Table of Contents

Introduction

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There are many versions of Dungeon & Dragons® rule sets:

Tarsheeva Longreach

This web page is only concerned with the Original D&D Rules as contained in the 3 volume set, Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures, plus the Greyhawk supplement. At the present time, it does not include material from the Blackmoor book or later supplements. It also eliminates references (and dependencies where possible) to the prior work, Chainmail.

Little material from the 3rd book ("The Underworld & Wilderness Adventures") was included because so much of the emphasis was on random dungeons and the emphasis in my campaigns is more on story-telling.

The purpose of this web page is to re-organize the information contained in the original Dungeon & Dragons® books into a unified layout that makes better sense (to my mind). Just the fact that the original artwork is missing is an improvement.

While in many cases, the original text has been edited to make it more readable, an attempt has been made to merely reorganize the information, not to add to it.

<local> Where there is local material, the text is in a different font and color. </local>

Not only is the material re-organized, where appropriate, it is hyperlinked to related information.

A common representation for dice is used through out this document. A 4-sided die is a D4, a 6-sided die is a D6, etc. If you should roll 2 6-sided dice, that would be represented as 2D6. If there is a bonus or penalty to added to the result roll, it is represented as a "+n suffix". For example, adding 2 points after rolling 2 6-sided die would be represented as 2D6+2.

In addition, measures of length, rather than being in inches, have been converted to feet. The assumption was that 1 inch equalled 10 feet.

Note that there is a House Rules document that has the same structure as this document. The 2 documents are cross-hyperlinked.

As stated in the original book's Introduction, the rules contained herein are guidelines to follow. They provide a framework around which to build your game.

Supplies

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The following supplies are required in order to play the game:

Players

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In any campaign there is the referee and the players. The referee is the person who prepares the campaign. He or she is the one who creates the geographic and cultural setting in which the campaign plays itself out.

Any campaign will involve one (or more) referee(s) and at least four players. The maximum number of players per referee should be about twenty.

Characters

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There are two main types of characters:

Each player has one and only one primary character. This is their persona and, for purposes of role playing, they play their primary character.

As their primary character gains experience, they may acquire an entourage of one or more non-player characters (NPCs). These characters form a team of characters that the player can manipulate but don't represent the player's persona to the same degree as the primary character does.

Characters have requisites (or categories of abilities). They have an alignment and belong to a character class. Within their class, the character is at a certain experience level. Characters may also own equipment and treasure (weapons, armor, magical items, gems, and gold).

Character Creation

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3D6 are rolled 6 times (one for each of the requisites). The highest of strength, intelligence, or wisdom determines whether the new character will be a fighter, magic-user, or cleric, respectively. See House Rules.

Next the player chooses an alignment for the character.

The player next rolls another 3D6, multiplies the result by 10 to determine the initial number of gold pieces (GP) he starts with.

This will result in an initial character definition of the following fields:

Name: Class:
Strength: Intelligence: Wisdom:
Constitution: Dexterity: Charisma:
Gold Pieces: Experience:

Requisites

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There are 6 requisites or categories of ability:

Stength

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Strength is the prime requisite for fighters. Clerics can use strength on a 3 for 1 basis in their prime requisite area (wisdom). Strength will also aid in opening traps, etc. It also aids the fighting many in his ability to both score a hit upon an adversary and damage it. This strength must be raw (i.e., not altered by the intelligence score). On the other hand, low strength will affect any character's fighting ability.

Strength Hit
Probability
Damage Weight
Allowed*
Open Doors
(D6)
3-4 -2 -1 -100 1
5-6 -1 normal -50 1
7-9 normal normal normal 1-2
10-12 normal normal +50 1-2
13-15 +1 normal +100 1-2
16 +1 +1 +150 1-3
17 +2 +2 +300 1-4
18 +2 +3 +500 1-5

*This is an addition or subtraction to/from the normal carried without encumbrance.

Fighters with a strength of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary.

D100 Hit
Probability
Damage Weight
Allowed
Open Doors
(D6)*
1-50 +2 +3 +500 1-5
51-75 +3 +3 +600 1-5
76-90 +3 +4 +700 1-6 (1)
91-99 +3 +5 +900 1-6 (1-2)
00 +4 +6 +1200 1-6 (1-3)

*The numbers in parenthesis represent the chance of a fighter with that particular score of opening a wizard locked or magically held portal.

Fighters of exceptional strength are now far more formidable opponents, and those of extraordinary strength even more terrible in that they can hit more easily, do more damage, lug large amounts of loot around without encumbrance, bend iron bars and perform other feats of stength with ease.

Intelligence

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Intelligence is the prime requisite for magic-users. It also delineates how many spells a magic-user may know and learn (see the table below). Both fighters and clerics can use it in their prime requisite areas (strength and wisdom respectively) on a 2 for 1 basis. Intelligence will affect referee's decisions as to whether or not a certain action would be taken. It also allows additional languages to be spoken.

Intelligence Chance to Know
Any Given Spell
Minimum Spells* Maximum Spells*
3-4 20% 2 3
5-7 30% 2 4
8-9 40% 3 5
10-12 50% 4 6
13-14 65% 5 8
15-16 75% 6 10
17 85% 7 All
18 95% 8 All

*Minimum and maximum numbers of spells known/knowable in each spell level.

The intelligence level of the magic-user also serves to delineate the use of spells above the 5th level:

Wisdom

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Wisdom is the prime requisite for clerics. It may be used on a 3 for 1 basis by fighters and on a 2 for 1 basis by magic-users. Wisdom will act much as intelligence does. Wisdom acts as an experience booster for clerics, but it doesn't help them in learning or knowing spells. All cleric spells are considered as "divinely" given and, as such, a cleric with a widwom of 3 would know all of the spells as well as would a cleric with a wisdom of 18.

Constitution

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Constitution is a combination of health and endurance. It will influence such things as the number of hits that can be taken or how well the character can withstand being paralyzed, turned to stone, etc. A character's constitution score is the number of times that character may be resurrected (via clerical spell).

Dexterity

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Dexterity is the prime requisite for thieves. It applies to both manual speed and conjuration. It affects the ability of characters to act/react and fire missiles. It will indicate the speed of actions such as firing first or getting off the first spell. Fighters with a dexterity greater than 14 can use their unusual manual dexterity to attempt to dodge or parry opponent's attacks. For every point over 14 they are able to reduce their opponent's chance of hitting them by 5%. Thieves use dexterity in the pursuit of their chosen profession. They may use 2 points of intelligence and 1 point of wisdom to increase their raw dexterity score so long as they do not bring the intelligence and wisdom scores below average.

