatically takes 1/2 damage from any damage-causing spell or spell-like effect (b) Gains the Combat Options for Fighters. Two attacks per round possible at this level. (c) Automatically takes 1/2 damage from any breath weapon (d) Same as a Fighter of levels 22-24. Three attacks per round possible at this level. The Halfling Relic A Crucible of Blackflame rests at the heart of every halfling clan stronghold, with powers as described on page 29. Blackflame is simply normal flame in reverse, burning ashes and leaving whole items. The Crucible, a truncated pyramid-shaped wooden container, may be used (along with the Blackflame itself) to create the fabulous web of shadows and the extremely rare oil of moonlight. A Crucible may only be left or found unattended if an entire halfling clan is destroyed. If any non-halfling possesses a Crucible, most halfling clans hearing of it will offer to buy the Crucible for 10,000 gp or more, or 100,000 gp or more if it contains Blackflame (depending on the clan's resources). If the "owner" refuses to sell it, the clan may employ thieves to steal it, or may even assemble or hire an army to retake it, as a Crucible is the property of halflings and halflings alone. However, if the "owner" sells it to halflings for 50% of the amount offered (or less), the clan buying the Crucible will award the title of honorary clan member to the person (or creature!) selling it if he did not destroy the original owners. 31
Netf Map Symbols M Badlands Border Bridge Capital Castle City Clan Stronghold Clear Cleric Stronghold Coral Reef Desert Torest Qrasslands and Rolling Hills Hills Ice Tloe Jungle Kelp Jungle Kelp Torest £air • f \ IO £ake Mountains Module [location Plankton Bed Plateau Pond Road Ruins Sargasso Stream Swamp Grail [Grade Route] Govier Gotin Village / \ y Volcano Vortex [Elemental] Water Whirlpool 32
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Index for PLAYERS COMPANION A Armor, new 3 Artillerist 8 B Bailiff 8 c Castellan 8 Chamberlain 8 Chaplain 8 Clanmaster 29 Clan Relics 29 Cleric 11 Spells 12 D Demi-human Characters 29 Strongholds 8 Druid 14 Spells 14 Dwarf 30 Dynast 2 E Elf 30 Engineer 8 Equerry 8 F Fighter 17 G Guard Captain 8 H Halfling 31 Herald 8 Hero 2 Human Characters 11 Human Strongholds 8 L Lady-in-waiting 9 M Magic-User 19 Spells 20 Magist 9 Magistrate 9 Marshal 9 Missile Weapons 4 P Paragon 2 Polymath 2 Provost 9 R Reeve 9 s Sage 9 Senechal 9 Sheriff 9 Squire 9 Steward 9 Strongholds 8 Demi-human 8 Human 8 Swords 4 T Thief 27 U Unarmed Combat 6 Striking 6 Wrestling 6 Warden 9 Weapons, new 3 Swords 4 Missile Weapons and devices 4 W Wrestling 6 1013XXX1927
The Campaign Part 1: General Guidelines Levels of Play A carefully designed Campaign can handle characters of all levels. If your experienced players have characters of various levels, be sure to have play sessions for the different levels of the characters. Characters should normally adventure with other characters of similar level. Encourage your players to start other Basic level characters. Many new rules given in this set—Unarmed Combat rules, new weapons, etc.—can help even the most experienced player enjoy Basic level play the "second time around." Maps The standard campaign map hex (see XI) represents an area 24 miles across. Though it is small on a map, this is over 450 square miles of area! It is impossible to describe the wide range of normal terrain and vegetation in a hex by using a single symbol. Each standard symbol (see Players Book) indicates noteworthy features in a map hex. This may be the majority of the terrain, or merely an unusual feature. For example, a single black triangle in a hex indicates mountain terrain. If many other black triangles surround it, the entire hex is probably filled with mountains. However, if the surrounding hexes are jungle, the single mountain hex may represent one large mountain in an otherwise jungle-filled area. Many features are assumed to be present in each type of terrain. For example, a jungle contains clearings, hills, valleys, swamps, and so forth—all represented on the map by a palm tree. A "clear" hex indicates normal flat terrain (plains and meadows, cultivated land). Make up terrain descriptions as needed during games, but don't try to make notes on everything you say. The players should keep records if they want details on wilderness areas. Keep only the information you need to remember for the Campaign—encounters, lairs, and so forth. Make copies of all your Campaign maps. They are easily damaged or lost. When marking your Campaign maps, you will probably run out of room, especially in hexes with terrain, important lairs, or encounters. If there are too many notes, the information is difficult to find, and play can be slowed, so make a key for your maps. When preparing monster lairs in advance, avoid placing them on the map. If an encounter is desired or randomly placed, note the location to place the lair. By not placing encounters of this type, you save map space and time. Colored pencils may be used to place dots in hexes to note lairs, dungeons, and special locations, or to color the different types of terrain. Be sure to develop a key for either of these systems of marking maps. A number key will provide the most information, however. Keep a separate record of the map features. The standard map symbols given in the Players Companion are recommended for use in mapping. They require no artistic talent to use. Adventure Planning When you create adventures, try to estimate the difficulty. Only characters who can match the challenges should play them; too powerful PCs will find play unchallenging, while too weak PCs may all die. You can also create an adventure for a specific character or group. This is more difficult in some ways. You must select monsters, traps, and treasures to match the characters' level, and then put them together in a story that makes sense. When designing adventures for specific characters, review their equipment first. You can safely include many powerful monsters if the characters have special equipment to handle the creatures. For example, characters with weapons that have special bonuses against reptiles have a good chance to defeat a group of dangerous dinosaurs. Carefully consider alignment and abilities, as well. Lawfuls