Swords&Six Siders
Swords&Six Siders
Swords&Six Siders
Player’s Section. . . . . . . . . . . . . . . . . . . . . . . . 3
General Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Character Creation. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Money and Equipment. . . . . . . . . . . . . . . . . . . . . . . . 11
HP, HD, and Leveling . . . . . . . . . . . . . . . . . . . . . . . . 13
Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Healing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Saves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Ability Checks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Gamemaster’s Section. . . . . . . . . . . . . . . . . . 25
Running a Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
The Monster Stat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Monster Descriptions. . . . . . . . . . . . . . . . . . . . . . . . . 29
Creating New Monsters . . . . . . . . . . . . . . . . . . . . . . . 41
Treasure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Designing Your First Adventure. . . . . . . . . . . . . . . . . . 54
WWW.PIGAMES.NET
Written and Illustrated by Steve Robertson
Edited by Brett M. Bernstein
Special Thanks to Jerry Linscott
©2015, 2018 Precis Intermedia.
Swords & Six-Siders is a trademark of Precis Intermedia. All rights reserved.
PLAYER’S SECTION
3
“Unsheathe your swords, ready your spells, and watch your step,
for dragons do not yield their loot willingly!”
COMMON ABBREVIATIONS
S&SS: Swords & Six-Siders™
D6 or 1D6: six-sided die roll
GM: gamemaster
GP: gold piece
AC: armor class
HD: hit dice
HP: hit point
DR: damage reduction
STR: strength
INT: intelligence
WIS: wisdom
DEX: dexterity
CON: constitution
CHA: charisma
GENERAL RULES
This game resolves all rolls with a six-sided die, a d6. A roll of a
natural 1 (the number actually rolled on the die, apart from any
modifiers) always fails, and a roll of a natural 6 always succeeds.
Whenever there is a roll, there is always at least a 1-in-6 chance
for success or failure.
Unless stated otherwise, round up all fractions.
The primary rule is to have fun. If there are any rule disputes,
the GM should make his decision with the consent of the players.
When in doubt, err on the side of common sense and fun.
4
CHARACTER CREATION
Characters begin play at level 1.
1. Choose race, record languages, and roll ability scores.
2. Choose class, record abilities, and choose spells (if any).
3. Roll HP. If starting HP is less than 3, raise HP to 3.
4. Select armor, weapons, and starting equipment.
5. Calculate and record AC, DR, and bonuses/penalties to
attack, damage, and saves.
6. Name your character something cool.
RACES
Dwarf
Dwarves are a short and stout mountain-dwelling folk, known as
much for their churlish attitudes as for their lengthy beards. They
have a keen eye towards underground and stone construction,
detecting traps, sloping passages, and new construction with great
skill. Dwarves have excellent low-light vision, but they cannot see
in absolute darkness.
Hit Dice: Dwarven myrmidons, thieves, and wizards reroll all
1s; dwarven fighters reroll all 1s and 2s.
Defensive Bonus: +1 to AC against foes larger than humans.
Save Bonus: +1 to all saves vs. magic or poison.
Languages: Dwarf, Common, Gnome, Goblin, and Kobold.
Ability Modifiers: -1 to DEX and CHA.
Limitations: Due to their smaller stature, dwarves cannot wield
large weapons, such as the two-handed sword or long bow.
5
Elf
Elves have a slender frame with graceful features. They tend
to be aloof, preferring to dwell in forests far from the cities of
men. They have keen eyesight, allowing them to see far and notice
details others normally miss.
Hit Dice: Elves must reroll all 6s, regardless of class, due to their
frail nature.
Immunity: Elves are immune to all forms of magic involving
charm, sleep, and paralysis.
Languages: Elf, Common, Gnoll, Hobgoblin, and Orc.
Ability Modifiers: -1 to STR and CON.
Halfling
Halflings are a short, plump, good-natured race that enjoys life
in their shires, which are nestled in the rolling hills. Halflings can
move silently and are almost impossible to spot while hiding.
Defensive Bonus: +1 to AC.
Save Bonus: +1 to all saves vs. magic or poison.
Languages: Halfling and Common.
Ability Modifiers: -2 to STR.
Limitations: Because of their small size, halflings cannot use any
large weapons, bows, or crossbows; they must use both hands
to wield a normal-sized weapon.
6
Human
Humans are a diverse lot, coming in all shapes, sizes, and
temperaments. They can adapt and thrive in almost any
environment.
Languages: Common, plus one of their choice (may be chosen
during play).
Ability Modifiers: Humans gain either +2 to a single ability of
their choice or +1 to two different abilities.
ABILITY SCORES
Each character has six abilities:
STR: Strength, muscle, power.
INT: Intelligence, IQ, knowledge, education level.
WIS: Wisdom, common sense, awareness, self-control.
DEX: Dexterity, skill, hand-eye coordination, agility.
CON: Constitution, health, fitness, vitality.
CHA: Charisma, personality, appearance, leadership ability.
Each of the character’s abilities has a score of 1 to 6. To
determine the character’s ability scores, roll a d6 three times and
record the numbers. Then record their three “opposite” numbers
(the opposite of 6 is 1, the opposite of 5 is 2, and the opposite of
4 is 3, etc). This should result in six scores with a range of 1 to 6.
Distribute the scores among the abilities in whichever way fits the
concept for that character.
Next, apply any racial ability modifiers. An ability score cannot
be reduced lower than 1 or raised above 6, regardless of modifiers.
A score of 1 causes a -1 penalty and a score of 6 grants a +1 bonus
to saves involving that ability.
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CLASSES
Fighter
Fighters are formidable in combat, able to use all armors and
wield all weapons.
Cleave Attack: When a fighter lands a killing melee blow, the
excess damage hits an adjacent target of the fighter’s choice.
Myrmidon
Myrmidons are able to fight and cast spells. They may cast spells
while wearing light or medium armor, but not heavy armor. Both
hands must be free (no weapon or shield) in order to cast a spell.
Myrmidons can use scrolls, but cannot create them.
Spells
Level HP Attack* Damage* Level 1 Level 2
1 1-6 — — 1 —
2 2-12 +1 — 2 —
3 3-18 +1 +1 3 —
4 4-24 +2 +1 3 1
5 5-30 +2 +2 3 2
6 6-36 +2 +2 3 3
* Includes ranged attacks.
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Thief
Thieves are able to fight, but they excel in stealth and trickery.
To make use of their exceptional skills, thieves cannot carry large
weapons or shields, or wear anything beyond light armor.
Backstab: +1 to hit; bypasses DR when attacking an opponent
from behind that is already engaged in combat.
