Delving Deeper The Adventurers Handbook
Delving Deeper The Adventurers Handbook
Delving Deeper The Adventurers Handbook
VOLUME I
CONTENTS
PREFACE
In the mid-1970s a shoe repairman and a security guard with a mutual passion for
miniature wargaming and fantasy literature got together and wrote a game. What
Ernest Gary Gygax and Dave Arneson created was so innovative, so entirely different,
that it wasnt merely a new game, it was a whole new genre of gaming it was the
first ever role-playing game. It was a runaway best seller and is still, arguably, the
best game of its kind.
The original incarnation was difficult, however, for anyone but a seasoned wargamer
to grasp. Enter Doctor J. Eric Holmes of the USC School of Medicine. Holmes
understood that this new hobby could have even broader appeal if it were presented
in a friendlier manner. So the good Doctor set about distilling the original game
down to something that folks with no knowledge of wargaming or role-playing games
could understand. And it exploded into the national consciousness. It captured the
imagination of youth across the United States, and then around the world!
The game continued to grow after its initial success. Gygax penned his own
subsequent edition that promoted standardized, tournament play, while numerous
boxed set editions built upon Holmes principle of accessibility while expanding the
scope of game.
From 1974 to the late-1980s, every new edition of the game was more or less
interchangeable. Players familiar with one edition could jump right into another
without forethought. In the 1990s, however, this began to change. In this period,
each new edition changed the nature of the game in subtle and obvious ways. The
newer editions were, sadly, incompatible with the original game, and were ultimately
quite different in all but name.
In the midst of all this, players who had been quietly running their campaigns for 30
plus years began to realize that the genius of the original game was at risk. If they
couldnt attract new players to the original game, it might soon vanish forever!
This potential disaster drove the wheels of ingenuity, and a group of dedicated
gamers conceived the notion of recreating the game play of the 1970s using legally
available references and licenses. By this method, legal emulations of various editions
of the game became possible. However, there was no faithful emulation of the
original 1974 edition. Until now.
Meticulously forged over two long years of development, Delving Deeper invites
you to recreate the original role-playing experience as it was in its earliest days!
Return to a time when three alignments were enough, when a handful of character
classes ruled, and when magic swords had their own ideas about whos boss.
If youve ever read or watched a good fantasy with hungry eyes, then this is the game
for you. Right here are all the rules youll need, none of the rules you wont, and
unparalleled room for expansion and growth. Grab your trusty sword, your magic
wand, and call the guards to arms! There are dungeons to explore and treasure in
these pages
INTRODUCTION
Delving Deeper is a gateway to other realms where magic works and dragons are real!
Where elves and dwarfs fight alongside men against goblins, trolls and giants, and where
a strong sword arm can carry the day in battle. And all that is needed to play is some
basic stationery, a few friends, and a vivid imagination.
One player will referee the fantasy world, while the others assume the role of adventurers
and explore it. As heroes and wizards they will face its challenges, defeating monsters
and winning fabulous treasures as they rise to fame or, if they are careless, vanish into
obscurity.
COMMON TERMS
Delving Deeper is a role playing game in which the players control player characters
(PCs), and the referee controls monsters and non-player characters (NPCs). All of
these have a number of hit dice (HD) which are six-sided dice rolled to see how many
hit points (hp) can be sustained before being slain. Armor class (AC) is a measure of
protection against physical attack, while saving throws are made to avert fates such as
poisoning, being turned to stone, or being vaporized by dragons breath. Experience
points (XP) are accumulated in order to advance to each successive level of ability.
Gold pieces (gp) are the basic unit of currency for which goods are traded.
PLAYERS SUPPLIES
The supplies essential for play are listed below, followed by some optional extras which
a referee may desire. The essentials are all readily available and inexpensive (or free!)
items; even polyhedral dice are easily obtained at hobby stores and online.
THE ESSENTIALS: OPTIONAL EXTRAS:
● Delving Deeper (you have it!), ● A Delving Deeper player character
● Polyhedral dice (one four-, eight-, record sheet,
twelve- and twenty-sided die, two ● Graph paper for mapping dungeons,
ten-sided, and three six-sided dice per ● Hexagonal paper for mapping
player), wilderness regions,
● Stationery (pencil, eraser, paper, ● Miniatures to represent the player
notebook), character and his entourage,
● A vivid imagination! ● An enterprising or ambitious plan
4
THE DICE
Delving Deeper uses polyhedral dice of the four-, six-, eight-, ten-, twelve- and
twenty-sided sorts, and possession of these is assumed throughout.