Charisma

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Charisma is a combination of appearance and personality. Its primary function is to determine how many hirelings of unusual nature a character can attract. This requisite will also affect the loyalty of other NPCs that the character wishes to hire. A primary character can employ only as many NPCs as indicated by their charisma requisite.

Charisma Max Nbr of NPCs Loyalty Base
3-4 1 -2
5-6 2 -1
7-9 3  
10-12 4  
13-15 5 +1
16-17 6 +2
18 12 +3

The charisma requisite is also useful for determining whether or not a witch capturing a player will turn him into a slimy toad or keep him enchanted as a servant. It can also be used to determine responses to the character.

2D6 Response
2 attempts to attack
3-5 hostile reaction
6-8 uncertain, make make additional offers
9-11 accepts offer
12 enthusiastic, loyalty +3

Bonuses and Penalties to Advancement based on Requisites

Requisite Bonus or Penalty
Prime Requisite 15 or greater add 10% to earned experience
Prime Requisite 13 or 14 add 5% to earned experience
Prime Requisite 9 - 12 (average) no bonus or penalty
Prime Requisite 7 or 8 deduct 5% from earned experience
Prime Requisite 6 or less deduct 10% from earned experience
Constitution 15 or greater add +1 to each hit die
Constitution 13 or 14 will withstand adversity
Constitution 9 - 12 (average) 60% to 90% chance of surviving
Constitution 7 or 8 30% to 40% chance of surviving
Constitution 6 or less Add -1 to each hit die
Dexterity 13 or greater Fire any missile at +1
Dexterity 8 or less Fire any missile at -1

Alignments

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The following table determines which races are limited to which specific alignment(s):

Law Neutral Chaos
  Animals  
    Balrogs
  Beholders Beholders
Blink Dogs    
  Bugbears Bugbears
Centaurs Centaurs  
  Chimerae Chimerae
    Displacer Beasts
  Dopplegangers Dopplegangers
Dragons Dragons Dragons
  Druids  
  Dryads  
Dwarves Dwarves  
Elves Elves  
Ents    
    Evil High Priest
    Gargoyles
    Ghouls
  Giants Giants
    Gnolls
Gnomes Gnomes  
    Goblins
    Gorgons
    Harpies
    Hell Hounds
Hippogriffs    
Hobbits    
    Hobgoblins
  Hydrae  
    Kobolds
Lammasu    
  Liches Liches
  Lizard Men  
Lycanthropes Lycanthropes Lycanthropes
    Manticores
    Medusae
Men Men Men
  Minotaurs Minotaurs
    Mummies
  Nixies  
    Ogre Magi
  Ogres Ogres
  Orcs Orcs
Paladins    
Patriarchs    
Pegasi    
  Phase Spiders  
  Pixies  
  Purple Worms  
Rocs Rocs  
    Salamanders
  Sea Monsters  
    Shadows
    Spectres
Storm Giants Storm Giants Storm Giants
    Trolls
  Umber Hulks  
Unicorns    
    Vampires
    Wererats
    Wights
  Will O'Wisps Will O'Wisps
    Wraiths
  Wyverns  

Chaotic alignment by a player generally betokens chaotic action on the player's part without any rule to stress this aspect, i.e,, a chaotic player is usually more prone to stab even his lawless buddy in the back for some desered gain. However, chaos is just that - chaotic. Evil monsters are as likely to turn on their supposed confederates in order to have all the loot as they are to attack a lawful party in the first place. While there is no rule to apply to groups of chaotic players operating in concert, referees are urged to formulate some rules against continuing co-operation as fits their particular situation, but consideration for concerted actions against chaotic players by lawful ones should be given.

Character Classes

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There are 4 main classes of characters:

For information about Paladins, see pages 8-9 in Greyhawk.

Fighters

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human fighter

All character types may engage in hand-to-hand combat (melee), but only Fighters are able to use their strength and dexterity to utmost advantage. They can use all types of magical weaponry. They intrinsically do more damage during melee. They can use very magical items that are not weapons and can cast no spells.

The prime requisite for fighters is strength.

The following table defines the experience points (EP) needed to achieve each level in the fighter class:

Class Level Name Level EP Needed Hit Points
Veteran 1st 0 1D8
Warrior 2nd 2000 2D8
Swordsman 3rd 4000 3D8
Hero (highest level for elf) 4th 8000 4D8
Swashbuckler 5th 16000 5D8
Myrmidon (highest level for dwarf) 6th 32000 6D8
Champion 7th 64000 7D8
Superhero 8th 120000 8D8
Lord 9th 240000 9D8
Lord, 10th level 10th 480000 9D8+2
Lord, 11th level 11th 960000 9D8+4

Even though pixies are generally invisible, certain high-level fighters will be aware of their presence.

Top-level fighters who build castles are considered Barons. See Volume 1, page 6 for more information.

Magic-users

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elf magic-user

All magical items (except for the weapons and armor of the fighters) are useful to the magic-user though they start out very weak and it takes a long time for them to become powerful enough to survive on their own. Magic-users may arm themselves with daggers only.

The prime requisite for magic-users is intelligence.

The following table defines the experience points (EP) needed to achieve each level in the magic-user class:










Class Level Name Level EP Needed Hit Points Spells
Medium 1st 0 1D4 1
Seer 2nd 2500 2D4 2
Conjurer 3rd 5000 3D4 3 1
Theurgist 4th 10000 4D4 4 2
Thaumaturgist 5th 20000 5D4 4 2 1
Magician 6th 35000 6D4 4 2 2
Enchanter 7th 50000 7D4 4 3 2 1
Warlock (highest level for elf) 8th 75000 8D4 4 3 3 2
Sorcerer 9th 100000 9D4 4 3 3 2 1
Necromancer 10th 200000 10D4 4 4 3 3 2
Wizard 11th 300000 11D4 4 4 4 3 3
Wizard, 12th level 12th 400000 11D4+1 4 4 4 4 4 1
Wizard, 13th level 13th 500000 11D4+2 5 5 5 4 4 2
Wizard, 14th level 14th 600000 11D4+3 5 5 5 4 4 3 1
Wizard, 15th level 15th 700000 11D4+4 5 5 5 4 4 4 2
Wizard, 16th level 16th 800000 11D4+5 5 5 5 5 5 5 2 1
Wizard, 17th level 17th 900000 11D4+6 6 6 6 5 5 5 2 2
Wizard, 18th level 18th 1000000 11D4+7 6 6 6 6 6 6 2 2 1
Wizard, 19th level 19th 1100000 11D4+8 7 7 7 6 6 6 3 2 2
Wizard, 20th level 20th 1200000 11D4+9 7 7 7 7 7 7 3 3 2
Wizard, 21st level 21st 1300000 11D4+10 8 8 8 7 7 7 3 3 3
Wizard, 22nd level 22nd 1400000 11D4+11 8 8 8 8 8 8 4 3 3

See the first volume, p. 17, for additional Spell levels above 12th level.