Fool’s Luck: Once per day, thieves may redo any roll that directly
affects them, but they must use the second roll.
Thieving Abilities: Thieves have special skill in performing
actions related to stealth, such as moving silently, climbing,
picking locks, hiding in shadows, finding and disarming traps,
disguise, hearing noises, picking pockets, and the like. Other
classes may attempt these activities, but thieves do it better.
For example: Just about anyone can pick a lock provided they
have a set of professional lock picks and enough time, but thieves
can pick most locks quickly and automatically with the proper
tools. Even without proper lock picks, thieves can attempt to pick
a lock using only improvised objects.
For example: Anyone can attempt to climb a cliff with special
gear and enough time, but thieves can attempt to climb sheer
walls without tools, doing so quickly.
When the thief does need to make such a roll, it is performed
like any other save, but with their thief skills bonus applied, plus
or minus any bonus/penalty due to ability scores.
9
Wizard
Wizards are masters of magic. Although feared for their powerful
spells, they are physically weak and unskilled in combat. In order
to cast spells, both hands must be free (no shield or weapons) and
they cannot be wearing armor heavier than light armor.
Wizards can create magic scrolls for spells they know. Each
scroll takes one week to make and costs 250gp per 1st level spell,
500gp per 2nd level spell, and 1,000gp per 3rd level spell. Scrolls
disintegrate upon use.
Spells
Level HP* Level 1 Level 2 Level 3
1 1-5 2 — —
2 2-10 4 — —
3 3-15 4 2 —
4 4-20 4 4 —
5 5-25 4 4 2
6 6-30 4 4 4
* Reroll all 6s.
10
MONEY AND EQUIPMENT
Money in S&SS is measured in gp (gold pieces). Other forms of
currency exist within the game world, such as silver and copper
pieces, but everything is expressed in terms of gp for simplicity.
Mundane purchases are not tracked; it is assumed that characters
own whatever mundane equipment and weapons they need.
Gold pieces can be spent on training costs in order to gain levels,
useful items (like various potions and scrolls), or special magical
services (like removing curses and raising the dead).
Starting Equipment
New characters begin with whatever basic equipment, weapons,
and armor that they can use and carry, but no gold pieces. Common
sense should be used when choosing equipment.
Basic Equipment
Backpack 10' Pole Lantern
Small Sack Iron Spikes Oil Flask
Large Sack Crowbar Torches
Rope Waterskin Tinder Box
Grappling Hook Iron Rations Small Mirror
Weapons & Damage
Small Medium Large
Short Sword Sword Two-Handed Sword*
Hand Axe† Battle Axe Great Axe*
Club War Hammer Great Maul*
Dagger† Mace Pole Arm*
Sling & Stone Short Bow & Arrow* Long Bow & Arrow*
Dart† Crossbow & Quarrel*
Short Spear† Spear†
Staff
† Can be thrown. * Requires two hands to use.
Melee Weapons
Two-handed melee weapons inflict d6+1 damage, while all other
weapons cause d6 damage. Fighters may dual wield, allowing
them to reroll damage once if the first roll is a 1.
11
Ranged Weapons
Crossbows bypass DR (damage reduction), but can only be fired
every other round. Range from longest to shortest is: Long Bow,
Short Bow, Crossbow, Sling, Spear, then the rest of the thrown
weapons.
Armor, Armor Class, and Damage Reduction
AC Helmet/Shield DR Body Armor
4 none 1 light armor
5 helmet or shield 2 medium armor
6 helmet and shield 3 heavy armor
12
HIT POINTS & HIT DICE
HP (hit points) measure a character’s vitality, toughness, combat
skill, and luck. HP are determined by rolling a character’s HD
(hit dice). Characters start the game with one HD roll according
to their race and class, and accumulate additional HP every time
they gain a level. When characters are reduced to 0 HP, they are
either slain or knocked unconscious, depending on the will of the
attacker.
LEVELING
Characters gain levels by paying training costs with the gp they
acquired during their adventures. Therefore, leveling can only
happen while back in town, and only with the gp they themselves
earned. Money alone is not sufficient to level, for the training
builds on the real life experiences gained the hard way. A character
cannot gain more than one level per adventure, as it takes time to
process the lessons learned. Gold pieces spent on healing potions,
scrolls, and other things do NOT count towards training costs. All
races and classes use the same level chart.
13
14
COMBAT
Rounds
Combat is tracked by rounds, consisting of six seconds each.
Surprise
When characters first encounter a monster, roll 1d6 for each side
that is susceptible to being surprised. If the result is a 1 or 2, then
that side is surprised. When one side is surprised and the other
is not, the side that is not surprised gets a free action—they can
move into position, cast a spell, attack, or flee.
Initiative
At the beginning of every combat round, after any surprise actions
have been resolved, everyone rolls for initiative. This can be done
as one roll for the group or for each individual, whichever the GM
prefers. For initiative rolls, the number on the roll represents which
second in the round the character performs his action. Since there
are 6 seconds per round, 1s go first, followed by 2s, and then 3s,
etc.
Attack/To-Hit Rolls
To make an attack, roll 1d6 and add any to-hit modifiers. If the
sum is equal to or greater than the target’s AC, the attack hits.
Remember that a natural 6 always hits and a natural 1 always
misses, regardless of AC or modifiers.
Damage Rolls
When an attack hits, roll for damage applying any damage
modifiers. If the target has any DR, subtract it from the damage
done. Keep in mind that every successful hit inflicts at least 1
point of damage, regardless of the damage roll or DR.
Casting Spells in Combat
Spells cannot be cast while in melee range of an opponent. If a
caster is hit by a spell or a ranged attack prior to his turn in the
round, the spell being cast by him is interrupted and wasted.
15
Healing
Apart from healing magic, characters are able to regain lost HP
upon returning to town and resting. Characters in town can regain
up to their level of HP per day of rest. Roll 1d6 (there is no need to
roll for 1st level characters). The amount regained is equal to either
the result of the roll or the character’s level, whichever is lower.
For example: If a 3rd level character rolls a 6, the amount of HP
healed that day is 3. This is because 3 is the most HP he can
recover in a day through normal bed rest. 1st level characters only
heal 1 HP per day.
Healing Potions
Drinking a healing potion restores 1d6 HP. Because these potions
are so potent, characters are limited in how many they may drink.
Fighters may drink one potion per level per day, while all others
may only drink up to half their level in healing potions per day.
Healing potions typically cost 250gp, but since they are made
from rare and difficult-to-cultivate plants, prices have been known
to fluctuate, depending on supply and demand.