prefer Chaotic opponents. Two or more Patriarchs can handle many lesser Undead. Remember the demi-human abilities (finding secret doors, stone traps, etc.), and add special features for them. Rates of Progress After reaching "Name" level, characters should gain a new level of experience for every 3 to 8 successful adventures. More adventures can cause player frustration; fewer adventures can make the game too easy, and eventually bore them. If you play twice or more each week, 6 to 8 adventures per level gained is recommended. If your games are once a week or less often, 3 to 5 adventures per level are recommended. As an average, humans need about 125,000 XP to gain a level of experience. As DM, you may create adventures to accomplish whatever you wish by using the following Adventure Planning Table. ADVENTURE # o f Character: 1 2 3 4 5 6 7 8 9 10 s 3 42 83 125 167 208 250 292 333 375 417 PLANNING TABLE Rate of Progress 4 31 63 94 125 156 188 219 250 281 313 5 25 50 75 100 125 150 175 200 225 250 6 21 42 63 83 104 125 146 167 188 208 7 18 36 54 71 89 107 125 143 161 179 8 16 31 47 63 78 94 109 125 141 156 First, decide how many adventures the characters should complete before gaining their next levels of experience. This number of adventures to increase one level of experience is their Rate of Progress. Count the number of characters in the party, and then use the Table to find the total XP needed to be gained on the adventure. (Each number represents 1,000 XP. For example, "85" means "85,000 XP." ) Selecting Monsters When putting different monsters together in any setting, ask yourself one simple question: What happens when all these creatures are left there for a month? The setting should be "stable"; the creatures should cooperate or avoid each other for logical reasons. Some adventures may be based on special temporary situations, but this should be the exception, not the general rule. On most adventures, XP gained from defeating monsters should be 1/5 of the total XP. This depends on the type of monsters, random chance of treasure, etc. You may choose to award "bonus" XP for the adventure. This could be for completion of a goal (rescue, retrieving an item, etc.), special individual actions (heroic performance, exceptional or frequent use of special abilities), alignment play, or other aspects of the overall adventure. Select the monsters you want, using all the guidelines given. Using the total Rate of Progress XP, subtract monster XP and goal and
The Campaign activities XP, to determine the XP value of treasure. Use the monster Treasure Types as guides to determine the amount of treasure, but do roll for its selection. You have already determined the amount to be placed, and should use the Treasure Types as a guide only to the type, not the amount, of treasure.. .and remember encumbrance! Summary The Adventure Planning method gives you an organized way of designing challenges equal to specific character levels. However, be prepared to change the Rate of Progress. That number is a goal, and represents proper rewards for good play. If mere bad luck interferes with success, try to compensate by placing extra treasure on the next adventure. Watch for unexpectedly deadly situations; the monsters may do better than you think. Don't penalize the characters if your designs are too powerful for them, but do not make things too easy for them, either. If your players make too many mistakes, or aren't running their characters properly—add one or two adventures to their ideal Rate of Progress, to give them time to learn. Part 2: The Fantasy World Dominions At "Name" or higher levels of play, the characters may build strongholds. The basic costs of building a stronghold are given in the Expert Set (page 23). These strongholds must be located in lands of your D&D Campaign world; your map should have each stronghold location marked on it. Characters with strongholds may or may not be rulers. The following section provides information on how to be a ruler. Whenever a piece of land is owned and ruled, that land is called a dominion. It may be of any size, and the ruler can be either a PC or NPC. A dominion could be a small tower on an acre of land, or a mighty empire with thousands of people. All PC strongholds, both human and demi-human, are called dominions (see Players Book). Clerics may have independent dominions, but they do not swear an oath of service or fealty to anyone but the Theocracy, the leaders of the church. Fighters usually do well as dominion rulers, powerful and yet free to join with or fight against anyone. Magic-users do not usually establish dominions, but can easily work within the dominion system if desired. Thieves may also rule in this way, but their Guild duties must be fulfilled as well. Demi-humans normally do not care for human politics at all; their political leader is
The Campaign the Clanmaster, and the religious leader, the Keeper. Alliances and treaties are common between demi-human clans, human dominion rulers, and independent magic-users. General Notes The following information is only a guideline. Some logical system of government is highly recommended, for ease of play, but is not required. When players want to discuss their characters' dominions, avoid losing group playing time by having individual game sessions with the players. The players should handle most of the calculations and bookkeeping for running a dominion. You should only have to decide results, based on your Campaign notes. The Setting The D&D fantasy world is loosely based on medieval Europe, before the invention of the printing press, and without firearms. The feudal system is used as the form of government; persons of power offer services, protection, and power. Most of the people are peasants. The number of peasant families in a dominion is a measure of the power of their ruler. More peasants means more surplus food and labor available to support the ruler. If you are already using a feudal system of government in your campaign, try to adapt it to fit the additional rules given here. If no government exists, create one through a revolution, war, or other method. Obtaining a Dominion The five methods of obtaining a dominion are by Founding, Land Grant, Colonization, Enfieffment, and Conquest. 