When the text suggests a die should be thrown, assume the six-sided sort is unless it
states otherwise. Where number ranges appear in the text, the player (or referee) should
throw the appropriate number of dice to produce a result within the specified range.
For example, a range of 1-6 is generated by throwing a six-sided die, a range of 2-7 is
generated by throwing a six-sided die and adding 1 to the result, and so on.
Common number ranges are given in the table below, and the referee can extrapolate
other ranges from these examples.
EXAMPLE OF PLAY
An intrepid company of adventurers have Jossie: Jossie follows the dwarf and then
discovered a dank dungeon. They leave turns to her left after a few more paces.
two porters and a mule at their camp She keeps an eye and an ear out while
before descending into the dungeon in Gunner is busy with the door.
search of riches. Ardnutt the dwarf leads Referee: Sure.
the way with axe and shield gripped firmly,
Ellanor: And Ellanor does the same, to
followed by Gunner, a tall fighter, then
the right.
Jossie the thief, Quiggley the magic-user,
and finally, Ellanor the cleric. Play begins... Quiggley: Quiggley stays at the base of
the stair, ready to make a quick get away.
Referee: Inside the dungeon it is cool and
quiet. By the time you creep down the Referee: Okay. Jossie and Ellanor move
stair, it is just about pitch dark. about 20ft out to either side of the stair,
and from there they can just about make
Ardnutt: (whispers) Someone get some
out the full extent of the chamber in the
light going, I cant see a thing.
dimness. Meanwhile, Gunner and Ardnutt
Quiggley: Quiggley shakes his magic reach the middle door.
staff and utters the command word,
Gunner: Gunner tries the handle.
Illuminantae!
Referee: The door knob turns with a
Jossie: Jossie is ready to pelt anything that
creak, but the door is stuck fast.
moves with her sling! What do we see?
Ardnutt: Youll have just alerted anyone
Referee: The top of Quiggleys staff blinks
on the other side, you dolt!
on like a blue-white light globe. Everybody
now sees a great stone chamber at the Gunner: (shrugs) Good, lets hope weve
bottom of the stair. It is only partially lit by frightened them off. Gunner lays his
the staff, but right ahead of you are three shoulder into the door to force it.
closed doors. The only thing that moves Referee: [Rolls another die] Gunner
are a few rats that quickly scurry out of thumps at the door with his weight, but it
sight. is really stuck. If anyone is inside, they now
Gunner: Lets go check out these doors. know youre here for sure.
Ellanor: Carefully! We dont know what Ardnutt: May as well give it a decent
else might be waiting in the dark. shove together then.
Gunner: All right, carefully, but Gunner Referee: Gunner and Ardnutt shove the
is still going to check out the middle door. door together [rolls again] and this time it
crashes open and the pair of them stumble
Ardnutt: Hold it one minute!
into another chamber... Its dark inside,
Referee: Yes? but there is the unmistakable glimmer of
Ardnutt: The dwarf kneels down and puts treasure and a foul reptilian stench in here.
his eye close to the ground to check As the pair look up, they see the shadowy
whether the flagstones of the floor seem form of a great serpent as it rises out of
sound. There could be a trap here... the darkness before them.
Referee: [Rolls a die behind his screen] Quiggley: Quiggley rushes forward with
Ardnutt cant see anything out of place the light!
the floor looks solid enough. Referee: To everyones horror the sinuous
Ardnutt: All right, it seems safe... Ardnutt form of a dragon is revealed, rising up
moves carefully into the room. from its coils with a deadly hiss!
PLAYER CHARACTERS
Having learned something of the campaign world from the referee, the players first order
of business is to construct a fantasy persona called a character. The player will thereafter
control this characters actions in the game.
ALIGNMENT
Each character must choose a side in the eternal struggle; he is either of law or of chaos,
or else he is neutral.
Law is civility and order and puts the greater good before any individual. Chaos is impulse
and anarchy and puts the individual before the group. Neutrality includes those who
would have law and chaos in balance, as well as those without a conscious choice.
DETERMINATION OF ABILITIES
Characters are ranked in six abilities, which are strength, intelligence, wisdom,
constitution, dexterity, and charisma. Each is determined, in order, with a throw of three
six-sided dice to produce scores between 3 and 18. The player should roll and record
these figures on note paper or on a character sheet before considering his class selection.
While a high score may predispose a player toward a particular class and a low score
may dissuade him, ability scores do not preclude selection of any class. Nor will they
determine a characters success (player strategy being paramount in that).
