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Attributes (pg6) 3d6 for each attribute. You can increase a characters prime requisite by lowering another attribute. Languages (pg9) Characters 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 homewill 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. Monsters 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) Monsters 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

Dungeon Master Rules Reference Sheet

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Page 1: Dungeon Master Rules Reference Sheet

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

Page 2: 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).