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Attributes (pg6) – 3d6 for each attribute. You can increase a
character’s prime requisite by lowering another attribute.
Languages (pg9) – Character’s with intelligence above 10 can
speak more than one language. Alignment language takes up one
option automatically from the numbers listed. 10-2, 11-3, 12-4,
13-5, 14-6, 15-7, 16-8, 17-9, 18-10
Hit Points (pg7) – Fighting Men & Dwarves d8, Clerics, Elves &
Halflings d6, Thieves & Magic-Users d4.
Thieves Abilities (pg12) – Thieves are allowed to perform their
abilities once per task by rolling under the % provided.
Clerics (pg12) – Turning undead, roll 2d6 and consult the Cleric
Versus Undead Table. If successful and there is more than one
undead, roll 2d6 to see how many were turned away.
Alignment (pg8) – Characters do not have to reveal their
alignment. A character that is behaving outside of their alignment
will be penalized a loss of experience points and have their
alignment changed.
Character Death, Recovering Hit Points (pg7) – Zero hit points
= death. Restore hit points – potions or spells or rest. Each day of
rest back “home” will restore 1-3 hit points. (pg9) A character
may be allowed to designate a “relative” who will inherit his
wealth and possessions (after paying a 10% tax) on his death or
disappearance. Players may opt to retire their characters when
they are at their peak of wealth and glory.
Non-Player Characters (pg8) – Only the lowest level of
character types can be hired. Cost of advertising expenditures to
hire NPC’s 1d6 x 100 gold pieces. Minimum cost required to hire
human NPC’s 100 gold pieces. Dwarves prefer gold, Magic-Users
and Elves desire magical items. Clerics want some assurance of
having a place of worship to house themselves. Monsters can
sometimes be lured into service if they are of the same alignment
as the player character or they can be charmed and thus ordered
to serve. Note, however, that the term “monster” includes men
found in the dungeons that may be high level characters that can
be brought into service, charisma allowing or through a charm
spell. Some reward must be offered in order to induce it into
service.
Time & Movement In The Dungeon (pg9) – Each turn is ten
minutes (scale time) except during combat where there are ten
melee rounds per turn, each round lasting ten seconds. (pg20) An
unarmored man can move 20 feet per melee round. A fully
armored man moves10 feet per melee round.
Distances Using Miniatures (pg9) – 1 inch = 10 feet, etc.
Light (pg9) – Elves, Dwarves and monsters see 60 feet in the
dark. This ability is lost if they are within 30 feet of light. A torch
will burn for six turns. A flask of oil in a lantern will last 24 turns.
Both allow the bearer to see 30 feet. Artificial light will attract
monsters that live in the dark, and will also warn them that the
party is approaching.
Traps, Doors, Secret Doors, Surprises, Wandering Monsters
(pg10) – chances lessen in lower dungeon levels.
Trap door in floor – If a character passes over a trap door, roll
1d6. A roll of 1-2 the trap was sprung and they have fallen in.
Roll 1d6 for damage.
Doors – Closed, stuck, or locked have to be picked or forced
open roll 1d6, 1-2 door has been forced open. If it takes several
attempts to open the door, the occupants within the room will not
be surprised.
Listen – To detect any sound within roll 1d6. A score of 1 for
humans,1-2 for Elves, Dwarves, Halflings indicates they have
heard something. Undead make no noise unless they want to.
Secret Door, Passage – Roll 1d6, 1-2 Elf pauses and senses
something is there. 1-4 if the party is searching for door or
passage. Doors opened shut automatically unless spiked or
wedged open. Doors automatically open for monsters.
Wandering Monsters – Roll 1d6, 6 means a monster comes
wandering along. If someone is watching they will hear or see it
within a 60 foot radius unless coming around a corner. Monster’s
distance 2d6 x10 feet. If the area is guarded, roll every 5 turns.
The number of wandering monsters appearing should be roughly
equal to the strength of the party encountering them. The number
of lower level monsters appearing on lower dungeons increases.
Level two dungeon x2. Level three dungeon x3 etc. Wandering
Monster Table (pg10)
Monster’s Hit Dice – 8-sided dice
Holy Water – Effects of a vial of holy water on the undead are
the equivalent of a flask of oil on other creatures.
Fire, Flask of Oil (pg19) – Flasks of oil can be spread on the
floor of the dungeon and ignited. The pool will be 5 feet across, if
circular. Anything caught within the flames receives 2 8-sided dice
of damage. The fire burns out in 1-10 melee rounds. Any
creature that is directly struck with oil (whether or not it is
immediately set aflame) damage will be 1 8-sided die on the first
melee round it is afire and the second melee round 2 8-sided dice
of damage. No further damage will be taken after, as it is
assumed that the oil has run off, wiped off, burned away etc.
DUNGEON MASTER RULES REFERENCE SHEET
Flasks of oil can be used as missiles hurling them at adversaries.