Suppose, for example, an intending player were to throw the following ability scores:
Strength 11 Dexterity 10
Intelligence 14 Constitution 12
Wisdom 6 Charisma 9
With a wisdom score of 6, this character would advance slowly as a cleric, but his keen
intelligence means he could do well as a magic-user. However, because of a
preconceived inclination toward heroic combat, the player instead elects the role of a
fighter. His strength of 11 is perfectly respectable and his constitution of 12 indicates
good fitness. Dexterity 10 is neither quick nor slow, and his ordinary charisma score
means this player should not depend overly on the loyalty of his followers.
EXPLANATION OF ABILITIES
Following is a brief explanation of each of the six abilities.
STRENGTH
Strength is raw physical power. It is useful for forcing doors, lifting gates, and carrying
heavy equipment, including treasure! Strength is the prime requisite for fighters.
Strength Adjustments
Strength Damage Open Movement Rates Allowed by Load
Score Adjustment* Doors 12 9 6 3
3-6 . 6 50 lb 75 lb 100 lb 150 lb
7-14 . 5-6 75 lb 100 lb 150 lb 225 lb
15-18 +1 5-6 100 lb 150 lb 200 lb 300 lb
* Hand to hand combat only.
INTELLIGENCE
Languages Known Intelligence is cunning, acumen and book
Higher of Number of learning, and is useful to the referee when
determining what course of action a monster or
Intelligence Languages
character should take. One additional language
or Wisdom Known
is known for every point beyond 10. Intelligence
3-10 2
is the prime requisite for magic-users.
11 3
12 4 WISDOM
13 5
Wisdom is intuition, common sense and will
14 6
power. It functions as does intelligence in the
15 7
determination of what action should be taken
16 8 by monsters or characters, and one additional
17 9 language will be known for every point beyond
18 10 10. Wisdom is the prime requisite for clerics.
LANGUAGES
Many languages are spoken throughout the game world, with each intelligent race
having its own tongue. Humans also share a universal tongue, called Common,
which 20% of other speaking creatures will also know.
Additionally, there are the tongues of law, chaos, and neutrality, which are known
to the speaking membership of those alignments. Creatures of one alignment will
recognize the other alignment tongues without comprehending them. Chaotics will
attack speakers of law, and vice versa.
Player characters always know at least two languages; Common and an alignment
tongue. Non-human player characters may know several other languages as well.
All characters with above average intelligence or wisdom will know languages in
addition to these.
There are also a variety of spells and magic items that can aid in the comprehension
of unknown languages.
MOVEMENT RATES
Movement rates allowed by load are provided for man-sized and man-like types.
These should be scaled appropriately for other sorts, but any character reduced
to half his movement rate is considered to be encumbered. Note that movement
rates are expressed in inches. The referee will scale these rates according to the
environment being explored in order to produce the actual ground rate.
DEXTERITY
Dexterity Adjustments
Dexterity is reaction speed, hand-
Dexterity Initiative To Hit Adj.
eye coordination, agility, and
Score Adjustment with Missiles
balance. It is useful for accurate
shooting and for quick action when 3-6 1 1
initiative is in question. Dexterity is 7-14 . .
the prime requisite for thieves. 15-18 +1 +1
CONSTITUTION
Constitution Adjustments
Constitution is fitness, vim, and
Constitution Hit Points Survive
hardiness. It determines whether
Score per Die Shock
or not a character will resist
3-6 1* 20% disease, or withstand being
7-8 . 40% raised from the dead,
9 . 60% polymorphed or petrified.
10 . 70%
Survive shock is the probability
11 . 80%
that a character can be raised
12 . 90% from the dead. However, if any
13-14 . Always such attempt fails, then no
15-18 +1 Always subsequent attempt can ever
* Minimum 1 hit point per die. succeed.
The survive shock figure is also the percentage chance that a character will survive being
turned to stone, subsequently restored to flesh, or polymorphed (except by means of a
polymorph spell). Any failure here indicates immediate death by physiological shock.
CHARISMA
Retainers & Loyalty
Charisma is comeliness, social Charisma Maximum Loyalty/Reaction
influence, and personal charm. It Score Retainers Adjustment
is useful in negotiations, in
3 1 2
determining reactions, and for
4-5 2 1
attracting retainers and monsters
into service. It determines the 6-8 3 .
number of retainers a character 9-12 4 .
can have, as well as the loyalty of 13-15 6 +1
any hirelings. 16-17 8 +2
18 10 +4
CLASSES
Having rolled ability scores, the player must select a class. Characters begin at the 1st
level in their chosen class and thereafter advance to successive experience levels by
returning to a safe haven after accumulating the necessary number of experience points.