Research can be done at any level of experience but a new spell could only be developed at the current magic-user's level or lower.

Wizards and above may manufacture magical items (such as potions, scrolls, etc.) for their own use or for sale. Costs and the time to enchant the item are commensurate with the value of the item. Examples are given in Volume 1, page 7.

Clerics

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human cleric

Clerics can use magic armor and all non-edged magic weapons (no arrows) plus they have a number of their own spells. They are able to use some magical items that are denied to fighters. Remember that only men can be clerics.

The prime requisite for clerics is wisdom.

Clerics are either Law or Chaos (see Alignments). There's no such thing as a Neutral cleric. If a Patriarch receives the benefits described and he changes alignments, all benefits will be removed immediately.

The following table defines the experience points (EP) needed to achieve each level in the cleric class:


Class Level Name Anti-Cleric Name Level EP Needed Hit Points Spells
Acolyte Evil Acolyte 1st 0 1D6 0
Adept Evil Adept 2nd 1500 2D6 1
Village Priest Shaman 3rd 3000 3D6 2
Vicar Evil Priest 4th 6000 4D6 2 1
Curate Evil Curate 5th 12000 5D6 2 2
Bishop Evil Bishop 6th 25000 6D6 2 2 1 1
Lama Evil Lama 7th 50000 7D6 2 2 2 1 1
Patriarch Evil High Priest 8th 100000 8D6 2 2 2 2 2
Patriarch, 9th level Evil High Priest, 9th level 9th 150000 8D6 3 3 3 2 2
Patriarch, 10th level Evil High Priest, 10th level 10th 200000 8D6+1 3 3 3 3 3
Patriarch, 11th level Evil High Priest, 11th level 11th 250000 8D6+1 4 4 4 3 3
Patriarch, 12th level Evil High Priest, 12th level 12th 300000 8D6+2 4 4 4 4 4 1
Patriarch, 13th level Evil High Priest, 13th level 13th 350000 8D6+2 5 5 5 4 4 1
Patriarch, 14th level Evil High Priest, 14th level 14th 400000 8D6+3 5 5 5 5 5 2
Patriarch, 15th level Evil High Priest, 15th level 15th 450000 8D6+3 6 6 6 5 5 2
Patriarch, 16th level Evil High Priest, 16th level 16th 500000 8D6+4 6 6 6 6 6 3
Patriarch, 17th level Evil High Priest, 17th level 17th 550000 8D6+4 7 7 7 6 6 3 1
Patriarch, 18th level Evil High Priest, 18th level 18th 600000 8D6+5 7 7 7 7 7 4 1
Patriarch, 19th level Evil High Priest, 19th level 19th 650000 8D6+5 8 8 8 7 7 4 2
Patriarch, 20th level Evil High Priest, 20th level 20th 700000 8D6+6 8 8 8 8 8 5 2

When clerics reach the top level (Patriarch) they may opt to build their own stronghold and when doing so receive help from above. If they invest 100,000GP in construction costs, they may build a fortress of double that cost.

Faithful men will come to such a stronghold, be fanatically loyal, and will server at no cost. There will be 10-60 heavy cavalry, 10-60 horsed crossbowmen, and 30-180 heavy foot.

Clerics have an interesting effect on a class of monsters called Undead. They have the possibility of turning away or dispelling undead, depending on their level. Start by rolling 2D6:

Type 1 2 3 4 5 6 7 8 9
Skeleton 7 Turn Turn Dispel Dispel Dispel Dispel Dispel Dispel
Zombie 9 7 Turn Turn Dispel Dispel Dispel Dispel Dispel
Ghoul 11 9 7 Turn Turn Dispel Dispel Dispel Dispel
Wight None 11 9 7 Turn Turn Dispel Dispel Dispel
Wraith None None 11 9 7 Turn Turn Dispel Dispel
Mummy None None None 11 9 7 Turn Turn Dispel
Spectre None None None None 11 9 7 Turn Turn
Vampire None None None None None 11 9 7 Turn

If the die roll is the same or greater than the value in the table then the Undead is turned away ("Turn"). "Dispel" means that the cleric was able to display or dissolve the Undead. "None" means that the cleric was not able to do anything to the Undead (usually because the cleric's class was too low).

Thieves

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human thief

All thieves are either neutral or chaotic - although lawful characters may hire them on a one-time basis for missions which are basically lawful. They are not as strong as other classes in hit dice, but thieves have many distinct advantages which are enumerated below. Thieves may employ magic daggers and magic swords but no other magical weaponry. They can wear only leather armor and cannot employ shields. While they cannot learn spells, thieves of the highest levels are able to read spells written on scrolls. Basic abilities are:

Furthermore, dwarves, elves, half-elves, or hobbits may be thieves, and in this class there will be no limit to their continuing to advance to the highest levels.

Thieves of the 3rd and above are able to read most (80%) languages, so treasure maps can be read and understood by them without recourse to a spell.

Thieves of the 10th level and above are able to understand magical writings, so any scroll that falls into their hands can be used by them - excluding spells which are clerical in nature. However, with spells of the 7th level and above there is a 10% chance that the effect will be the reverse of that intended (due to the fact that even Master Thieves do not fully comprehend such great magic). This reverse effect can be know only after the spell is read.

By striking silently from behind the thief gains 2 advantages. First, he increases the chance to hit by 20% (+4 on his die). Secondly, he does double damage when he so attacks, with like additional damage for every 4 levels he has attained. Thus, if a thief of the 4th level attacked from behind, he would do twice the damage indicated by the die, at 5th level through 8th level he would do thrice the damage, at 9th through 12th levels he would do 4 times the damage, etc.