16
Saves
Saves can be made when attempting to halve or eliminate the
effects of non-standard attacks (such as poison or spells). To make
a save, roll 1d6 and add half the character’s level, plus any other
modifiers. If the sum is 6 or more, the save succeeds. A natural 6
always succeeds and a natural 1 always fails.
Ability Checks
When a character attempts to do something exceptional, but
not impossible, he must make an ability check. This is done by
rolling a d6 and adding/subtracting any ability score bonuses/
penalties. In some cases, the GM may allow the character to add
half his level to the roll. If the roll plus modifiers equals 6, then
the attempt succeeds. A natural 6 always succeeds and a natural
1 always fails.
For example: A 3rd level fighter with a strength of 6 attempts to
kick open a locked door. Since the character is a fighter, and they
are skilled in using brute force, the GM allows the fighter to add
half his level to the roll. This means that the fighter would roll
1d6, +2 from his level bonus, and +1 due to high strength. The
fighter need only roll 3 or more because of his bonuses.
For example: A 6th level wizard with a strength of 3 attempts to
kick open a locked door. Since wizards are not known for their
physical prowess, the GM does not allow him to add a level bonus
to the roll. In this situation, the only way this wizard can kick
open the door is if he rolls a natural 6. If the wizard had a strength
of only 1, the GM may not even allow the wizard to roll at all.
For example: A 1st level thief with an intelligence of 1 tries to read
an inscription written in an unknown language. Since cracking
codes is a kind of thieving ability, he would add his thief bonus
to the roll. His bonus of +1 cancels out the -1 penalty for his low
intelligence (the relevant ability), so he would need to roll a 6 to
read the inscription.
17
18
SPELLS
Spellbooks & Memorizing Spells
Wizards and myrmidons need their spellbooks to memorize
spells. Replacing a lost or destroyed spellbook is possible, but costs
1,000gp per level of the character.
Before a caster can cast a spell, he must have a full night’s rest
and then take the time to memorize spells for use that day. Once
memorized, the spells are retained until they are cast—a spell is
forgotten when cast. In order to cast the same spell more than
once per day, the caster must use additional spell slots.
Learning New Spells
Wizards and myrmidons automatically gain one spell of their
choice from each spell level they are able to cast. They learn an
additional spell (determined randomly) for each spell slot they later
gain.
For example: A 2nd level wizard would have 4 spells in his
spellbook: 1 of his choice and 3 determined randomly. Additional
spells may be added to a caster’s spellbook through acquiring
scrolls and spellbooks as loot.
To determine a spell randomly, roll a d6 twice. Cross reference
the rolled row using the first die with the odd or even column for
the second die (odd column for an odd number and even column
for an even number). If the character already has both spells, the
player may choose any spell of his choice.
Save vs. Spells
With the exception of a few spells like Sleep, Magic Eyebeam,
and Turn Undead, most with a harmful effect allow the target
to make a save to avoid or reduce the spell’s effect. A successful
DEX save reduces damage from a Fireball by half, a WIS save
can be made to avoid Charm Person, and a CON save negates an
unwanted Polymorph, for example.
Spell Description Abbreviations
Abbreviations used in spell descriptions.
R: range D: duration
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SPELL LIST
20
1st LEVEL SPELLS
21
2nd LEVEL SPELLS
22
3rd LEVEL SPELLS
23
24
GAMEMASTER’S SECTION
25
RUNNING A GAME OF SWORDS & SIX-SIDERS™
The first thing to remember about running a game of Swords &
Six-Siders™ is that it is a game. Rules are merely a means to an
end. If you or your players are not having fun, then change it!
Encounters with Monsters
Not every encounter between characters and monsters need
end in bloodshed. Monsters can sometimes be bribed, tricked, or
distracted. GMs may occasionally wish to roll for a reaction.
26
THE MONSTER STAT
Swords & Six-Siders™ is able to sum up many monsters with a
single stat: ML. The M stands for monster and L is the monster’s
level. The ML number is used to calculate all the statistics needed
for a monster: hit points (HP), armor class (AC), damage reduction
(DR), to-hit bonus, damage, and saves. Bear in mind that fractions
are always rounded up, unless otherwise noted.
Calculating HP
To calculate a monster’s HP, just roll (xd6)+x, where x equals the
monster’s level. So a 5th level monster (M5) has (5d6)+5 HP.
M– and M0 monsters are the exceptions. To calculate the HP
for an M0 monster, roll 1d6. M– monsters always have just 1HP.
There are a few monsters listed as M6+. These are especially
powerful, including HP rules unique to each one.
Calculating AC
A monster’s AC is equal to 4+half of ML (4 is the base AC).
M– monsters have a -1 to AC, so their AC is 3. Remember that a
natural 6 always hits; even a character with no bonuses to-hit still
has a 1-in-6 chance of hitting monsters with ACs of 7+.
27
Calculating DR
DR is half of the ML. Remember that every successful hit on a
monster always inflicts at least 1 point of damage, regardless of
damage rolled or the DR.
Calculating To-Hit Bonus
A monster’s to-hit bonus is half of its ML. An M– monsters has
a -1 to-hit penalty.
Calculating Damage
Monsters inflict 1d6+half of ML. An M– monster only inflicts
1 point of damage.
Monster Saves
A monster’s save bonus is half its ML. An M– monster has a -1
save penalty.
28
MONSTER DESCRIPTIONS
These descriptions are of typical monsters for each type.
Individual monsters may vary in ML and/or special abilities.
Android M2
immune to most normal weapons
Androids are automatons that resemble humans. Their skeletons
are metal machines, covered with synthetic flesh and blood. While
they can be harmed by any kind of magic weapon, the only non-
magic weapons that can hurt them are blunt metal weapons (such
as war hammers and maces) and sling stones.
Basilisk M3
petrifying gaze
A basilisk is a reptilian monster that petrifies living creatures
with merely a gaze. A basilisk relies on its gaze attack, biting only
when opponents come within reach. Although it has eight legs, a
basilisk's slow metabolism renders it relatively sluggish, so it does
not expend energy unnecessarily. Intruders who flee a basilisk
rather than fight can expect a halfhearted pursuit at best.
Black Pudding M5
acid; immune to cold, weapons, & lightning; vulnerable to fire
Black Puddings are able to ooze along walls, ceilings, and through
small cracks and openings. They can also eat through flesh, wood,
and metal, but not stone.
Centaur M2
2 attacks (1 weapon, 1 hoof)
A centaur has the body of a horse, but a human torso in place
of the head. Centaurs favor the use of clubs, spears, and bows. A
centaur employing a spear deals double damage when it charges.