THE FIGHTER
Fighters are soldiers, champions, and other warriors who engage in toe-to-toe and
missile combat. Of all the classes, they are the most formidable in attack and can
withstand the most damage. Moreover, a fighter has the use of any armor or shield and
all weaponry including missiles and spears. In addition, magic swords and the majority
of other enchanted weapons are usable exclusively by them.
Against enemies with no more than 1+1 hit dice, a fighter can attack once per round
for each of his own hit dice. As he has at least 1+2 hit dice himself, a fighter is not
subject to such multiple attacks. He is unable to cast spells, however, and is restricted
to a limited selection of other magical items.
When a fighter achieves 9th level, he can establish a stronghold and declare himself its
Lord. By keeping the surrounding countryside clear of monsters, his holding will attract
settlers who can each be taxed 1 gp per month.
Fighter Progression
Experience Saving Throw Versus
Fighter Points Hit Paralysis Wands Breath
Level Required Dice Poison Petrification Rays Weapon Spells
1 0 1+2 12 13 14 15 16
2 2,000 2+1 12 13 14 15 16
3 4,000 3 10 11 12 15 14
4 8,000 4 10 11 12 12 14
5 16,000 5 10 11 12 12 14
6 32,000 6 8 9 10 12 12
7 65,000 7 8 9 10 12 12
8 130,000 8 8 9 10 9 12
9 260,000 9 6 7 8 9 10
10 370,000 10 6 7 8 9 10
11 490,000 11 6 7 8 9 10
12 600,000 12 4 5 6 6 8
10
THE CLERIC
Clerics must choose law or chaos; they cannot remain neutral in the eternal struggle.
Either type must remain steadfast in this choice or be stripped of all benefits.
Cleric Progression
Experience Saving Throw Versus
Cleric Points Hit Paralysis Wands Breath
Level Required Dice Poison Petrification Rays Weapon Spells
1 0 1 11 12 14 16 15
2 1,500 2 11 12 14 16 15
3 3,000 2+1 9 10 12 14 13
4 6,000 3 9 10 12 14 13
5 12,000 4 9 10 12 14 13
6 25,000 5 7 8 10 12 11
7 50,000 5+1 7 8 10 12 11
8 100,000 6 7 8 10 12 11
9 175,000 7 5 6 8 10 9
10 250,000 8 5 6 8 10 9
11 325,000 8+1 5 6 8 10 9
12 400,000 9 3 4 6 8 7
Clerics (of the lawful sort) are virtuous knights and templars whose purpose is to vanquish
evil. Their conviction in the righteousness of this mission enables them to turn the undead
and to invoke miracles. In performing their duty, clerics are allowed shields and any
armor, but the use of edged or piercing weapons is forbidden.
At 2nd level a cleric acquires a spell book containing his 1st level spells and can thereafter
cast a number of spells each day appropriate for his experience level. While many of his
spells can be reversed, a cleric should be circumspect with the anti-spells, as he risks
judgment for any unlawful usage. So long as he adheres to his faith a cleric will gain
access to spells of successive spell
levels as he advances in experience, Cleric Spells
and can devise spells of his own Spells Memorized per Day
besides. Cleric By Spell Level
When a cleric achieves 9th level he can Level 1 2 3 4 5
establish a stronghold, and the 1 . . . . .
religious fervor of the workforce will be 2 1 . . . .
such that any construction costs will be 3 2 . . . .
halved. Once established, a stronghold 4 2 1 . . .
will attract a body of 50-300 fanatically 5 3 2 . . .
loyal dervishes who will serve without 6 3 2 1 . .
payment (the referee will decide the 7 3 3 2 . .
exact composition of this force). By 8 4 3 2 1 .
keeping the surrounding countryside 9 4 3 3 2 .
clear of monsters, this holding will also 10 4 4 3 2 1
attract faithful settlers who will each
11 4 4 3 3 2
pay a tithe of 2 gp per month.
12 4 4 4 3 3
11
THE MAGIC-USER
Magic-users are potentially the most powerful class, but also the most vulnerable for
they can wear no armor and may use only dagger and staff as weapons. A magic-user
can, however, cast magic spells. He begins play with a spell book containing his 1st
level spells, and can cast a number
of spells each day appropriate for
Magic-User Spells his experience level. He gains access
Magic- Spells Memorized per Day to spells of successive spell levels as
User By Spell Level he advances in experience, and can
Level 1 2 3 4 5 6 devise his own spells besides.