The ability of the thief to climb is also a function of his level. There is a basic chance of 13% that a 1st level thief will slip and fall in climbing. With each higher level attained by the thief this chance is reduced by 1%, so that a 10th level thief has but a 4% chance of slipping.

Class Level Name Level EP Needed Hit Points Open Locks/
Remove Traps
Pickpocket or
Move Silently/
Hide in Shadows
Hear Noise
D6
Apprentice 1st 0 1D4 15%/10% 20%/10% 1-2
Footpad 2nd 1200 2D4 20%/15% 25%/15% 1-2
Robber 3rd 2400 3D4 25%/20% 30%/20% 1-3
Burglar 4th 4800 4D4 35%/30% 35%/25% 1-3
Cutpurse 5th 9600 5D4 40%/35% 45%/35% 1-3
Sharper 6th 20000 6D4 45%/40% 55%/45% 1-3
Pilferer 7th 40000 7D4 55%/50% 60%/50% 1-4
Master Pilferer 8th 60000 8D4 65%/60% 65%/55% 1-4
Thief 9th 90000 9D4 75%/70% 75%/65% 1-4
Master Thief 10th 125000 10D4 85%/80% 85%/75% 1-4
Master Thief 11th 250000 10D4 95%/90% 95%/85% 1-5
Master Thief 12th 375000 10D4+1 100%/95% 100%/90% 1-5
Master Thief 13th 500000 10D4+1 100%/100% 100%/95% 1-6
Master Thief 14th 625000 10D4+2 100%/100% 100%/100% 1-6

On the Thief skills (such as Open Locks, Remove Traps, etc.), a score above the indicated percentage means failure, and no further attempts may be made. Also, there is a chance that the one who is being pickpockets may detect the thief. To determine this, for each level of the victim above 5th, the victim has a +5% chance of detecting the "lift", so a 10th level victim would have a 25% of detecting the pickpocket.

Thieves who attain the 3rd level (and above) can read languages. Thieves who attain the 9th level (and above) can read magic spells from scrolls.

It takes an additional 125,000 EP for each level above Master Thief.

Bonuses to Dwarves, Elves, and Hobbits as thieves:

Race Open
Locks
Remove
Traps
Pick
pockets
Move
Silently
Hide in
Shadows
Hear
Noise
Dwarf 5% 15%   5% 5%  
Elf     5% 10% 15%  
Hobbit 10% 5% 5% 10% 10% +1

Experience

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Experience points are awarded to players by the referee with appropriate bonuses or penalties for prime requisite scores.

As characters meet monsters in combat and defeat them and as they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain "experience". This adds to their experience point (EP) total and gradually moves them up through the levels of their class.

Experience points for slain monsters should be divided equally among all of the characteres in the party using the table below.

Monster's
Hit Dice
Base Value Additional Points
for Special Abilities*
½ 5 1
1D6-1 7.5 2
1D6 10 3
1D6+1 15 4
2D6 20 5
2D6+1 25 10
3D6 35 15
3D6+1 50 25
4D6 75 50
4D6+1 125 75
5D6 175 125
5D6+1 225 175
6D6 275 225
6D6+1 350 300
7D6 450 400
7D6+1 525 475
8D6 650 550
8D6+1 750 625
9D6 to 10D6 900 700
11D6 to 12D6 1100 800
13D6 to 14D6 1350 950
15D6 to 16D6 1650 1150
17D6 to 20D6 2000 1500
21D6 and up 2500 2000

*Monsters which can regenerate, hurl missiles, have touch which paralizes, poison, etc. Monsters with exceptional special abilities should be either treated as a higher class than is represented by their hit dice or a double bonus for their abilities should be awarded when they are slain. For example, a gorgon is a monster with a special ability and worse to encounter than its 8D6 indicate. Double points in the special column are in order when awarding experience for killing one. For example, base points of 650 plus 2 times 550 points for special abilities yields 1750 points for killing a gorgon.

If the monster's hit dice are +2 or +3 then it must be classed the next step higher. For example, a monster with 2D6+2 hit dice would be classified as a 3D6 monster.

Gains in experience points will be relative. An 8th level magic-user operating on the 5th dungeon level would be awarded 5/8 experience.

Experience points are never awarded on a 1 for 1 basis. A character may only advance 1 level per campaign. Assume that a 1st level fighter would earn 5000 EP for a campaign. As this would move him up two levels, the referee should only award sufficient points to bring him to 2nd level.

It is absolutely mandatory that experience for non-player characters (NPCs) by computed, bonuses added, and then the whole reduced by 50%. This represents the fact that they are in the hire of some character, and because of this capacity are not as prone to benefit from experience. Note, however, that any skimping of the treasure will naturally have a highly adverse effect on their loyalty to the character.

There is no theoretical limit as to how high a human character may progress in their class.

Changing Classes

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While changing classes (except for elves) is not recommended, the character must have a prime requisite of the class they wish to change to of 16 or better (before being modified). For example, a cleric with a strength of 15 could not become a fighter.

In any case, a magic-user cannot become a cleric and vice versa.

By Race

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The following table describes which races can adopt which character classes:

Race Fighter Magic-user Cleric Thief
Man
Elf  
Dwarf    
Hobbit    

Non-player Characters

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The referee may "allow" the primary characters to "hire into service" one or more characters. At times these non-player characters may be nothing more than a band of mercenaries hired to share in the profits coming out of a campaign. At other times, these NPCs may represent a regular entourage of various character classes and races who make up a team under the leadership of the primary player character.

Only the lowest level character classes may be hired, though they grow in experience as they participate in the campaign. Note that while NPCs get a full share of any treasure found, they only get 50% of the normal experience points.

The player wishing to hire an NPC advertises by posting notices at inns and taverns, frequents public places seeking the desired hirelings, or sends messages to whatever place the desired character class would be found. This costs money and takes time and the referee must determine how much of each is expended.

Once a response has been obtained, the player must make an offer to tempt the desired character class into his (or her) service. As a rule of thumb, a minimum offer of 100 GP would be required for a human, dwarves are more interested in gold, elves and magic-users in magical items, and clerics some assurance of having a place to worship.