1. Founding: To Found a dominion, the PC finds an unclaimed wilderness* area and creates a new and independent dominion. The PC is the sole ruler, and does not swear fealty to any overlord or king. The PC may assume any title desired, but existing rulers nearby may affect that choice (see "Independent Dominions," page 5 )• * An "unclaimed wilderness" is any area in which no local ruler is established, and no taxes are paid to any ruler. 2. Land Grant: An existing ruler may appoint a PC as ruler of a lesser dominion in his realm. An oath of service or fealty is required, and the PC must visit the overlord at least twice a year. The overlord may visit the dominion, and must be treated well. For offering the Land Grant, the overlord expects loyalty, productivity, and military support. 3. Colonization: A PC may be authorized by his or her liege to settle a new dominion in the liege's name. The liege will help in some way, usually with either troops or funds. The established dominions in the area (if any) may interfere. Note that the area may already be claimed (but not settled or developed) by other distant rulers. If the area is already ruled, it cannot be colonized; it must be conquered. 4. Enfieffment: A PC may be called upon by others (either rulers or peasants) to rule over them; this is called enfieffment (enFEEF-ment). This often occurs when a group of independent dominions are threatened, or when an oath of fealty ends by the death or overthrow of the overlord. The others all swear fealty to the PC, who in turn assumes an overlord title corresponding to the dominions ruled. 5. Conquest: Any PC may obtain a dominion by the oldest method in history: conquering it. The dominion must be gained through combat (or threatened combat) to be a Conquest. Basic Information Most dominions are part of larger territories; the ruler of the dominion swears on an oath of service and fealty to a greater ruler. The smallest dominion is called a Barony. Any larger area, containing two or more Baronies, is very generally called a "greater dominion," and may have any of several names (county, duchy, kingdom, etc.). When a dominion is established, the details of its Size, Location, Population, and Resources are needed. When these are found, the Dominion Income can be determined. Changes in population, income, and so forth are checked once per month (of game time). 1. Size: New dominions usually cover 24 miles (1 map hex). Larger dominions are certainly possible, but a PC should start with a small one at best. 2. Location: Every map hex of land is one of three basic types: "Civilized"—well-settled lands "Wilderness"—unsettled lands "Borderlands"—between the above The DM should decide what type each hex of land is as needed. When starting with a map of major terrain features, cities, and towns, the following guidelines may be used to determine which type each hex could be, based on terrain: Clear, Grassland, Hills, River, or Woods: Any type 4 Settled: Civilized or Borderland Mountain: Borderland or Wilderness (or settled if it contains a dwarven stronghold) Jungle or Swamp: Borderland or Wilderness Desert: Borderland or Wilderness; however, an oasis may be any type Ocean: Wilderness (surface) or any type (undersea) Apply the following guidelines, based on the towns and cities placed (unless limited by terrain): Every demi-human clan is considered Civilized, regardless of its population. Any area that is 1-6 map hexes from a city or large town (as defined in the Expert Set) is Civilized. Any area that is 1-3 map hexes from a Civilized area is a Borderland. All other areas are Wilderness. These notes are guidelines, and the DM is not limited to the ranges given. An area may actually contain no cities or large towns at all, and still be considered "civilized." 3. Population: Peasant families are needed in every dominion, to work and settle the land. As an average, each peasant family has 5 members. The normal "starting number" of peasant families present varies by the type of map hex: Civilized: 500-5000 families per hex Borderland: 200-1,200 families per hex Wilderness: 10-100 families per hex Each month, the population will grow or decrease by itself, at a rate determined by the number of families present: 1-100 +25% 301-400+10% 101-200 +20% 401-500+5% 201-300 +15% 500+ +l%to+5% Also, any hex may gain or lose 1-10 families per month for any of many reasons (accidents, weather, good or bad harvests, etc.). 4. Dominion Resources: Every dominion has natural resources—either animal, mineral, or vegetable. The exact type can vary widely. Peasants use and provide resources, and the ruler gains tax income from them. First, select or randomly determine (using ldlO) the number of resources in the dominion. For dominions larger than 1 (24-mile) map hex, this may be applied to each hex. 1 1 resource 8-9 3 resources 2-7 2 resources 10 4 resources Next, select or randomly determine (using ldlO) the type of resource. When selecting, consider the location of the dominion and its
The Campaign terrain; for example, a desert has very few vegetable resources. 1-3 Animal 4-8 Vegetable 9-10 Mineral TYPICAL RESOURCES: Animal: dairy, fat and oil, fish, fowl, furs, herds, bees (honey and wax), horses, ivory. Vegetable: farm produce, foodstuffs, oil, fodder, wood and timber, paper, wine. Mineral: copper, silver, gold, platinum, iron, lead, tin, gemstones, tar and oil, clay, stone quarry, coal. Independent Dominions When a dominion is "Founded," the ruler is fully independent, and has not sworn fealty to any liege. An independent ruler may claim any title desired. If other dominions are near the newly founded dominion, however, their rulers may react unfavorably to the "upstart," depending on the title assumed. The chart gives a percentage chance of a reaction. Roll d% for each NPC ruler of a domain near the newly founded territory. This If the roll indicates a reaction, the ruler will, at the very least, send spies and agents to gather information about the PC's dominion. A Reaction Roll may be used to help determine further actions. A friendly ruler may send ambassadors, seeking alliance or friendship. An unfriendly ruler may send hired bandits or even an army. The exact actions must be decided by the DM, based on the nature of the campaign and further actions by the player character