1 1 . . . . . Additionally, a magic-user has use
2 2 . . . . . of the greatest selection of
3 3 1 . . . . enchanted items. All save for arms
4 4 2 . . . . (other than daggers and staves),
5 4 2 1 . . . armor, and a handful of clerical
6 4 3 2 . . . items are at his disposal. If these
7 4 3 2 1 . . should prove insufficient, at 9th level
8 4 3 3 2 . . (and above) a magic-user can
9 4 4 3 2 1 . enchant items of his own. The cost
10 4 4 3 3 2 . and time required to enchant each
11 4 4 4 3 2 1 is commensurate with the value of
12 4 4 4 3 3 2 the item (see page 37).
Magic-User Progression
Magic- Experience Saving Throw Versus
User Points Hit Paralysis Wands Breath
Level Required Dice Poison Petrification Rays Weapon Spells
1 0 1 13 15 13 16 14
2 2,500 1+1 13 15 13 16 14
3 5,000 2 11 15 11 14 12
4 10,000 2+1 11 12 11 14 12
5 20,000 3 11 12 11 14 12
6 35,000 3+1 9 12 9 12 10
7 60,000 4 9 12 9 12 10
8 100,000 4+1 9 9 9 12 10
9 200,000 5 7 9 7 10 8
10 300,000 5+1 7 9 7 10 8
11 400,000 6 7 9 7 10 8
12 500,000 6+1 5 6 5 8 6
12
ELVES
Elves begin as either fighters or magic-users, but can change class between adventures
as often as desired. An elf becomes dual-classed when he changes class for the first
time, and may thereafter use both the weaponry of a fighter and the spells of a magic-user
simultaneously.
The dual-classed character must maintain separate experience point totals for each of
his classes, with all earned experience going toward his currently active class. He uses
the more favorable game statistics of both classes during play, but cannot act as a
magic-user while wearing non-magical armor.
Elves deal +1 hit point of damage when employing magic weapons and are able to
move and fire a bow without penalty when on foot. They are nearly invisible in their
gray-green cloaks, and can move almost silently. Additionally, they are able to locate
secrets doors on a roll of 3-6 on a six-sided die when actively searching, or on a roll of
5-6 when merely passing by. They also discern noises on a roll of 5-6 when listening at
doors and are immune to the paralyzing touch of ghouls.
They are, however, limited to 4th level as fighters and to 8th level as magic-users.
Elves are able to speak the languages of gnolls, hobgoblins, and orcs, as well as their
own language, their alignment tongue, and Common.
DWARFS
Dwarfs are as fighters excepting that they are the only characters able to employ the +3
war hammer to its full potential. They are adept at evading large, clumsy enemies and
suffer only half damage from such foes as giants and ogres. Moreover, a dwarf makes
all saving throws at four levels higher than his actual level. He is, however, limited to the
6th level of advancement.
Dwarfs are expert miners and able to note any new construction, shifting walls, slopes,
falling slabs, false floors and the like in dungeon stonework. They are also able to discern
noises on a roll of 5-6 (on a six-sided die) when listening at doors.
Additionally, dwarfs are able to speak the language of gnomes, goblins and kobolds,
in addition to the Common tongue and their own language.
HALFLINGS
Halflings can choose to be fighters, but are limited to the 4th level. They have deadly
accuracy with missiles, adding +1 to attack rolls, and discern noises on a roll of 5-6 on
a six-sided die when listening at doors. Despite his diminutive stature, a halfling is highly
resilient and makes all saving throws at four levels higher than his actual level.
13
Thief Progression
Experience Saving Throw Versus
Thief Points Hit Paralysis Wands Breath
Level Required Dice Poison Petrification Rays Weapon Spells
1 0 1 13 15 13 14 16
2 1,250 1+1 13 15 13 14 16
3 2,500 2 11 13 13 12 14
4 5,000 2+1 11 13 10 12 14
5 10,000 3 11 13 10 12 14
6 20,000 3+1 9 11 10 10 12
7 40,000 4 9 11 10 10 12
8 70,000 4+1 9 11 7 10 12
9 120,000 5 7 8 7 8 10
10 180,000 5+1 7 8 7 8 10
11 240,000 6 7 8 7 8 10
12 300,000 6+1 5 5 4 6 8
NON-PLAYER CHARACTERS
HIRELINGS
Characters will likely require the services of hired help. Hirelings of various sorts can be
found in towns, cities, and possibly villages. Hirelings are ordinary men including scribes,
guides, messengers, animal handlers, porters, torch bearers, cooks, valets, and the like
who will perform mundane duties for upkeep plus 2 gp per month, or 2 sp per day. With
enough gold for pay and upkeep, there is no limit to how many hirelings a character
can employ.