Monsters can be lured into service if the character has sufficient charisma and they are the same alignment or they can be charmed.

Men, dwarves, and elves will serve as retainers (NPCs) as long as they are paid regularly, treated fairly, are not continually exposed to extra-hazardous duty, and receive bonuses when they take part in some dangerous adventure. Judgment is up the referee with the assistance of a morale roll.

Morale rolls can also be used to determine whether a man or sentient creature will surrender. When this happens, an offer of service can be made. Subdued monsters will obey for a time without need to check their reactions and such monsters are salable. Personally, I wouldn't trust such a monster as far as I could throw them.

Adjust the following roll for charisma and initial payments for service.

3D6 Morale
3 or less Will desert at the first opportunity
4-6 -2 on morale dice
7-8 -1 on morale dice
9-12 average morale dice
13-14 +1 on morale dice
15-18 +2 on morale dice

Races

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Men

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Do you really need this explained to you? See also Men under the Monsters section.

Elves

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elf fighter

Elves are 5 or more feed in height, slim of build, weigh about 120 pounds, have tan to fair skin, and are also of various types (wood, meadow, high, fairies), wood elves being the darkest. Elves of 17 or 18 strength can work up as high as 5th level or 6th level fighter, respectively. Elves with an 18 intelligence can work up to as high as 9th level magic-users. Among the elves there are clerical types as high as 6th level who interact only with their own kind. These clerics (fighter/magic-user-cleric types) have magical ability limited to the 6th level.

<local> This is obviously not out of Tolkien. </local>

Elves can begin as either fighters or magic-users and may freely switch class between campaigns (they may also be thieves). They gain benefits from both classes and may use both weaponry and spells. They may use magic armor and still act as magic-users. However, they may not progress beyond 4th level fighter or 8th level magic-user.

Elven thieves work in all 3 categories at once (fighter, magic-user, thief) unless they opt to never be anything other than in the thief category. Thus, experience is always distributed proportionately in the 3 categories even when the elf can no longer gain additional levels in a given character class. However, it is possible to be an elven 6th level fighter, 9th level magic-user, and a 10th level thief, for example, with a character having exceptionally high scores in strength and intelligence, and the only limit on how high in the thief category the elf can progress will be that placed on him by the division of experience points. When acting in the thief capacity, the elf can wear only leather armor. As dwarves, elves have infravision and can see monsters up to 60' away in the dark.

They enjoy the following benefits:

Elves are of 2 general sorts, those who make their homes in woodlands and those who seek the remote meadowlands. For every 50 elves encountered there will be 1 of above-normal capabilities. Roll 1D4 to determine the fighter class level and 1D6 to determine the magic-user class level of the leader. Treat any 1 rolled on either the D4 or D6 as a '5' (where appropriate). For every 100 elves encountered there will be a 4th level fighter/8th level magic-user. Half of the elves in any given party will be bow armed, the other half will carry spears, and all will have swords besides. Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add 1 to damage points rolled to determine damage. Elves are not naturally adapted to horseback.

Half-Elves

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Half-Elves are half elven and half human, and as such, they gain some abilities from each heritage. Half-elves are able to progress simultaneously in both the fighter and magic-user classes and may use both weaponry and spells and otherwise act as elves do. They may work up to the 6th level as a fighter and the 6th level as a magic-user. Half-elves of exceptional strength (17 or 18) may progress as high as a 7th or 8th level fighter, respectively. Those of exceptional intelligence (17 or 18) may work up to a 7th or 8th level magic-user respectively. They spot secret doors and hidden doors as do elves but they do not gain any advantages when fighting certain monsters as do elves. They speak all languages which elves do. There are no half-elf clerics, for in this regard their human side prevails. However, half-elves with a basic wisdom score of 13 or more may also become (multi-class) clerics. If they so opt, all experience will be divided in equal proportions between fighter, magic-user, and cleric. Half-elves may work up as high as the 4th level as a cleric. Note that half-elf clerics may not themselves act chaotically, nor may they associate with chaotic characters or creatures.

Dwarves

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dwarf fighter

Dwarves may only be fighters or thieves. Dwarves are about 4' tall, stocky of build, weigh 150 pounds, with very broad shoulders, their skin a ruddy tan, brown, or gray, and are of various types (hill, mountain, or burrowers, such as gnomes). Dwarves with a strength of 17 can work upto 7th level fighter and those of 18 strength can work up to 8th level. Among the dwarves themselves (but never as a player), there are clerical types. Dwarf clerics are found as high as 7th level, and they can cure and resurrect their own. These clerics are also fighters.

Dwarves can work simultaneously as fighters and thieves, but no bonuses for abilities above the normal are then given, and earned experience is always divided evenly between fighter and thief even when the dwarf can no longer progress in the fighter class. When acting as thieves, dwarves can only wear leather armor. In addition, dwarves have infravision and can see monsters up to 60' away in the dark.

They enjoy the following benefits:

Because of their relatively short size, clumsy monsters like ogres, giants, and the like will have a difficult time hitting dwarves, so score only ½ the usual hit points when a hit is scored. Any body of dwarves will have 1 above average fighter for every 40 dwarves in the group. To determine the level of the leader, simply roll 1D6. If in their lair, the score will be adjusted so that 1-2 is a 3rd level fighter, 3-4 is a 4th level fighter, and 5 and 6 are 5th and 6th level fighters, respectively. For every level of fighting ability there will be a 10% chance that the dwarf will have a magic shield, magic armor, or a magic sword (1-4 on a D6) or hammer (5-6 or a D6). Unintelligent beasts may sometimes be used by dwarves to form a part of their defenses (domesticated bears, wolves, or whatever at the referee's discretion).

Hobbits

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halfling thief

Hobbits can be only fighters or thieves, and as thieves they have better chances for doing most things and are not limited to how high in lvels they can progress. As fighters, they may not progress beyond the 4th level.

Other Races

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As the original book states, "there is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top...". See House Rules.

Equipment

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Players must equip their characters with basic items of equipment and must pay for the equipment for each character from that character's supply of gold pieces (GP). Selection of items is strictly up to the player. Equipment may be sold between characters or even players as long as a proper transfer of value takes place.

Costs and Weight

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Note that both cost and weight are expressed in units of gold pieces.