involved. Assumed Title Baron Viscount Count Marquis Duke Archduke Other Chance of Nearby Ruler Reacting Baron Viscount Count Marquis Duke Other 100 100 100 100 100 100 100 80 90 90 90 100 100 100 60 70 80 80 90 100 100 40 60 70 80 90 100 100 20 30 40 50 80 90 100 10 20 20 30 50 80 100 Dominion Administration The ruler of a dominion sets all laws and tax rates, and controls as much of the lives of the peasants as desired. The ruler's liege normally leaves all matters in the hands of the local ruler, without interfering except in the most extreme cases. The greater ruler expects stability and very little else. A dominion ruler is chief judge and lawmaker. A ruler holds various "courts" for formal occasions. In a Court of Law, criminal cases are judged. Courts of Honor are held, in which awards of all types are given out. A Court of Welcome is held to honor visitors, especially nobles. Failure to properly honor a visiting noble is a direct insult; failure to honor a liege is treason. Peaceful administration of the dominion is often left to a Seneschal, a representative of the ruler. In time of war, the Seneschal puts his abilities at the service of the Castellan or other military Commander designated by the ruler. A "Ruling Council" is made up of various advisors, each with his own area of authority. Dominion Income Each dominion ruler receives Income from 3 sources: Standard Income, Resource Income, and Tax Income. Standard Income is service equal to 10 gp per month per peasant family. This is not money; it is the value of services and materials from various sources (used for paying taxes to one's liege, for holidays, and visiting nobles). Peasants work the ruler's fields, raise and tend animals, act as servants, build the roads, repair buildings, and so forth. This simplified game mechanic is used to represent many aspects of medieval life. Tax Income is normally 1 gp per month per peasant family, paid in cash. The exact tax rate is set by the ruler, but higher or lower taxes can cause various problems. (See Confidence Level) Resource Income varies by the type of resources, as follows: Animal: 2 gp per peasant family Vegetable: 1 gp per peasant family Mineral: 3 gp per peasant family When an existing dominion is obtained, income starts immediately. When a new dominion is created, all Incomes begin after 1 month. One other type of Income applies to any ruler of more than one dominion—Income from the lesser rulers who have sworn fealty to the PC, sometimes called "Salt Tax." Each ruler, including PCs, must pay 20% of all income to his or her liege (a ruler of a greater dominion). Experience Points: A PC or NPC ruler gains 1 XP for each 1 gp of Resource and Tax Income, but none for Standard Income or "Salt Tax" Income. Experience Points are gained at the end of each month. As DM, you may want to make the PC work for the Experience Points—fighting monster, battles, worrying about drought, etc. Example: A PC swears fealty to an NPC Count, and receives an existing "Wilderness" Barony of one map hex, by Land Grant. It has 200 peasant families, with 1 mineral and 1 animal resource. The player decides to use the standard tax rate. In the first month, the PC Baron receives 3,200 gp worth of Income: 2,000 gp of Standard Income, 1,000 gp of Resource Income, and 200 gp of Tax Income. For that month, the PC gains 1,200 XP from dominion rule. However, if the PC does nothingin the game, he shouldn't receive less Experience Points. During the second month, the population increases by 40 families (20% of 200), and 5 others come of age (by random roll), for a new population of 245 families. The total income for the second month is 3,920 gp: 2,450 gp of Standard Income; 1,225 gp Resource Income; 245 gp Tax Income. The XP total for the second month is 1,470. Record Keeping: The player should now have notes on the location, size, and population of the dominion, the number and type of Resources, the 3 Incomes, a total Income per month, and total XP gained per month. The Income is added to a dominion "Treasury," kept by the character. Note that the Treasury is a combination of cash, merchandise, and
The Campaign so forth. Merchandise is assumed to be sold when possible, using Trade Routes. The value of the Treasury is used to pay for troops, new construction, and other things. Only part of the Treasury (20-50%) can be treated as cash during any one month. The PC may add cash to the Treasury as desired, add cash to the Treasury as desired. The player should keep a record of each of the following dominion details: Dominion Size and Type of Hex (each) Current Population Number and type of Resources Current Treasury (both Cash and Total) Dominion Expenses The overall cost of maintaining strongholds is assumed to have already been deducted for all Incomes; no extra money need be spent for this by a PC ruler. However, other costs may occur that must be paid. All dominion costs are subtracted from the dominion Treasury at the end of each game month. First, if the dominion is part of a greater dominion, 20% of all income must be given to the higher ruler each month. Such "payments" are usually made in the form of military troops, and occasionally merchandise. Second, 10% of all dominion Income should be paid to the Theocracy (the church officials). Although this is not absolutely required, it is highly recommended. If this "tithe" (tenth) is not paid, no Cleric will be permitted to perform any service in that dominion (including all forms of curing). If less is paid, certain services may be withheld; the Theocracy has limited patience. Other costs may include, but are not limited to, the following: Advisors and other Officials; Entertaining visitors; Holidays and Feasts; Troops; and Tournaments. Visitors: Any ruler visiting a stronghold will expect to receive the services and comforts of home. This can become quite expensive, especially during visits from nobles: Title Cost Title Cost Baron 100 Duke 600 Viscount 150 Archduke 700 Count 300 Prince See below Marquis 400 King 1000 Emperor 1500 This basic cost is in gp per day of visit. When more than one Noble visits at once, use the highest title applicable. For each titled visitor accompanying the higher ruler, add 50 gp to the cost. The cost includes one feast per day, but does not include