Chimera M5
5 attacks (2 bites, 1 gore, and 2 claws) or breathes fire, fly
A chimera has dragon wings and three heads: that of a goat, lion,
and dragon. The chimera prefers to surprise prey. It often swoops
down from the sky or lies concealed until it charges. The dragon
head can breathe fire for half its current HP in damage.
29
Cockatrice M3
petrifying touch, fly
A cockatrice fiercely attacks anything that it deems a threat to
itself or its lair. Flocks of cockatrices do their utmost to overwhelm
and confuse their foes, sometimes flying directly into their
opponents’ faces.
Cyclops M6
Cyclops are giants with a large, single eye. They have poor depth
perception, and are as stupid as they are evil.
Djinn M4
turn into a whirlwind, fly, create illusions, invisible, gaseous form,
create food and minor items
Djinn disdain physical combat, preferring to use their magical
powers and aerial abilities against foes. A djinn outmatched in
combat usually takes flight, becoming a whirlwind to harass those
who follow.
Dragon M3–M6
breath weapon, chance of spells, fly
Dragons can use their breath weapon three times a day, inflicting
its current HP in damage. Dragons have a 50% chance of biting or
breathing in any given round.
White Dragon: M3 to M4, breathes cone of cold
Black Dragon: M3 to M4, breathes line of acid
Green Dragon: M4 to M5, breathes cloud of chlorine gas, 1/6
chance of using 1st level spells
Blue Dragon: M4 to M5, breathes line of lightning, 1/6 chance
of using 1st level spells
Red Dragon: M5 to M6, breathes cone of fire, 1/6 chance of
using 1st and 2nd level spells
Gold Dragon: M5 to M6, breathes cone of fire or cloud of
chlorine gas, some can cast up to 3rd level spells
30
Dryad M1
charm person (-1 save)
A dryad’s delicate features are much like those of a female elf,
though her flesh is akin to bark or fine wood, and her hair is like
a canopy of leaves that changes color with the seasons. While they
are generally solitary, up to seven dryads have been encountered
in one place on rare occasions.
Shy, intelligent, and resolute, dryads are as elusive as they are
alluring—they avoid physical combat and are rarely seen unless
they wish to be. If threatened or in need of an ally, a dryad uses
charm person to gain control of an attacker who could help the
most against the rest. Any attack on her tree, however, provokes
the dryad into a frenzied defense.
Dwarf M1
+1 AC vs. large, +1 save vs. magic & poison
Dwarves average four-feet in height and weigh as much as
adult humans. Most dwarves encountered outside their home
are warriors. They are experts in combat, effectively using the
environment and executing well-planned group attacks.
Efreet M5
create wall of fire, fly, create illusions, invisible, gaseous form,
create food and minor items
While the Efreet are similar to the djinn, they are their enemies.
Efreet are cruel and evil in nature.
Elemental M4–M6
immune to normal weapons
Air: flying whirlwind that inflicts +1 damage to flying creatures
Earth: cannot cross water, gains an additional +3 damage to
creatures on the ground
Fire: cannot cross water, ignites combustible materials, has two
attacks per round against non-fire users
Water: must remain within 60 feet of a body of water, two
attacks per round when in water
Elf M1
move silently, hide, spells, immune to charm and sleep
Elves dwell in woods and meadows. They prefer bows, spears,
and swords, are able to move silently, and are experts at hiding.
31
Gargoyle M2
fly, only harmed by magic weapons
Gargoyles often appear to be winged stone statues, for they can
perch indefinitely without moving and use this disguise to surprise
their foes. They require no food, water, or air, but often eat their
fallen foes out of fondness for inflicting pain. Gargoyles either
remain still and then suddenly attack or dive onto their prey.
Gelatinous Cube M3
acid, nearly invisible
The nearly-transparent gelatinous cube travels slowly along
dungeon corridors and cave floors, absorbing carrion, creatures,
and trash. Metal objects remain trapped and are visible inside the
cube’s body. A gelatinous cube attacks by slamming its body into
its prey. It is capable of lashing out with a pseudopod, but usually
engulfs foes.
Ghoul M1
undead, paralyzing touch
Ghouls try to make surprise attacks whenever possible. They
strike from behind tombstones and burst from shallow graves.
Humanoids killed by ghouls turn into ghouls themselves.
Giant M4–M6
boulder attack, double damage bonus
Giants are able to hurl boulders from long distances. Melee
attacks inflict double the normal damage bonus for their level.
Hill Giant: M4
Stone Giant: M4
Frost Giant: M5, immune to cold
Fire Giant: M5, immune to fire
Cloud Giant: M6, excellent sense of smell
Gnoll M2
Gnolls are hyena-headed, evil humanoids that stand about 7.5
feet tall and weigh 300 pounds. They are nocturnal carnivores
that wander in loose tribes. Gnolls like to attack when they have
the advantage in numbers, using horde tactics and their physical
strength to overwhelm and knock down opponents. They show
little discipline when fighting, unless they have a strong leader;
at such times, they can maintain ranks and fight as a unit. While
they do not usually prepare traps, gnolls do use ambushes and try
to attack from a flanking position.
32
Gnome M0
+1 AC vs. large, +1 save vs. magic & poison
Gnomes are similar to dwarves, except that they are slightly
smaller with longer beards. Gnomes prefer to live in rolling hills.
Goblin M0
darkvision, -1 to-hit in daylight
Goblins stand 3 to 3.5 feet tall and weigh 40 to 45 pounds.
Being bullied by bigger, stronger creatures has taught goblins
to exploit what few advantages they have: sheer numbers and
malicious ingenuity. The concept of a fair fight is meaningless in
their society. Goblins favor ambushes, overwhelming odds, dirty
tricks, and any other edge they can devise. They have a poor grasp
of strategy and are cowardly by nature, tending to flee the field
if a battle turns against them. Goblins hate dwarves and always
attack them on sight.
Golem M3–M6
immune to magic
Golems are magically-created automatons of great power.
Constructing one involves the employment of mighty magic and
elemental forces.
Clay Golem: M4
Flesh Golem: M3, healed by lightning
Iron Golem: M6, breathes poisonous gas, healed by fire
Stone Golem: M5
Gorgon M4
petrifying breath
Gorgons are very aggressive, bull-like creatures. They attack
intruders on sight, attempting to trample, gore, or petrify them.
Gray Ooze M2
immune to all but blades & lightning
Gray oozes blend into their stone surroundings. They eat flesh
and metal, but cannot harm wood or stone.
Green Gloopity
A green gloopity has no AC or HP, nor does it move. It cannot
harm metal or stone, but eats through flesh, leather, and wood
that come into contact with it (inflicting 1d6 damage per round).
It can only be killed with fire.