Weapons

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Item Cost Weight
Arrows (1 silver tipped) 5GP 5GP
Arrows (20) 5GP 25GP
Arrows (quiver of 20) 10GP 50GP
Battle Axe 7GP 100GP
Composite Bow 50GP 50GP
Dagger 3GP 20GP
Flail 8GP 100GP
Halberd 7GP 150GP
Hand Axe 3GP 50GP
Heavy Crossbow 25GP 75GP
Lance 4GP 150GP
Light Crossbow 15GP 50GP
Long Bow 40GP 50GP
Mace 5GP 50GP
Morning Star 6GP 100GP
Pike 5GP 150GP
Pole Arm 7GP 150GP
Quarrels (30) 5GP 25GP
Quarrels (case of 30) 10GP 50GP
Short Bow 25GP 50GP
Spear 2GP 150GP
Sword 10GP 50GP
Two-handed Sword 15GP 150GP

Armor

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Item Cost Weight
Barding (horse armor) 150GP 750GP
Chain-type Armor 30GP 500GP
Helmet 10GP 50GP
Leather Armor 15GP 250GP
Plate Armor 50GP 750GP
Shield 50GP 150GP

Miscellaneous Equipment

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Assume that each character carries 80 GP of miscellaneous equipment.

Item Cost Weight
Belladona (1 bunch) 10GP N/A
Flask of Oil 2GP N/A
Garlic (1 bud) 10GP N/A
Holy Water (1 vial) 25GP N/A
Iron Rations (1 person for 1 week) 15GP N/A
Iron Spikes (12) 1GP N/A
Leather Back Pack (holds 300GP) 5GP N/A
Lantern 10GP N/A
Large Sack (holds 300GP) 2GP N/A
Pole (10') 1GP N/A
Rope (50') 1GP N/A
Silver Cross 25GP N/A
Silver Mirror (small) 15GP N/A
Stacks (3) and Mallet 3GP N/A
Standard Rations (1 person for 1 week) 5GP N/A
Steel Mirror 5GP N/A
Small Sack (holds 50GP) 1GP N/A
Torches (6) 1GP N/A
Wine (1 quart) 1GP N/A
Water/Wine Skin 1GP N/A
Wolvesbane (1 bunch) 10GP N/A
Wooden Cross 2GP N/A

Saddle and Pack Animals

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Item Cost Weight
Draft Horse 30GP N/A
Heavy Warhorse 200GP N/A
Light Horse 40GP N/A
Medium Warhorse 100GP N/A
Mule 20GP N/A
Saddle 25GP N/A
Saddle Bags 10GP N/A

See more information on horses.

Vehicals

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Item Cost Weight
Cart 100GP N/A
Large Galley 30000GP N/A
Large Merchant Ship 20000GP N/A
Raft 40GP N/A
Small Boat 100GP N/A
Small Galley 10000GP N/A
Small Merchant Ship 5000GP N/A
Wagon 200GP N/A

Miscellaneous Weights

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Item Weight
Coin 1GP
Chalice 50GP
Flagon 50GP
Gem 1GP
Human Body 1750GP
Jewelry 20GP
Potion 30GP
Scroll 20GP
Staff (with case) 300GP
Wand (with case) 100GP
Wine Skin 30GP

Capacities

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Languages

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The common tongue is spoken throughout the region a campaign takes place in and is spoken by all humans.

Most races and monsters speak their own tongue, with 20% chance of speaking common.

Each alignment has its own tongue. While not understanding the language, creatures who speak one alignment tongue will recognize a hostile one and attack.

A character can attempt to communicate through the common language, racial language, or alignment language.

Characters with an intelligence above 10 may learn additional languages, one language for every point above 10. For example, a man with an intelligence of 15 could speak 7 languages: common, his alignment language, and 5 racial languages.

Some magic spells and items will enable the speaking and understanding of other languages.

Monsters

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Monsters are described in 2 tables: Statistics and Descriptions. Click on the name in one table to go to corresponding entry in the other table.

Monster Statistics

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Note that all quantities in the "Nbr Appearing" column are guidelines for out-door adventures. The number is at the referee's discretion to increase or decrease according to the party.

In the "Nbr Appearing" column, ranges of numbers ("3-30") have been converted to the common dice representation ("3D10").

In the "Move (feet)" column, the number after the slash is the mounted or flying speed. A creature may also charge and get a bonus to the normal move.