any gifts given to the visiting ruler (a common practice). For a Prince, cost is determined by the noble (dominion) title plus 100 gp. For example, a visit from a Count Prince costs 400 gp per day. Remind players to consider these costs when characters visit their own lesser dominions. A Duke's week-long visit to a Baron could put the poor Baron deeply in debt. Although peasants and other subjects of a dominion are loyal only to their immediate ruler, they will obey a visiting noble unless the orders are contrary to the local ruler's general instructions and laws. Holidays A holiday may be declared either by a Noble ruler or by the Theocracy. The Holiday affects all within the realm; for example, a King's Holiday is nationwide. The cost of a Holiday is deducted from the total Income of the person declaring it (the church's tithe, the overlord's 20%, etc.). If the Holiday is declared by a Count or lesser Noble, the cost is 1 gp per peasant (5 gp per peasant family). If declared by a Duke or higher ruler, the cost is 2 gp per peasant. The Theocracy usually declares 2 holidays per year; the King (if any) usually declares one. Troops One law of medieval society, perhaps the most important of all, is "support your liege." Failure to do so can mean loss of honor, loyalty, support, dominion, and even life. Each greater dominion can expect military support (troops) from its lesser dominions, at their expense. No set numbers or types of troops are required, but 20% of the total Income must be given to, or spent for, the higher ruler; troops are an acceptable way of spending this Income. If war comes, the overlord issues a "Call to Arms." Each lesser dominion must then contribute even more troops for the armies of the greater dominion, possibly led by the lesser ruler. In addition, a Peasant Army (Troop Class: "Poor" ) is raised in times of war, to help defend the homeland. Normally, 1/10 of the total peasant population can "muster," joining the Army. This number can be doubled if sorely needed, but the Troop Class then drops to "Untrained." The only cost of a Peasant Army is a corresponding loss of Income (of all 3 types). For example, if 20% of the peasants have mustered, the total Income will only be 80% of normal for that month. Tournaments (Tourneys) A ruler may hold a tournament for entertainment, to prove the might of his warriors, and to build the dominion's confidence. Tournaments are fun and exciting during game play and add variety to normal play. A Tournament consists of a large gathering with plenty of entertainment, contests for peasants and visitors of less than Name level, and major combats (Lists) for Name level entrants. There are two types of Lists: handto-hand or missile fire competitions on foot, and lance combat from horseback (Jousting). General Notes PC rulers should be aware of the cost of Tournaments. They attract Nobles; see Visitors for the costs involved. When a PC wishes to hold a Tournament and has the funds to do so, use the following guidelines. If either 1. or 2. (below) is ignored, subtract 10 from the dominion Confidence Level (see page 7) and make a Confidence Check. Apply results immediately, and return to the Tournament (if possible). 1. A Holiday must be declared. 2. A great Feast for the general populace must be provided, at the cost of 1 gp per peasant family in that Dominion. Attending Nobles and Knights To determine the highest titled Noble attending, determine the highest title available, find it on the chart, and roll the given type of die. Find the result of the roll in the third column; the Title that follows the number is the highest title to attend the Tournament, modified by the DM's decision (see below). Divide remaining points among attending nobles who have a lesser status. The number of Knights attending is given in the last column. Each Knight is a Fighter, level 10-21 (Idl2*9). Example: A PC Marquis holds a Tournament. The DM determines the details of the 6 Knights attending. The player rolls Id8 and gets a 7. According to the chart, a Prince should attend. However, there is no Prince in the surrounding area, so the DM changes the result to a Duke (5) and a Count (2). Noble Baron Viscount Count Marquis Duke Archduke Prince King Emperor Die Id4 Id4 Id6 Id8 Id8*l ldlO Idl2 ld20 ld20 * 1 2 3 4 5 6 7 8 9 Title Baron Viscount Count Marquis Duke Archduke Prince King Emperor Knights 4 4 6 6 6 8 8 8 10 The roll should be made by the player whose
The Campaign character holds the Tournament. The DM may then divide the total of the roll into any parts desired, and announce the Nobles attending. The decision should be based on the DM's knowledge of the Campaign, along with common sense. XF Gained: A PC holding a tournament gains 1,000 XP per number of the highest title attending (as given above), plus 100 XP for each Name level PC attending. Escorts: Escorts for NPC Nobles should be decided by the DM, not randomly determined. The Escorts do not normally fight in any Lists, and need not be detailed unless some combat or interaction is needed. They will count, if Noble, toward the overall cost, but do not add to XP gained. Royalty: A visit from an Archduke, King, or Emperor should depend on their reaction to the invitation (a standard or modified Reaction Roll). There must actually be such a noble, and the ruler must be friendly enough in order for him to attend. Knights: Each Knight comes armed with various weapons. If they fight in a joust, the Knights must wear non-magical plate mail and shield. When the Knights fight in the hand-to-hand List, they may wear any non-magical armor and use any weapon, as long as opponents' weapons match. Any attending Knight may be a Paladin or an Avenger (DM's option). Lists There are two types of Lists: the Field List and the Joust. Humans and demi-humans compete in Lists; monsters rarely compete. No character of less than Name level is allowed to fight in a Joust. All damage taken during a List is real. The host should have a cleric with sufficient spells to cure damage taken, but there is a real possibility of dying in List combat. Failure to provide a capable Cleric is an insult, and may cause most of the entrants to leave. Experience Points for combat are gained in Jousts, but not in other Lists. In a friendly List, any NPC damaged 2/3 of