33
Griffon M4
fly
Griffons are powerful, majestic creatures with the characteristics
of both lions and eagles. From nose to tail, an adult griffon can
measure as much as 8 feet; they weigh about 500 pounds. A
griffon cannot speak, but understands Common. Griffons prefer
to pounce on their prey, either diving to the attack or leaping from
above. They always attack and devour horses on sight.
Hippogriff M2
fly
Hippogriffs are aggressive flying creatures that combine features
of horses and giant eagles. Voracious omnivores, hippogriffs hunt
humanoids as readily as any other meal. A typical hippogriff is
9 feet in length, has a wingspan of 20 feet, and weighs 1,000
pounds. Hippogriffs dive at prey, striking with their clawed
forelegs. When they cannot dive, they slash with claws and beak.
Mated pairs and flights of these creatures attack in concert, diving
repeatedly to drive away or kill intruders. Hippogriffs fight to the
death when defending their nests and hatchlings, which are prized
as aerial mounts and fetch a handsome price in many civilized
areas.
Hobgoblin M1
Hobgoblins are larger cousins of goblins. Their weaponry is kept
polished and in good repair. These creatures have a strong grasp
of strategy and tactics, and capable of carrying out sophisticated
battle plans. Under the leadership of a skilled strategist or tactician,
their discipline can prove a deciding factor. Hobgoblins hate elves
and attack them first.
Horse M1–M2
Regular horses are M1, while warhorses are M2.
Hydra M3-M5
1 attack per head
Hydras have from five to ten heads (roll 1d6+4 to determine the
number). Each head is counted as half a level (a five-headed hydra
is M3, for example). Hydras are about 20 feet long and weigh
about 4,000 pounds. They do not speak.
34
Invisible Stalker M4
invisible, tracking
Invisible stalkers serve wizards who summon them to perform
specific tasks. An invisible stalker undertakes whatever task the
summoner commands, even if that sends it hundreds or thousands
of miles away. The creature follows a command until the task
is completed, obeying only the summoner. It resents protracted
missions or complex tasks, however, seeking to pervert its
instructions accordingly. An invisible stalker can be killed only
when it is in its own plane. When performing a task elsewhere,
it automatically returns to its home plane upon taking enough
damage sufficient to destroy it.
Kobold M0
Kobolds are short, reptilian humanoids with cowardly and
sadistic tendencies. They stand about 2 to 2.5 feet tall and weigh
35 to 45 pounds. Kobolds speak with a voice that sounds like
that of a yapping dog. Kobolds like to attack with overwhelming
odds or trickery; should the odds fall below 2 to 1, they usually
flee. They attack gnomes on sight, even if their numbers are equal.
Whenever they can, kobolds prepare ambushes near trapped areas.
Lycanthrope M2–M4
shape change into animal & hybrid forms, summon animals,
immune to normal weapons, harmed by silver
Lycanthropes are humanoids who can transform themselves
into animals. Any character seriously injured by a Lycanthrope
becomes one within a month.
Werebear: M4 Wererat: M2 Werewolf: M3
Wereboar: M2 Weretiger: M3
Manticore M3
fly, spike projectile attack
Manticores have the body of a lion, head of a man, and wings of
a dragon. A typical manticore is about 10 feet in length and weighs
about 1,000 pounds. They begin most attacks with a volley of
spikes, then closes on the enemy. Manticores can shoot up to six
spikes at a time, and up to 24 spikes in a day. They often use their
powerful wings to stay aloft during battle in the outdoors.
35
Medusa M2
petrifying gaze, poison
A medusa is indistinguishable from a normal human at distances
greater than 30 feet (or closer if its face is concealed). The creature
often wears garments that enhance its body, while hiding its face
behind a hood or veil. A medusa tries to disguise its true nature
until the intended victim is within range of its petrifying gaze,
using subterfuge and bluffing games to convince the target that
there is no danger. It uses normal weapons to attack those who
avert their eyes or survive its gaze, while its poisonous snakes
strike at adjacent opponents.
Men M0
Men can be of any class or level, but the average one is M0.
Minotaur M3
A Minotaur is a large man with the head of a bull, standing more
than 7 feet tall and weighing about 700 pounds. Due to their
great strength, minotaurs prefer melee combat, never retreating or
surrendering.
36
Mule M1
Mummy M3
rotting disease, immune to non-magic weapons, vulnerable to fire
Mummies are preserved corpses animated through the auspices
of dark desert gods best forgotten. On a successful hit, the victim
must save vs. disease or be infected with mummy rot. Mummy rot
is a long-lasting disease that causes the victim to heal at half the
usual rate (magic healing is also reduced by half).
Ochre Jelly M2
immune to all but fire & cold
Ochre jellies eat wood and flesh, but cannot affect stone or metal.
Ogre M3
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650
pounds. They are intelligent enough to fire ranged weapons first to
soften their foes before closing, but ogre gangs and bands fight as
unorganized individuals.
Orc M1
Orcs are sensitive to bright light. They enjoy attacking from
concealment and setting ambushes, obeying the rules of war (such
as honoring a truce) only as long as it is convenient for them. Their
equipment is dirty and unkempt.
Pegasus M2
fly
The pegasus is a magnificent winged horse that sometimes serves
the cause of good. Highly-prized as aerial steeds, pegasi are wild
and shy creatures that are not easily tamed.
Purple Worm M6–M6+
poison, swallow attack
The body of a mature purple worm is 5 feet in diameter and
80 feet long, weighing about 40,000 pounds. The creature has a
poisonous stinger in its tail. A purple worm that successfully bites
its victim swallows them—they are digested in less than an hour.
Purple worms always attack. M6+ purple worms have the double
the HP of an M6 creature.
37
Robot M1
immune to most normal weapons
Robots are human-like machines. They can be harmed by any
kind of magic weapon; the only non-magic weapons that can hurt
them are blunt metal weapons (such as war hammers and maces)
and sling stones.
Roc M3
fly
These enormous creatures are 30 feet long from the beak to
the base of the tail, with wingspans as wide as 80 feet. They
weigh about 8,000 pounds. A roc attacks from the air, swooping
earthward to snatch prey in its powerful talons and carry it off
for itself and its young to devour. A mated pair of rocs attack in
concert, fighting to the death to defend their nests or hatchlings.
Salamander M3
2 attacks vs non-fire users
Salamanders are fire creatures with a reptile-like appearance.
They can ignite combustible material and gain a second attack
against non-fire users.
Sea Monster M6+
Sea Monsters are enormous, usually found in the shape of
prehistoric creatures. They are sometimes known to guard
undersea treasures. Sea Monsters have double or triple the HP of
an M6 creature.