Name
Click to go to Description
Nbr
Appearing
Move
(feet)
Armor
Class
Attacks/
Damage
% in
Lair
Treasure
Balrogs 1D6 6/15 2 2/2D12, 3D12, 4D12 according to size plus sword/1D12 25% Type F
Basilisks 1D6 6 4 1/1D10 plus turn to stone 40% Type F
Beholder 1 3 4/2 1 bite/1D4+1 plus special 90% Type I (treasure),
Type F (magic)
Black Pudding 1 6 6 1/3D8 Nil Nil
Blink Dogs 4D4 12 5 1 bite/1D6 30% Type C
Bugbears 5D4 9 5 1/2D4 30% Type B
Carrion Crawlers 1D6 12 3/7 8 tentacles/special 60% Type B
Centaurs 2D10 18 5 2 hooves/1D6, 1 weapon/Var 5% Type A
Chimeras 1D4 12/18 4 2 claws/1D3, 3 heads: goat/1D4, lion/2D4, dragon/3D6***** 50% Type F
Cockatrices 1D8 9/18 6 1/1D6 plus turn to stone 35% Type D
Displacer Beasts 1D4+1 15 4 2 tentacles/2D4 35% Type D
Djinn --- 9/24 5 1/2D8 Nil Nil
Dopplegangers 3D4 9 5 1/1D12 plus special 25% Type E
Draft Horse --- 9 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Dragon, Black 1D4 9/24 2 2 claws/1D4, 1 bite/3D6, acid (5'x60' line) 60% Type H
Dragon, Blue 1D4 9/24 2 2 claws/1D4, 1 bite/2D12, lightning (5'x100' line) 60% Type H
Dragon, Brass 1D4 9/24 2 2 claws/1D4, 1 bite/2D8, sleep (20'x70' cone)* or fear (40'x50' cloud) 60% Type H
Dragon, Bronze 1D4 9/24 0 2 claws/1D4, 1 bite/2D10, lightning (5'x100' line) or repulsion (30' in front) 60% Type H
Dragon, Chromatic 1 9/24 -2 2 claws/1D4, 1 bite/4D10, as specified for white, black, green, blue, & red dragons*** 60% Type H
Dragon, Copper 1D4 9/24 1 2 claws/1D4, 1 bite/3D6, acid (5'x70' line) or slow (3D6 creatures) 60% Type H
Dragon, Golden 1D4 9/24 -2 2 claws/1D4, 1 bite/3D12, fire (30'x90' cone) or chlorine gas (50'x40' cloud) 60% Type H
Dragon, Green 1D4 9/24 2 2 claws/1D4, 1 bite/2D10, chlorine gas (40'x50' cloud) 60% Type H
Dragon, Platinum 1 9/24 -3 2 claws/1D4, 1 bite/4D10, cold (30'x80' cone) or gaseous form (40'x50' cloud) or disintigrate (3D6 creatures)** 60% Type H
Dragon, Red 1D4 9/24 2 2 claws/1D4, 1 bite/3D10, fire (30'x90' cone) 60% Type H
Dragon, Silver 1D4 9/24 -1 2 claws/1D4, 1 bite/3D10, cold (30'x80' cone) or gas (40'x50' cloud) 60% Type H
Dragon, White 1D4 9/24 2 2 claws/1D4, 1 bite/2D8, cold (30'x80' cone) 60% Type H
Dryads 1D6 12 5 1/1D4 or weapon 20% Type D
Dwarves 40D10 6 4 1/1D8 or weapon 50% Type G
Efreet --- 9/24 3 1/3D8 Nil Nil
Elementals 1 Var 2 1/see below Nil Nil
Elves 30D10 12 5 1/1D10 or weapon 25% Type E
Ents 2D10 6 2 2/2D8, 3D6, 4D6 according to size Nil Nil
Gargoyles 2D10 9/15 5 2 claws/1D3, 1 bite/1D6, 1 horn/1D4 25% Type C
Gelatinous Cube 1 6 8 1/2D4 special Nil Internal
Ghouls 2D12 9 6 2 claws/1D3, 1 bite/1D4 20% Type B
Giants 1D8 12 4 1/see below 30% 5000GP + Type E
Gnolls 20D10 9 5 1/1D8 or weapon 30% Type D
Gnomes 40D10 6 5 1/1D6 or weapon 60% Type C
Goblins 40D10 6 6/7 1/1D4 or weapon 50% 1-6GP ea.
Golem, Flesh 1 8   2D8 twice per turn Nil Nil
Golem, Stone 1 6   3D8 Nil Nil
Golem, Iron 1 4   4D10 Nil Nil
Gorgons 1D4 12 2 1 butt/2D6**** 50% Type E
Gray Ooze --- 1 8 1/2D8 Nil Nil
Green Slime --- Nil --- 1/see Description Nil Nil
Griffons 2D8 12/30 3 2 claws/1D4, 1 bite/2D8 10% Type E
Harpies 2D6 6/15 7 2 claws/1D3, 1 weapon/1D6 20% Type C
Heavy Horse --- 12 7 2 hooves/1D8, 1 bite/1D3 Nil Nil
Hell Hounds 2D4 12 4 1 bite/1D6 25% Type C
Hippogriffs 2D8 18/36 5 2 claws/1D6, 1 bite/1D10 Nil Nil
Hobgoblins 20D10 9 5 1/1D8 or weapon 30% Type D
Homunculi Var. 6/18 7 1 bite/1D3 plus special Var. Var.
Hydras 1D8+4 heads 12 5 1 per head/1D6, 1D8, 1D10 depending on size 25% Type B
Insects/Animals (Large) 2D8 Var Var Var Var Var
Insects/Animals (Small) 6D6 Var Var Var Var Var
Invisible Stalkers --- 12 3 1/4D4 Nil Nil
Kobolds 40D10 6 6/7 1/1D4 or weapon 50% 1-6GP ea.
Lammasu 2D4 12/24 6 2 claws/1D6 plus special 40% Type A3
Liches 1D4 6 3 1/1D10 plus special 100% Type A
Light Horse --- 24 7 2 hooves/1D4 Nil Nil
Lizard Men 10D4 6/12 5 2 claws/1D3, 1 bite/1D8 40% Type D
Lycanthropes 2D10 Var Var See below 15% Type C
Manticoras 1D4 12/18 4 2 claws/1D3, 1 bite/1D8, 24 spikes/1D6 25% Type D
Medium Horse --- 18 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Medusae 1D4 9 8 1-2/by weapon plus turn to stone 75% Type F
Men 30D10 Var Var 1-2/Var 15% Type A
Minotaurs 1D8 12 6 1 butt/2D4, 1 bite/1D3, 1 weapon/Var 10% Type C
Mule --- 12 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Mummies 1D12 6 3 1/1D12 30% Type D
Nixies 10D10 12 7 1/1D4 or weapon 100% Type B
Ochre Jelly 1 3 8 1/2D6 Nil Nil
Ogre Magi 1D6 9/15 4 1D12 40% Type E
Ogres 3D6 9 5 1/1D10 30% 1000GP + Type C
Orcs 30D10 9 6 1/1D6 or weapon 50% Type D
Owl Bears 1D4+1 12 5 2 claws/1D6*******, 1 bite/1D12 40% Type C
Pegasi 1D12 24/48 6 2 hooves/1D8 Nil Nil
Phase Spiders 1D6 6/15 6 1 bite/1D6 per bite****** 80% Type E
Pixies 10D10 9/18 6 1/1D4 or weapon 25% Type C
Purple Worms 1D4 6 6 1 bite/2D12, 1 sting/1D8****** 25% Type D
Rocs 1D20 6/48 4 2 claws/1-4D6, 1 bite/1-4D12 according to size 20% Type I
Rust Monsters 1D2 12 2 1 touch/special Nil Nil
Salamanders 1D4+1 9 3/1 1 touch, 1 constriction/2D4 per turn, 1 weapon/special 65% Type F
Sea Monsters At the referee's discretion
Shadows 2D10 9 7 1/1D4 plus special 50% Type F
Skeletons 3D10 6 7/8 1/1D6    
Slug, Giant 1 6 8 1 bite/1D12 plus special Nil Nil
Spectres 1D8 15/30 2 1/1D8 plus energy drain 25% Type E
Stirges 3D10 18 7 1 bite/1D3 plus drains blood 55% Type D
Ticks, Giant 3D4 3 4 1 bite/1D4 plus drains blood Nil Nil
Titans All variable
Tritons 5D6+ 15/24 6-4 1/3D6 plus special 25% Variable
Trolls 2D6 12 4 2 claws/1D4, 1 bite/1D8 50% Type D
Umber Hulks 1D4 6 2 2 claws/2D6, 1 bite/2D4 50% Type E
Unicorns 1D4 24 2 2 hooves/1D8, 1 horn/1D16 Nil Nil
Vampires 1D6 12/18 2 1/1D10 plus energy drain 20% Type F
Wights 2D12 9 5 1/energy drain 60% Type B
Will O'Wisp 1 18 -8 Special 1% Type A
Wraiths 2D8 12/24 3 1/1D6 plus energy drain 20% Type E
Wyverns 1D6 9/24 3 1 bite/2D8, 1 sting/1D6****** 60% Type E
Yellow Mold --- --- --- 1/See Description Nil Nil
Zombies 3D10 6 7/8 1/1D8    