RETAINERS
More unusual help, including monster and adventurer types, can also be sought. These
are not hirelings, but retainers. The number of retainers allowed is limited by a characters
charisma.
In order to locate a retainer, the character will have to advertise his need by posting
notices, hiring heralds, frequenting taverns, or even sending emissaries to foreign lands
where elves or dwarfs are known to dwell. The success and cost of this endeavor is left
to the referees discretion.
If a prospective retainer is located the character can make an offer of employment. Only
the lowest level adventurers can be retained, and these will not usually be tempted for
any offer worth less than 100 gp. Dwarfs desire especially gold, elves and magic-users
desire spells or magic items, clerics require a place to worship, and so on.
RETAINER LOYALTY
When a monster or non-player character enters into a player characters service the
referee will secretly determine his loyalty (see Volume II), which may be subsequently
adjusted for excellent or poor treatment. Additional pay, gifts of arms or armor or even
magic items, and the rising fame (or infamy) of an employer can increase loyalty. Unjust
treatment, poor prospects, or unfit conditions can decrease loyalty.
So long as a retainer is treated reasonably, receives the agreed payment, and is not
exposed to unnecessary danger, his loyalty will not be tested. In extreme circumstances,
however, the referee should use a morale check.
MORALE
Morale checks, when required, are made by the referee with a throw of two six-sided
dice (see Volume II). A high result indicates good morale and a low result indicates poor
morale a result of 2 is a complete failure.
Retainers will obey orders to the best of their ability so long as their morale holds. A
failed morale check results in refusal to perform; exactly how this plays out is left to the
referees discretion. A failed morale check could result in dissension, refusal to undertake
a task or join combat, withdrawal from combat, desertion, surrender to the enemy, a
complete rout, and so on.
Excepting unintelligent monsters (who never check morale) enemies are also subject to
failures of morale.
16
ENLISTING MONSTERS
Characters can also bring monsters into service by negotiation, if they are of the same
alignment, or by coercion with a charm spell. Higher level adventuring types can also
be pressed into service this way.
Magic spells notwithstanding, some incentive must be offered to entice a monster into
service. The character should decide what he believes would be useful or valuable to
the monster and make his offer (merely sparing its life is insufficient). The monsters
reaction will be determined by the referee with the reaction throw being adjusted
according to the characters offer and charisma. A character can attempt a richer offer
only if the monster is undecided.
RELATIVES
Player characters possess arms, armor, and equipment from the outset, and if they
are fortunate can accumulate considerable wealth during their adventures.
Thus, a character is permitted to name an heir to his estate should he meet an untimely
end. If he should mysteriously vanish, death can be legally established after 30 days
of unexplained absence.
Once death has been established all worldly possessions are passed to the designated
heir, if there is one, or else to the realm if there is not.
Should there an heir, he takes possession of all properties, goods, and valuables which
belonged to the departed, less a 10% inheritance tax which is payable to the realm. The
realm may also enforce payment of a bond to any hirelings, including men-at-arms,
guaranteeing the return of their possessions and any accrued pay to their families.
Should the character unexpectedly return to reclaim his estate the inheritance tax will be
payable again. Additionally, the referee will adjudicate the reaction of the disinherited
heir who might intrigue to retain control of the estate. In any case, his loyalty will suffer
a 1 to 6 adjustment if he is kept on as part of the characters household or retinue.