Skeleton M0
undead
Skeletons are the animated bones of the dead, mindless
automatons that obey the orders of their evil masters. A skeleton
does only what it is ordered to do; it can only follow simple
instructions. A skeleton attacks until destroyed.
Spectre M3
undead, immune to normal weapons, energy drain
A spectre looks much as it did in life, being easily recognizable by
those who knew the individual or have seen his face in a painting
or drawing. In close combat, a spectre attacks with its numbing,
life-draining touch. Every successful attack drains one level of
experience. It makes full use of its incorporeal nature, moving
through walls, ceilings, and floors as it attacks.
38
Titan M6+
double damage
Extremely intelligent and powerful, Titans are massive, 25-foot-
tall giants. Titanshave double or triple the HP of an M6 creature.
Treant M4
animate trees
When closed, a treant’s legs fit together to look like the trunk
of a tree; a motionless treant is nearly indistinguishable from a
tree. Treants stand about 30 feet tall, with its main trunk about
2 feet wide, and weighing about 4,500 pounds. Treants prefer
to watch potential foes carefully before attacking. They often
charge suddenly from cover to trample the despoilers of forests. If
sorely pressed, they animate trees as reinforcements. A treant can
animate up to two trees from 60 feet away; the animated trees
attack as M2 monsters.
Troll M4
regenerate
Trolls walk upright, but hunched forward with sagging shoulders.
Their gait is uneven, so their arms dangle and drag along the
ground while running. For all this seeming awkwardness, trolls are
very agile. A typical adult troll stands 9 feet tall and weighs 500
pounds. Trolls have no fear of death, so they launch themselves
into combat without hesitation, flailing wildly at the closest
opponent. Even when confronted with fire, they try to get around
the flames to attack.
Fire and acid deal normal damage to a troll. If a troll loses a limb
or body part, the lost portion regrows in minutes. The creature
can reattach the severed member instantly by holding it to the
stump. Trolls regenerate 3 HP per round. Trolls can only be killed
with fire or acid.
Unicorn M2
+2 save vs. magic, teleport once per day
Only maidens of pure character are allowed to approach unicorns.
Unicorns normally attack only when defending themselves or their
forests. They either charge, impaling foes with their horns like
lances, or strike with their hooves.
39
Vampire M5
undead, regenerate, energy drain, gaseous form, charm gaze,
fly, change into a bat; summon rats, bats, or wolves
Vampires often embrace finery and decadence, and may assume
the guise of nobility. Despite their human appearance, vampires
can be easily recognized, for they cast no shadows and throw no
reflections in mirrors. Vampires can charm as a Charm Person
spell just by staring into a person’s eyes. Any successful melee
attack drains one level of experience from the victim. Vampires
regenerate 3 HP per round. They can only be killed by exposure
to daylight, immersion into running water, or by being impaled
through the heart with a wooden stake.
Wight M2
undead, energy drain, immune to normal arrows
A wight’s appearance is a weird and twisted reflection of the
form it had in life. Anyone killed by a wight becomes a wight.
Wights drain one level of experience for every second hit they land
on a person. Normal arrows do not hurt them, but silver or magic
ones do.
Wraith M3
undead, energy drain, immune to normal arrows
Wraiths are incorporeal creatures born of evil and darkness.
They are immune to normal arrows and only take half damage
from silver ones.
Wyvern M3
poison, fly
A distant cousin to the true dragons, the wyvern is a huge
flying lizard with a poisonous stinger in its tail. Their bodies are
15 feet long (half that length is tail) and dark brown to gray in
color. Wyverns are rather stupid, but always aggressive—they
attack nearly anything that is not obviously more powerful than
themselves. A wyvern dives from the air, snatching an opponent
with its talons and stinging it to death. A wyvern can slash with
its talons only when making a flyby attack.
Zombie M0
undead
Zombies are corpses reanimated through dark and sinister magic.
Because of their utter lack of intelligence, zombies can only follow
simple instructions. They attack until destroyed.
40
CREATING NEW MONSTERS
The charts provided below are designed to aid in the creation of
new monsters. Combine the results of random dice rolls with your
imagination to fashion monsters to keep players on their toes.
Determine Monster Type
Roll General Monster Type
1-2 humanoid
3-4 animal-ish
5 undead
6 other
41
Determine Number of Special Abilities
Roll Number of Special Abilities
1-2 0
3-4 1
5 2
6 2, and roll again (+3 if this is rolled a second time)
42
TREASURE
Distributing Treasure
How much treasure a GM should distribute depends on how
fast he wishes the player characters to level up and how powerful
he wishes them to become (the number of magic items can make
a dramatic difference in the overall power level of the characters).
It is better to err on the side of giving out too little treasure than
too much.
Wandering monsters generally carry little monetary treasure,
and only those magic items they use. On the other hand, the
treasure hoard stashed within a monster’s lair would be much
larger, including things they cannot use.
Treasure should generally be commensurate with the risk taken
to win it. Powerful treasures should only be found in the hoards
of dangerous monsters.
Monetary treasure does not always come in chests full of gold
pieces. It can also be found in the form of gems, jewelry, precious
artifacts, fancy rugs, rare antiques, and the like.
Magic Treasure
Roll Magic Treasure Type Roll Is Magic Item Cursed?
1 weapon 1-5 no
2 armor 6 reroll: 1-3 no, 4-6 yes
3 potion
4 scroll
5 ring, wand, or staff
6 miscellaneous magic
43
Magic Weapons
Roll Magic Weapon Type Roll Magic Sword
1-3 sword 1-5 roll magic weapon bonus
4 ranged* 6 roll on sword power table
5-6 miscellaneous weapon
* Bows grant a to-hit bonus, while other projectiles grant a damage bonus.
45
Potions
Roll Magic Potion
1 healing
2 reroll: 1-3 invisibility, 4-6 poison
3 reroll: 1-3 levitation, 4-5 gaseous form, 6 fly
4 reroll: 1-4 neutralize poison, 5-6 remove disease
5 reroll: 1-2 growth, 3-4 shrink, 5-6 giant strength
6 reroll: 1-3 remove paralysis/stone-to-flesh, 4-6 healing
46
Scroll
Roll Scroll Type Roll Scroll with Spells
1-3 spells 1 1st level spell
4-5 map 2 1d6 1st level spells
6 protection 3 2nd level spell
4 1d6 1st & 2nd level spells
5 1d6 2nd level spells
6 3rd level spell
The power of the scroll is in the scroll itself, so a caster may use
one that has a spell level higher than they would normally be able
to cast. When the scroll is used (whether to cast the spell or to
copy the spell into a spellbook), the scroll is used up/destroyed.