To hit a target with such a missiles assume that a base score of 11
or better is required. Adjust your roll to hit using the dexterity (fire
any missile) adj. Use the following information to adjust the
number required to hit. If the target is smaller than man sized of 4
feet tall add 1, 2 feet tall add 2, about rat sized or smaller add 3,
8 feet tall subtract 1, 18 feet tall subtract 2, huge targets like
dragons subtract 3. If the target is stationary reduce the number
needed to hit by 4. Treat the oil flask missile as a hand-hurled
axe. To ignite oil once the flask has struck a flaming object must
be hurled such as a torch or lantern etc., probability to hit 11 +2
to ignite oil. Flaming oil does not harm non-corporeal monsters
such as wraiths and spectres. Half damage to skeletons, zombies,
ghouls, wights and mummies. Monsters that use fire as weapons
such as red dragons, fire giants and hell hounds are not harmed
by flaming oil.
Starting Spells – Players select their spells and roll 2d20 (%
Chance to Know Any Given Spell) to determine if the spell is
known. The process is repeated until the number of spells known is
complete. The Magic-User must return to his study to re-learn the
spells he has cast. It takes up to 1 day to memorize spells.
Making a Scroll of a first level spell that is already known costs
100 gold pieces and 1 week’s work for each spell of the first level,
200 gold pieces and 2 week’s works for a second level spell etc.
Creating New Spells - 2000 gold pieces per level, 1 week of
preparation 20% chance of success roll 2d20 less than 20 the
spell research was successful.
Saving Throws (pg13) 1d20 Monster Saving Throws –
Monsters use the table of Fighting Men or whichever suits them
best. Each hit die is counted as one level.
Who Gets First Blow? – Highest dexterity strikes first. If the DM
does not know the dexterity of an attacking monster he must roll it
on the spot.
Die Roll To Score A Hit (pg18), Monster Die Roll To Score A
Hit By Defenders Armor Class (pg19) – 1d20 roll over the
number indicated on table.
Surprise – Attackers who surprise opponent or who approach
from behind always get first blow. A roll of 1-2 on a d6 indicates
the party or monsters were surprised.
Parry – A player may elect to have a character parry an
attacker’s blow. He must announce he is doing so before the
opponent strikes. A parry subtracts 2 from attacker’s die roll and
the defender does not get an attack that round. If the attacker
makes the exact roll needed, the parrying weapon was broken but
no damage inflicted
Missile Fire (pg20) – Long Range -1 to hit roll, Medium Range -
normal, Close Range +1 to hit roll. Cover (pg20) – Firing at a
target that is partially exposed behind a wall, rock etc.,-2 to hit.
An enemy that is very well concealed firing through an arrow slit
or heavily wooded area -4 to hit roll.
Combat Rounds, Melee (pg 20) – Light weapons such as
Daggers 2 blows per round. Heavy weapons such as the Two-
Handed Sword, Battle Axe, Halberd, Flail, Morning Star and most
Pole Arms can be used once every other round.
Poisoned Weapons – If a hit is scored by a poisoned weapon,
the victim must make his saving throw (listed on character sheet)
against poison or paralysis and also take the number of damage
points indicated by the roll.
Variable Weapon Damage – Option II: light and medium
weapons 1d6 damage, heavy weapons 2d6 damage.
Option III: *Keep on the Borderlands Module*
1d4 – Dagger, Torch, Sling Stone, Club 1d6 – Hand Axe, Morning Star, Mace, Arrow, Flail, Quarrel* (Crossbow Bolt) 1d8 – Sword, Battle Axe, 1d10 – Two-Handed Sword, Pole Arms
Surrender – A losing combatant may offer to surrender, the
opponent does not have to accept. Surrender or Subdued (pg8)
– A man or intelligent monster can surrender or become subdued.
Assuming that communication is possible as outlined on the
Hostile-Friendly Reaction Table (pg11) – subdued monsters will
obey for a time without need to check their reactions.
Withdraw, Fleeing Monster – The withdrawing party must
accept an attack without any return on his part. The attacker adds
+2 to die roll for hit probability, do not include shield AC. If a
character is being pursued they may have to throw away heavy
treasure or armor in order to escape. If the party decides to flee
they may be able to delay pursuit by discarding some of their
possessions. Unintelligent monsters will stop to pick up food half of
the time (d6 1-3) intelligent monsters will stop for treasure half of
the time (d6 1-3). Burning oil will deter monsters (referee’s
discretion).
Experience Points & Experience Levels (pg11) – Additional
experience points are divided up equally unless it is a character
that performed a special task only they will be rewarded for. 1
point of experience for every gold piece gathered. Convert
jewelry, gems, etc., into gold piece value, (see pg 34) Base
Treasure Values. Only a fraction of the experience points are
received for monsters killed that are of a lower level than the
character. If a level 3 character kills a level 1 monster the
experience points are divided by 3 etc. No more experience
points should be awarded for a single game that will move a
character up an experience level. Characters that have a high
prime requisite score gain an additional % to experience points
earned (pg6).