his starting hit points will probably yield. Fighting to the death is frowned upon. There is no dishonor in losing a List. 1. Field List A Field List is any type of hand-to-hand combat or missile fire competition, with any weapon or armor agreeable to the entrants. A PC may enter any Field List, facing preselected or randomly determined opponents. Normal combat and movement rules apply; two typical Field Lists are detailed below. The host holding the Tournament may stage as many Field Lists as desired. A typical prize is a valuable (but not necessarily magical) item of 100-1,000 gp value. Magic items may be offered instead, especially by wealthy hosts. Archery: All contestants pair off. Each pair shoots together, aiming at a given target (AC 10). Each pair shoots 3 times, one from each range category (short, medium, long). On each shot, the entrant's Dexterity score is added to the Hit roll (ld20). The highest total wins that shot, and the contestants proceed to the next longer range and repeat the process. The winner of 2 of the 3 shots wins the round, and advances to the next round. The round winners gather, pair off, and repeat the process, continuing until one pair remains. The two champions shoot 5 times—once at short range, twice at medium and long. The winner of 3 of the shots wins the match. Wrestling: The same method of pairing and rounds (given above) is used, but with 3 "falls" per round. The Unarmed Combat rules should be used. Monster types may be allowed, especially in Borderlands, Wilds, and Chaotic dominions. 2. Joust A Joust is a very formal and rigid List, with much pomp and ceremony. All entrants must wear full plate mail and carry a shield (AC 2). Combats are on horseback. Each fighter rides forward and attempts to unseat the opponent, using a lance. There are 3 "passes." The victor is the fighter who wins 2 of the 3. Experience Points are gained for each combat, plus a bonus for winning the Grand Prize. Whenever a hit is scored, the victim must make a Saving Throw vs. Wands or be unseated, losing the Pass. If neither opponent scores a hit during a Pass, both must make Saving Throws. If both fall, the Pass is not counted. If one falls, 1-6 points of additional damage are inflicted, and the Pass goes to the entrant still on horseback. Winners are not cured; they keep all damage, without curing, for the next series (against other winners). Opponents are selected randomly in an honest list. When an entrant loses, curing is made available; the cured loser normally joins the crowd to watch the remainder of the Joust. Challenges: Any Knight or Noble of Name level or higher may challenge any other Noble of equal title (level is otherwise irrelevant) to a Joust. Refusal is allowed, but at the risk of scorn. All magic and magical weapons are forbidden, and carefully checked. A Noble may challenge a higher ranked Noble, but the challenged Noble may send out a "champion" to prove the worth of the challenger. This is to prevent misuse of the challenge system. Most champions are fighters of levels 21-30. A Noble does not normally challenge anyone of lesser level or rank unless the provocation is extreme. In any case, victory indicates that honor is satisfied, and the matter is forgotten. If the reason for challenging a lesser is not a good one (DM's choice), then such a challenge may affect the Confidence Level of the dominion, or cause some violent reaction from another dominion. (Keep the PCs from becoming wandering duelists; it is neither exciting nor profitable.) Joust Prizes: There should be only one Grand Prize for a Joust, usually an item of jewelry with great value and beauty. The base "required" cost of the prize is 1,000 gp per number corresponding to the host's title. For example, a Prince (7) would have a Joust Prize worth at least 7,000 gp. The value may be higher. The winner of the Joust will gain the prize and its "required" value in Experience Points (regardless of actual value). The Joust Prize can also be magical if the host has such an item available. PCs and NPCs holding tournaments may provide prizes as desired, but they must meet the "required" values. Optional Tournament Ranking: PCs who enter Tournaments, risking their characters in fair (or foul) Jousts, may earn the right to bear one of the several titles. The following suggested list is only a guideline. Number of Tournaments Won 5 10 15 20 25 Title Champion Chevalier Silver Champion Premier Chevalier Grand Champion Dominion Confidence Level A dominion's Confidence Level is a measure of the populace's satisfaction with their ruler. Ranging from 1 to 500, the Confidence Level is checked each game year, and as often as needed otherwise. The current Confidence Level should be noted, along with the notes on population, income, etc.
The Campaign Determining the Confidence Level The base Confidence Level of a dominion equals the total of 151 -250 (d%*150), plus the total of all 6 of the ruler's ability scores. This Level is the same at the beginning of each new year, regardless of changes or temporary adjustments during the year. (You may choose to create a more complex system, based on the various factors of dominion rule.) Changing the Confidence Level You may adjust the base number each month because of PC actions, Events, and other factors as desired. A maximum bonus or penalty of 50 per month, or 10 per item is recommended. Many things could cause a change in Confidence Level, including (but not limited to) the following: Tax rates, number and titles of visitors, number of tournaments held, number of advisors, officials and rulers, population growth or loss, weather, number of holidays, changes in nearby dominions, existence of bandits, wars, number and quality of magistrates and sheriffs, number and quality of military forces, number of strongholds, events of all types, and relations with demi-humans nearby. A Confidence Check is made when: 1. A game year begins. 2. An expected pleasure is ignored (see Holidays, Tournaments, etc.) 3. A natural disaster occurs (see Events). 4. An enemy military force enters dominion territory. 5. Some other situation arises that could affect most of the dominion (DM's option). To make a Confidence Check, no die roll is made. Simply apply the following results for the current Confidence Level (possibly modified for the situation). A. 450-500+: The dominion is Ideal. Apply the following effects: 1. All Income is 10% greater than normal. 