Protection
Protection scrolls may be used by anyone. There are different
kinds of protection scrolls (protection from lycanthropes,
elementals, undead, magic, fire, etc). The protection covers a 10-
foot radius around the reader and lasts for one hour.
Map
A map can be partial, complete, or false representation of a
dungeon or trail one or more treasure (gold, gems, magic items,
etc).
47
Rings
Roll Ring, Wand, or Staff
1-2 ring
3-5 wand
6 staff
Roll Rings
1-2 protection +1
3 feather fall
4 water walking
5 fire resistance
6 reroll: 1-3 regeneration, 4-5 x-ray vision, 6 three wishes
Protection +1
This ring grants a +1 to all saves.
Fire Resistance
The wearer of this ring is unharmed by normal fire, and
automatically saves for half damage against all magical fire attacks.
Regeneration
The wearer of this ring regenerates 1 HP every 10 minutes. If
the character is slain while wearing this ring, he regenerates back
to life unless killed with fire or acid.
X-Ray Vision
Enables the wearer to see 30 feet through anything, except lead
or gold.
Wishes
Reasonable wishes are granted. The greedier the wish, however,
the more it should backfire against the character.
Wands
Wands may only be used by myrmidons or wizards. Every time
a wand is used, roll 1d6. A result of 1 means that it runs out of
charges and crumbles into dust.
Roll Wands
1 detect: 1-2 magic, 3-4 traps, 5 secret doors, 6 poison
2 reroll: 1-2 light, 3-6 arcane portal
3 reroll: 1-2 charm person, 3-4 sleep, 5-6 magic eyebeam
4 reroll: 1-2 light, 3-4 arcane portal, 5-6 illusion
5 reroll: 1-2 locate object, 3-4 web, 5-6 dispel magic
6 reroll: 1-2 fireball, 3-4 lightning bolt, 5-6 turn-to-stone
48
Staves
Roll Wands
1 Staff of Healing
2 Staff of Striking
3 Snake Staff
4 Staff of Commanding
5 Staff of Power
6 reroll twice (Staff of Wizardry on a 3rd 6)
Staff of Healing
A staff only usable by wizards, it heals 1d6 HP per day per
person. This staff has unlimited charges.
Staff of Striking
A staff for wizards which inflicts an extra 1d6 of damage. This
staff has unlimited charges.
Snake Staff
Usable only by wizards, this staff grants +1 to-hit and damage.
It can also turn into a snake on command, tying up a man-sized
creature for 1d6×10 minutes.
Staff of Commanding
Usable only by wizards, this staff can cast charm person. This
staff has 1d6×4 charges.
Staff of Power
Wizards can use this as Staff of Striking and to cast any of the
following spells (at the minimum level required): Cold (equivalent
of Fireball or Lightning Bolt, but in a 60-foot long by 30-foot wide
cone), Fireball, Lightning Bolt, Light, and Telekinesis. This staff has
1d6×3 charges. If this staff is broken, it explodes, inflicting 6
points of damage for every charge left to everyone in a 30 feet
radius.
Staff of Wizardry
The Staff of Wizardry has all of the properties of the Staff of
Power, plus +1 on to-hit rolls (no charge), Freeze, Invisibility, and
Wall of Fire.
49
Miscellaneous Magic
Roll Miscellaneous Magic
1-2 roll on Table A
3-4 roll on Table B
5 roll on Table C
6 roll on Table D
Bracers of AC +1
For use by wizards only, this grants +1 to AC.
Boots of Elven Kind
These boots enable the wearer to move silently.
Cloak of Elven Kind
When the hood of this dull gray cloak is worn, the wearer has
only a 1/6 chance of being spotted until attacking.
Handy Haversack
This large backpack only weighs 5 pounds, regardless of the
actual weight of the items placed in it. Any item for which the
wearer reaches is automatically at the top of the pile.
Rope of Climbing
This 60-foot-long rope is no thicker than a wand, but strong
enough to support 3,000 pounds. The rope snakes forward,
upward, downward, or in any other direction upon command, at
10 feet per round, and attaching itself securely wherever its owner
desires. It can unfasten itself and return in the same manner.
50
Cloak of Resistance
This cloak provides a +1 bonus to all saves.
Helm of Comprehend Languages
The wearer of this helm can understand the spoken words of any
creature and read text in any language.
Helm of Read Magic
Fighters and thieves wearing this helm gain the ability to read
magic scrolls.
Boots of Striding & Leaping
These boots allow the wearer to run and jump twice the normal
speed and distance.
Folding Boat
A folding boat looks like a small wooden box that is 12 inches
long, 6 inches wide, and 6 inches deep. It can be used to store
items like any other box. If a command word is given, the box
unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in
depth. A second command word causes it to unfold to a ship that
is 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly
stored in the box rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, anchor, mast,
and lateen sail. In its larger form, the boat has a deck, single rowing
seats, five sets of oars, steering oar, anchor, deck cabin, and mast
with a square sail. The boat can hold four people comfortably,
while the ship carries fifteen with ease. A third word of command
causes the boat or ship to fold itself into a box once again.
Boots of Levitation
These leather boots allow the wearer, upon command, to levitate
as if he had cast Levitate on himself.
Boots of Speed
The wearer can click his boot heels together to act as though
affected by a Haste spell for up to 10 rounds each day. The duration
of the Haste effect need not be consecutive rounds.
51
Broom of Flying
This broom is able to fly through the air for up to 9 hours per
day (split up as its owner desires). It can also travel alone to any
destination named by the owner, provided he has a good idea of
the location and layout of that destination. It returns to its owner
from as far away as 300 yards when the command word is spoken.
Horn of Blasting
This horn appears to be a normal trumpet. It can be sounded
as a normal horn, but if the command word is spoken and the
instrument is then played, it deals 1d6×2 points of sonic damage
to creatures within a 40-foot cone and causes them to be deafened
for 1d6×2 rounds. If the horn is used magically more than once in
a given day, there is a 1/6 cumulative chance with each extra use
that it explodes and deals 1d6×3 points of damage to the person
sounding it.
Carpet of Flying
This rug is able to fly through the air. Beautifully and intricately
made, each carpet has its own command word to activate it. If
the device is within voice range, the command word activates
it, whether the speaker is on the rug or not. The carpet is then
controlled by spoken directions.
Cloak of Displacement
This item appears to be a normal cloak, but its magical properties
distort and warp light waves when worn. The wearer receives a +1
bonus to AC and saves involving the dodging of attacks.