*This sleep spell affects all creatures.
**These breath weapons have a saving throw as vs. magic with a 15% reduction of the chance to save if the dragon is of middle size (3-4 on a D6), and a 30% reduction if large (5-6 on a D6).
***Each head has 2 spells. The first head (white) has 2 1st level spells, the next head (black) has 2 2nd spells, etc. with the last head (red) having 2 5th level spells.
****This monster also has a breath weapon.
*****Unless using a breath weapon.
******Damage occurs regardless of sucess vs. poison saving throw.
*******Hug on score of 18 or better causes 2D8 points of additional damage.

Monster Descriptions

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Some monsters with lengthy descriptions appear below the table.

Name
Click to go to Statistics
Description
Balrogs

Balrogs are highly intelligent monsters with a magical nature. There is a high probability that magic spells will not work against them. To determine success of spell use a base of 75% resistance at the 11th level and adjust upwards or downwards in 5% increments. For example, a 12th level magic-user would have a 70% change of resistance.

<local> Probability of the balrog resisting a magic spell is 75 - ((level - 11) * 5). </local>

Balrogs cannot be subdued, but they can be enlisted in the service of a strong chaotic character. There is, of course, always the possibility that the balrog will attempt to assume command himself, for chaotic creatures will generally obey a balrog before a human (except for an evil high priest who is slightly more influential).

When fighting fantastical opponents, they attack in 2 ways each turn: the normal attack is with a magical sword of +1 value, and if the balrog immolates (any score of 7 or better on 2D6, check each turn) it also attacks with its whip. If the whip hits, the balrog drags the opponent against its flaming body, doing 2 dice of damage. In this manner a balrog can fight 1 or 2 opponents at the same time.

Basilisks

Although this creature cannot fly, it has the power of turning to stone those whom it touches and those who meet its glance, but it in turn can be petrified by the reflection of its own eyes if the light is sufficient, and it looks at a good reflector. The basilisk is not intelligent.

Beholder

These monsters are also know as Spheres of Many Eyes, or as Eye Tyrants. The body of these creatures is a great globe of about 3' in diameter. Atop it are 10 eye stalks, while in the center of the spherical body is a great 11th eye. The body can sustain 40 points of damage, each eye stalk 10 points, and the central eye can withstand up to 20 points. The armor class of the body is 0, the eye stalks 2, and the eyes proper 7. Each eye functions in a different manner and 1D4 of the small eyes are able to function at the same time.

Eye Number Function
1 Charm Person
2 Charm Monster
3 Sleep
4 Telekenesis
5 Flesh-Stone Ray
6 Disintegrate Ray
7 Fear Ray
8 Slow
9 Serious Wound
10 Death Ray
11 Anti-magic Ray

In addition, Beholders are able to levitate themselves and float slowly about. These monsters are avaricious. They are neutral in nature, although they tend to be chaotic.

Black Pudding

Another member of the clean-up crew and nuisance monster, black (or gray) puddings are not affected by cold, it is spread into smaller ones by chops or lightning bolts, but is killed by fire. Black puddings dissolve wood, corrode metal at a reasonably fast rate, have no effect on stone, and cause 3D6 of damage to exposed flesh. If an armored character runs through a black pudding the monster's corrosive power will eat away the foot and leg protection of the armor so that it will fall-away on the next turn. Black puddings can pass through fairly small openings, and they can travel as easily on ceilings as on floors.

Blink Dogs

Blink Dogs closely resemble African wild dogs, but they have high intelligence and the ability to employ a limited teleportation. They travel in packs and when in combat they will teleport around their opponents in a random fashion at random intervals (1D8 for direction, 5 out of 8 indicates the creature is teleporting). When reappearing they will come from 1-4' from their opponents being able to attack in the same turn they teleported. This teleporting is known as "blinking." An inborn instinct prevents a blink into a solid object. The entire pack will blink out if seriously threatened, and they will not reappear. Blink Dogs are basically lawful and will always attack Displacer Beasts.

Bugbears

These monsters are of the "giant class", being great hairy goblin-giants. Despite their size and shambling gait, they move very quietly, thus increasing their chance to surprise a party by 16.33%.

Carrion Crawlers

These scavangers will usually attack in order to insure that there will continue to be a supply of corpses to scavenge. They are worm-shaped, about 9' in length, 3' high at their head end, and move quickly on multiple legs. Their mouths are surrounded by 8 tentacles of about 2' length, and their touch causes paralization (save vs. paralized). The carrion crawler is able to climb/move along walls or ceilings as readily as floors, thus allowing it to compete with ochre jellies, black (or gray) puddings, and the like.

Centaurs

At worst, these creatures are semi-intelligent, and therefore centaurs will always carry some form of weapon: 50% of a group will carry clubs (equal to morning stars), 25% will carry lance-like spears, and 25% will be armed with bows (composite bow, foot-type). In melee, the centaur will attack twice, once as a man and once as a medium horse. Centaurs will be found in hidden glens. It is there that both their females and young are and where their treasure is hidden. In the lair (glen) will be found from 1-6 additional males, and young equal to the number of males. Females are not generally armed and will not fight, and the young are also non-combatants, except in lift-and-death situations.

Chimeras

Combining the worst of many creatures, a chimera has the fore body of a great cat, the hind quarters of a goat, dragon wings, and 3 heads. The goat's head can gore with its long and sharp horns, the lion's head can tear