17
EQUIPMENT
Each player begins with 30-180 gold
pieces to furnish his character with
Supplies
equipment appropriate to his profession Item Cost Weight
and possible adventures. Backpack, leather 4 gp 30 lb
Belladona, bunch 10 gp
1 gold = 10 silver = 100 copper Candles, dozen 2 gp 5 lb
Cloak, traveling 3 gp 5 lb
The referee can extrapolate prices for other Crowbar 5 gp 5 lb
items from those given. Note that 20 coins Garlic, string 5 gp
of any type weigh one pound. Hammer 2 gp 1 lb
Holy symbol, silver 40 gp 1 lb
Arms Holy symbol, wooden 5 gp 1 lb
Item Cost Weight Holy water, flask 25 gp 5 lb
Battle axe 13 gp 10 lb Iron spikes, half dozen 1 gp 5 lb
Dagger 3 gp 1 lb Lantern 10 gp 5 lb
Flail 8 gp 10 lb Mirror, silver, small 20 gp 1 lb
Hand axe 4 gp 5 lb Mirror, steel 5 gp 1 lb
Lance 10 gp 10 lb Oil, flask 2 gp 5 lb
Mace 6 gp 5 lb Pole, 10ft 1 gp 10 lb
Morning star 7 gp 10 lb Rations, iron, week 15 gp 7 lb
Pole arm 9 gp 15 lb Rations, week 7 gp 15 lb
Short sword 12 gp 5 lb Rope, 100ft 2 gp 15 lb
Spear 5 gp 5 lb Sack, large 2 gp 30 lb
Staff 2 gp 5 lb Sack, small 1 gp 10 lb
Sword 15 gp 10 lb Spade or shovel 5 gp 10 lb
Two-handed sword 30 gp 15 lb Stakes, wooden, pair 1 gp 1 lb
War hammer 11 gp 10 lb Tinderbox 2 gp
Missiles Torches, half dozen 1 gp 5 lb
Waterskin 1 gp 5 lb
Item Cost Weight
Wine, flask 2 gp 5 lb
Arrow or bolt, silver 5 gp Wolvesbane, bunch 10 gp
Arrows, 20 5 gp 5 lb
Arrows, quiver of 20 10 gp 5 lb Armor
Bolts, 30 5 gp 5 lb Item Cost Weight
Bolts, case of 30 10 gp 5 lb Leather armor 10 gp 25 lb
Crossbow 20 gp 10 lb Mail armor 35 gp 50 lb
Longbow 40 gp 5 lb Plate armor 100 gp 75 lb
Shortbow 25 gp 5 lb Shield 15 gp 15 lb
Sling 1 gp 1 lb Helmet 10 gp 5 lb
Backpacks and large sacks have 30 pound capacity, and small sacks have 10 pound
capacity. Rations are food enough to feed one person for one week. Iron rations are
preserved and will keep even in poor environs (including dungeons) where standard
rations would spoil.
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COST OF UPKEEP
Livestock & Transportation
While dwelling in a village, town, or city a
Item Cost Weight character must pay upkeep for himself and
Dog, guard or hunting 25 gp . his entourage. At its simplest, the cost of
Mule 20 gp . upkeep for middling quality quarters and
Draft horse 60 gp . fare is 1 gp per week per 100 experience
Riding horse 80 gp . points the character has.
Warhorse 200 gp . A character who desires finer cuisine and
Warhorse, charger 300 gp . more luxurious accommodations must
Horse barding 150 gp 75 lb consent to a higher cost of upkeep, with
Saddle & harness 15 gp 50 lb the costs varying with the extravagance.
Saddle bags 4 gp 15 lb Alternatively, the referee may wish players
Cart 15 gp . to itemize individual expenses.
Wagon 90 gp . The cost of upkeep is payable only so long
Raft 60 gp . as the character maintains urban living
Boat 150 gp . arrangements.
Galley, small 25,000 gp . Living off the land incurs no costs and thus
Galley, large 35,000 gp . payments cease when the character
Longship 15,000 gp . journeys to a wilderness area. When he
Merchant ship, small 20,000 gp . builds a stronghold of his own he may, of
Merchant ship, large 30,000 gp . course, begin collecting taxes from all its
Man-o-war 40,000 gp . inhabitants in order to cover his costs.
MERCENARIES
As stated above, ordinary hirelings can be had for upkeep plus 2 gp per month.
Mercenary fighters are another matter. These are neutrally aligned soldiers whose monthly
pay (including upkeep) is commensurate with their classification:
Mercenaries
Monthly cost of upkeep Vital
Type Man Dwarf Elf Orc Statistics*
Footman 4 gp 6 gp 8 gp 2 gp M 12, AC 6, HD 1+1
Footman, armored 8 gp 12 gp . 4 gp M 9, AC 4, HD 1+1
Footman, missile 6 gp 9 gp 12 gp 3 gp M 12, AC 7, HD 1+1
Horseman 14 gp . . . M 21, AC 6, HD 1+1
Horseman, armored 18 gp . . . M 18, AC 4, HD 1+1
Horsemen, missile 16 gp . . . M 24, AC 7, HD 1+1
* Orcs are 1 HD
Footmen have leather armor and shield. Armored footmen have mail armor and shield.
Missile men have only leather armor. Horsemen always have mounts in addition.
Elf and dwarf mercenaries are uncommon, and orcs are employable by chaotics only.
Otherwise, these can be hired at towns or castles, or wherever else they are encamped.
With enough gold for pay and keep, there is no limit to the number of mercenaries a
character can employ.
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COMBAT
Player characters can be drawn into combat willingly
Armor Class or unwillingly. In either case, the referee will adjudicate
Armor Worn AC the actions and reactions of enemy and hirelings, while
None 9 the players devise their own strategies for success.