Cloak of the Bat
Fashioned of dark brown or black cloth, this cloak magically
enhances the wearer’s ability to hide. He is also able to hang
upside down from the ceiling like a bat. By holding the edges of
the garment, the wearer is able to fly as per the Fly spell. If desired,
the wearer can actually Polymorph himself into an ordinary bat
and fly accordingly (all possessions worn or carried are part of the
transformation). Flying, either with the cloak or in bat form, can
be accomplished only in darkness. Either of the flying powers are
usable for up to 7 minutes at a time, but the cloak cannot bestow
any flying power for the same period of time.
52
Gauntlets of Ogre Power
These gloves grant the wearer +2 to melee damage.
Belt of Giant Strength
This belt grants the wearer the strength of a giant, gaining +6 to
melee damage (this bonus does not stack with any other damage
bonuses) and empowers the wearer to throw boulders.
Scarab of Protection
This device appears to be a silver medallion in the shape of a
beetle. If it is held for one round, an inscription appears on its
surface letting the holder know that it is a protective device. The
scarab’s possessor gains +1 to all saves vs. magic. The scarab can
also absorb energy-draining attacks, death effects, and negative
energy effects. Upon absorbing twelve such attacks, the scarab is
destroyed.
Crystal Ball
This is a crystal sphere about six inches in diameter. A character
can use the device to see over virtually any distance or into other
planes of existence.
Helm of Teleportation
A character wearing this device may Teleport three times per
day, exactly as if he had cast the spell of the same name.
Efreeti Bottle
The bottle can be opened once per day. When opened, the efreeti
imprisoned within issues from the bottle instantly. Roll 1d6 each
day the bottle is opened. A 1 means that the efreeti is insane,
attacking immediately upon being released. A 6 means that the
efreeti of the bottle grants three wishes. In either of these cases,
the efreeti disappears forever afterward. All other rolls indicate
that the inhabitant of the bottle loyally serves the character for up
to 10 minutes per day (or until the efreeti’s death). Efreeti are not
willing slaves, and seek to twist the wishes or commands of its
owner for ill while adhering to its strict wording.
Medallion of Thoughts
This appears to be a normal pendant disk hung from a neck
chain. Usually fashioned from bronze, copper, or nickel-silver, the
medallion allows the wearer to read the thoughts of others.
53
DESIGNING YOUR FIRST ADVENTURE
One of the simplest, most common, and fun type of adventures is
the dungeon crawl. All the GM has to do is create a dungeon, and
then referee what happens when the players’ characters explore it
in search of adventure, fame, and fortune.
Choose an Environment
Popular choices for dungeon environments include natural caves,
tunnels, abandoned mine shafts that broke into some long-buried
place, temple ruins, hideouts, fortresses, tombs, wizards’ towers,
and even a literal dungeon underneath a castle. Many dungeons
combine two or more of these environments for greater variety and
surprise.
54
Flesh out the environment by giving it a history. Are the caves
merely the lair of monsters and scavengers, or the lost entrance to
the long forgotten Otherworld, where things work very differently
and the insane are the sane? What secrets are kept prisoner in the
wizard’s tower? Has the wizard died? Does he still lurk its halls as
a hideous monster, twisted by an ancient curse? Perhaps the old
wizard merely sleeps the deep slumber of the black lotus, and will
be greatly displeased to be awoken by intruders…
Draw a Map
Once an environment is decided, grab some graph paper and a
pencil to draw a map. Start with the main areas and corridors,
and then add details that make for an interesting dungeon, such as
one-way doors, secret doors, hidden areas, slippery stairs, statues,
and the like.
To make a larger dungeon that can be played across multiple
game sessions, include stairs to lower levels. With each passing
dungeon level, the monsters should get tougher, the traps deadlier,
and the treasures greater.
Fill the Dungeon
Once the map is worked out, create a key, recording what is
found at each location. After placing the important monsters and
treasures, dice can be used to help stock the rest of the dungeon:
Traps can be pits, darts shooting from the wall, poison needle in
a treasure chest, pressure plates that drop blocks from the ceiling,
and even a statue spewing sleep gas when disturbed.
Other can be pretty much anything, with a focus on the unusual.
It could mean a talking statue, room with reverse gravity, pool
of water with magical effects, strange cloud, permanent illusion,
strange sound seemingly coming from nowhere, tapestry that
serves as a portal to somewhere else, strange little gnome that
helps adventurers if only they would…
55
Make a Wandering Monster Chart
Create a roll chart of wandering monsters. The monsters on the
list should be consistent with the environment and those already
placed in the dungeon. Wandering monsters typically do not have
much treasure, but are mainly a way to keep the player characters
on their toes.
If the player characters spend too much time in one place, are
making a lot of noise, or intelligent monsters in the dungeon are
alerted to the presence of intruders, then it may be time to make a
wandering monster check. The odds of encountering a wandering
monster ought to vary, depending on the situation (1/6 if they
have been searching a room for a while, 4/6 if the monsters are on
high alert, and so forth).
Finishing Touches
Further develop the history of the dungeon with additional
details. Give that wizard in the tower a name and a purpose. Take
the layout of the dungeon and its inhabitants, and bring them
together into a cohesive whole. If things do not make sense, try to
come up with something that makes sense of them. Or perhaps
the fact that the dungeon does not make sense is precisely the
point, as it is part of an alien dimension where logic is madness
and the rules are dictated by a mind gone mad.
The magic sword found in a tomb may be the famous sword
belonging to the legendary hero who once wielded it in life (and
now protects it in death). What is the sword’s name? What is its
history? What power does it hold? Is it cursed?
Devise rumors to give to your players. Some may be true, some
are sort of true, and others are completely false that may lead the
characters to their doom.
56
DESIGNATION OF PRODUCT IDENTITY
The terms “Swords & Six-Siders” and “Precis Intermedia” are product identity. All logos,
formatting, and art are also product identity.
57
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity. The owner of any Product Identity used in
Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
END OF LICENSE
58
TM
PLAYER: RACE:
NAME: CLASS:
LANGUAGES:
HP AC/DR
LEVEL
MONEY
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It’s a mean old world out there. Combine pulp adventure with dark fantasy
and noir stylings. Tough detectives in weathered trench-coats swap biting
comments with vampires in evening gowns. Humans walk the dark streets of
the city alongside demonic breeds and long-dead ghouls. Magic is everywhere,
even if just to light a cigarette. Death waits around every corner; undeath
sometimes follows. The Wilderness holds even more danger, kept at bay only by
city gates and those who patrol them.
This weekly periodical from the mind of the RPGPundit focuses on anywhere
from medieval-authentic to over-the-top gonzo OSR material. Plus, most of the
material is generic enough to port over to other systems.