2. Agents spying for other dominions may (75% chance for each) be secretly revealed to the ruler. 3. If a random check indicates a Disaster (see "Events" chart) during the coming year, there is a 25% chance that it will not occur. 4. No changes to the Confidence Level of the dominion will reduce the Level below 400 for the next check. 5. Add 25 points to the Confidence Level for the next Confidence Check. B. 400-449: The dominion is Thriving. Apply effects 1., 2., and 3. given for "A" (Ideal). C. 350-399: The dominion is Prosperous. Apply effects 1 and 3 given for "A" (Ideal), and apply 2. with a 25% chance per agent. D. 300-349: The dominion is Healthy. Apply effect 1. given for "A" (Ideal), and apply 2. with a 25% chance per agent. Confidence Checks E. 270-299: The dominion is Steady. Apply effect 2. given for "A" (Ideal), but with a 25% chance per agent. F. 230-269: The dominion is Average. No special notes apply. G. 200-229: The dominion is Unsteady. There is 1 chance in 6 that the Confidence Level will suddenly drop by 10%. H. 150-199: The dominion is Defiant. Apply the following effects: 1. Half of the peasants (2.5 times the number of families) form a Peasant Militia. (Use the "War Machine" mass combat system, page 12, as needed.) Special Note: If a dominion force is in any population center (town, village, etc.) equal to 1/3 of the number of peasants, the peasants in that area will not form a militia until the troops leave or attack. 2. Tax income is zero. 3. Standard Income is 1/2 normal at best, or 1/3 normal in any area where a Peasant Militia exists. 4. Resource income is 1/2 normal at best, or 1/3 normal in any area where a Peasant Militia exists. 5. No demi-human clan within or adjacent to the dominion becomes involved unless attacked or provoked. I. 100-149: The dominion is Rebellious. Apply effects 1. and 2. as given for "H" (Defiant). Apply effect 3., but with 1/3 or 1/4 normal Standard Income. Apply effect 4., but with 1/3 or 1/4 normal Resource Income. In addition, apply the following effect: 6. A -5 penalty applies to the Confidence Level for each game month in which it remains below 200. J. 50-99: The dominion is Belligerent. Apply effect 2. as given for "H" (Defiant); apply effect 3., but with 1/4 or no normal Standard Income. Apply effect 4., but with 1/4 or no normal Resource Income. Apply effect 6. as given for "I " (Rebellious), but with a -10 penalty. In addition, apply the following effects: 1. All officials, trade caravans and parties of travellers will be attacked by bandits. 2. Any of the dominion's forces moving within the dominion will be attacked by Peasant Militia, bandits, enemy agents, deserters, and/or hostile demi-humans. 3. NPCs of other dominions will not attend any Tournament within the dominion. 4. All demi-humans are hostile. Clans in or adjacent to the dominion forbid trespassing and commerce; all treaties and agreements are revoked. There is a 50% chance per demi-human clan that the clan will provide the peasants with military support. K. 1-49: The dominion is Turbulent. Apply all effects given for "J " (above), but with double normal effects and/or 100% chance of all variables. In addition, apply the following effects: 1. All peasants are in open revolution; 95% of them join the Peasant Militia. 2. No Income is obtained unless collected by force. 3. The Confidence Level of the dominion can never rise to 100 or above until the ruler is removed.
The Campaign
The Campaign Changing Rulers/Officials Though a ruler can appoint others (as given in each title description), taking away titles can be difficult. A Seneschal can be changed without trouble, but any change in Noble rulers may cause a reaction, based on the alignment of the ruler removed. If the ruler was Chaotic, no Reaction occurs. If the ruler was Neutral, there is a 50% chance of a Reaction. If the ruler was Lawful, a Removal Reaction is automatic. To find the exact reaction, roll ld20, and compare the result to the Dominion Confidence Level, using the following chart. EFFECTS Confidence Level 1 -99 100- 150 151 - 199 200 - 230 231 - 270 271 - 300 301 - 350 351 - 400 401 - 450 451 - 500 OF CHANGING RULERS 1-5 V V V u u A A A A F ld20 6-10 V V u u A A A A F F Roll 11-15 V u u A A A A F F F 16-20 U u A A A A F F F F V: Violent Reaction from the peasants. Confidence Level drops to "Turbulent" (K) if not already there. Peasant militia forces attack all strongholds; assassination attempts, sabotage, and other effects are possible (DM's choice). U: Unfavorable reaction from the peasants. Subtract 20 points from the Confidence Level (minimum 0) for the next check only. A: Acceptable reaction from the peasants; no change. F: Favorable reaction from the peasants. Add 20 points to the Confidence Level for the next check only. Dominion Events At the beginning of each game year, when a Confidence Check is made, the DM should also select or randomly determine Events (both natural and unnatural) to occur in the coming year. A percentage chance is given for each Event to determine randomly. The DM may modify chances as desired. Each dominion should have 1-4 Events per year. Random results should be modified for balance; four Disasters in a single year could wipe out a dominion, which is usually unfair. Space does not permit detailed descriptions of Events; those included here will help to stimulate the DM's imagination. Natural Events: All of the following depend on the terrain, location, and other details of the dominion. asterisks. Comet 30% Death (Official, Ruler, etc.) 10% •Earthquake 10% Explosion 10% Fire, Minor 50% *Fire, Major 10% Flood 10-50% * Hurricane 15% Market Glut 20% Market Shortage 25% * Meteor Strike (major) 1 % Meteor Shower (minor) 20% *Plague 25% 'Disasters" are indicated by Population Change (double normal) Gain or Lose 20% Resource Lost 10% Resource New 10% Sinkhole 5% Storm 80% *Tornado25% Trade Route Lost 15% Trade Route New 15% •Volcano 2% Waterspout 25% Whirlpool 25% Unnatural Events: The following Assassination 10% Bandits 50% Birth in ruling family 20 % Border Skirmish 40% Cultural Discovery 10% Fanatic Cult 10% Insurrection 10% Lycanthropy 15% Magical Happening 30% Migration 10% events are are not based on Nature. Pretender/Usurper 10% Raiders from other dominion 25% Rebellion (minor) 10% Resident Specialist, New 20% Spy Ring 60% Traitor 30% Accidental death of Official 25% VIP Visitor 10% Wandering Monsters, 20 HD+ 75% 10
The Campaign Titles Nobility The ruler of a dominion is called a Noble, a member of the Nobility. Nobles normally gain their titles by grant from a member of the Royalty (see below), or possibly form some other sovereign (independent) ruler. If the PC has a dominion within the structure of an existing realm, then the PC's title is based on the following. Both masculine and feminine terms are given (feminine in parentheses). All titles are cumulative; for example, a King could also be a Duke, Marquis, Count, Viscount, and Baron. A ruler who loses or leaves a dominion may keep the title gained through rulership, regardless of current status, assets, etc. A Baron (Baroness) rules a dominion of at least 1 stronghold and the population needed to support it. The dominion is called a Barony. Additional strongholds may be added, and the character may appoint Seneschals to rule them. A Viscount* (Viscountess) rules 2 or more Baronies, at least one of them through a Baron. The greater dominion has no special name. A Viscount may be a Baron, or may choose not to keep that duty, as desired. A Viscount can become a Count only by adding a dominion by Conquest; other methods of adding dominions do not change his title. A Viscount may appoint Seneschals. *(VIEcount) A Count (Countess) is a Viscount who has added a dominion by Conquest, and who thus rules at least 3 lesser dominions. The greater dominion is called a County. Other dominions may be added in the usual ways. A Count can only become a Marquis by adding another dominion by Conquest. A Count may appoint Barons and Seneschals. A Marquis (Marquesa) is a Count who has added one or more dominions by Conquest (in addition to the ones necessary to become a Count). If other dominions are added by any method, the title of Duke can be gained. A Marquis may appoint Barons and Seneschals. A Duke (duch*ess) is a Marquis who has added one or more dominions by any method. Further additions do not alter this title. The greater dominion is called a duchy. A Duke may appoint Seneschals, Barons, Viscounts, Counts, and Marquises, as long as the dominion requirement for each is met. Note: Although the requirements for a title may be gained, the title is not bestowed automatically; it must be granted by a higher ruler able to do so. Royalty A Noble may be anyone who has become a ruler, but the term royalty is reserved for Kings (or higher rulers) and their families. Any royal ruler may, if desired, reserve the right to bestow Noble titles; if so, the lesser rulers may not appoint anyone but Seneschals. A royal ruler may award a lesser Noble a "Conquest" (for purposes of determining new titles) for successful defense of the greater dominion in times of war. Bravery and outstanding personal leadership are the primary guidelines. The following definitions are for D&D® game purposes, and do not precisely match the historical titles of the same names. An Archduke is a Duke who is a relative of a King or Emperor, and who rules a dominion in the Kingdom or Empire. The dominion is called a Grand Duchy. This title can also be given by an Emperor to an independent Duke who joins the empire, though this is very rare. A Prince (or Princess) is a son (daughter) ofaKingor Emperor, whether by birth, marriage, or adoption. A Prince is usually a Baron, but need not be a dominion ruler unless desired. A Prince cannot grant other titles unless a dominion is ruled, and the limits of the dominion rank apply. For example, a Baron Prince can only appoint Seneshals. The dominion of a Prince is called a Principality. A Crown Prince is a Prince who will inherit a Kingdom when the current King dies. An Imperial Prince is a Prince who will inherit an Empire when the Emperor dies. A King (or Queen) is a ruler of a large greater dominion, a Kingdom. The lesser dominions within it are ruled by Archdukes, Dukes, and/or other rulers. An Emperor (or Emperess) is a ruler of a group of independent dominions, each ruled by a King, Queen, Archduke, Duke, or lesser ruler. The greater dominion is called an Empire. For Kingdoms and Empires, accurate dominion details cannot be given; the types vary widely. If desired, a group of duchies may make up a Principality, which can be part of a Kingdom, which can be part of an Empire. Titles and Forms of Address A royal person usually uses the term "we" instead of "I." The following terms are used when speaking to any ruler in formal or social settings: Baron, Viscount, Count, or Marquis: "Your Lordship" Duke or Archduke: "Your Grace" Prince: "Your Highness" Crown Prince: "Your Royal Highness" Imperial Prince: :Your Imperial Highness" King: "Your Majesty" Emperor: "Your Imperial Majesty" Other titles are often used in addressing other important persons. For example, a Knight is always "Sir" ("Madam") unless "Lord" ("Lady") applies (which is then used instead). High-ranking members of the Theocracy may be called "Your Grace." You may add other titles as desired. Other Titles and Governments Other names and forms of government are certainly possible, and even common. The Expert Set map includes a group of Jarldoms (ruled by "Jarls"—Earls, which are similar to independent counts), an Emirate (ruled by an Emir, a King of tribes), a Republic, several Freeholds, and others. The following brief notes on forms of government may be useful: Confederacy: A united group of independent dominions. Democracy: A single dominion or confederacy of dominions ruled by the people, either directly or through elected rulers. Dictatorship: Any dominion ruled by one supreme leader (but without any nobility or royalty). Feodality: A dominion within the "feudal system"; greater power is gained through the loyalty (fealty) of lesser rulers. Magocracy: Dominion ruled by magicusers. Militocracy: Government by fighters. Monarchy (or Autocracy): A dominion ruled by a leader who inherited the title. Oligarchy: A dominion ruled by two or more rulers equal in power. Republic: A democracy with elected rulers (or thieves). Theocracy: Government by clerics. 11