Leather armor 7 Luck, skill, speed, and cunning will all be considered
Mail armor 5 by the referee according to the guidelines provided in
Plate armor 3 Volume II, but the players, too, should understand the
Shield * fundamental mechanics of combat.
Helmet .
Melee is resolved in a series of rounds approximately
* Adjusts armor class by 1. one minute long. Each character is usually allowed
Note that a lower AC one principle action in each round; be it to attack, cast
denotes better protection. a spell, drink a potion, bar a portal, or whatever.
To resolve an attack, find the attackers level on the attack matrix and read across that
row to find his opponents armor class. Roll a twenty-sided die and compare the result
to the number required to hit. If the number on the die is equal to or greater than the
number required to hit, the attack is successful and damage is dealt. Damage caused
is 1-6 points unless specified otherwise (by high strength, for example). The resulting
damage is deducted from the opponents remaining hit points. If the opponent is reduced
to 0 or fewer hit points he is slain; otherwise, he continues as usual.
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MAGIC SPELLS
Spell Books Magic-users and clerics acquire a book of spells at 1st and 2nd level,
respectively, but need to find or buy higher level spell books thereafter.
Adventuring is a dangerous business and should a spell book be lost, damaged, or
destroyed, it costs 250 gp per spell level per spell to replace. Thus, a book of eight 1st
level spells costs 2,000 gp, a book of eight 2nd level spells costs 4,000 gp, and so on.
A spell caster will often construct a secondary book of his most useful spells, which he
can carry without risk to his primary spell book.
Spell Scrolls Magic-users and clerics can also copy spells which they can memorize
onto scrolls, requiring one week to create any scroll at a cost of 100 gp per spell level;
a 4th level spell scroll taking a week to construct and costing 400 gp. Scrolls are evidently
cheaper than spell books, but are at risk of being spoiled by rain, fire, and other hazards.
Spell Casting from Memory A magic-user or cleric can memorize a number of spells
each day according to his experience level. He must be fresh and rested and have access
to the appropriate spell books (or scrolls) to memorize any spell therein. Bereft of these
texts, he cannot memorize any spells!
A memorized spell can be cast at any time that day. However, once a spell has been
cast it is erased from the memory, and cannot be cast again until it is memorized once
more, the following day. Notwithstanding this limitation, nothing prevents a magic-user
or cleric from memorizing the same spell several times.
In order to invoke a spell, the caster must be free to concentrate, move his arms and
hands, speak aloud, and see the target. To do so during combat, the player must declare
his intent at the beginning of the combat round. Casting a spell requires a full combat
round so that no other action may be attempted. Furthermore, if the caster is struck by
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EXPLANATION OF SPELLS
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Dimension Door (duration: instantaneous, range: 10ft) The magic-user or other subject
steps from his present location to any known location (or place specified by distance and
direction) within 360ft.
Hallucinatory Terrain (duration: special, range: 240ft) Creates an illusionary terrain
that conceals the underlying geography and is convincing in every way from a distance.
The hallucination will not stand up to close inspection, however, and can be seen through
automatically by any intelligent being who comes into contact with it.
Plant Growth (reversible, duration: permanent, range: 120ft) Causes existing vegetation
in an area up to 30ft square to become thickly overgrown and virtually impassable. The
resulting thicket is so dense it can only be hacked through at a rate of 1, although 18
strength allows a rate of 3 and larger, stronger creatures are able to make quicker
progress. The growth lasts until it is hacked or burned away, or a dispel magic is cast.
The reverse, plant reduction, causes a like volume of vegetation to wither and shrink
away, making otherwise dense thickets easily passable.
Polymorph (duration: 6 turns +1 turn per level, range: self) The magic-user transforms
himself into any other creature but retains his own intelligence, hit points, saving throws,
ability to speak and cast spells, and so on. He assumes the size, strength, mobility, armor
class, physical attack and damage capability of the new form, however. Supernatural
abilities including spell casting, breath weapons, gaze attacks, and so on are not assumed.
Remove Curse (duration: permanent, range: 10ft) Instantaneously lifts one curse from
a creature, but not from an object. This spell will, however, enable a person to be rid of
a cursed item. The reverse, bestow curse, burdens the subject with a curse so named
by the magic-user at a touch, requiring an attack roll against an unwilling target.
Wall of Fire (duration: concentration, range: 60ft) Conjures a blazing curtain of standing
fire which persists for as long as the magic-user concentrates upon maintaining it. The
wall of fire is 5ft thick and up to 60ft long and 20ft high (or any equivalent dimensions),
and is straight or curved as the magic-user desires. Creatures of fire are unaffected,
except by its opaqueness. Otherwise, the wall is impenetrable to creatures with fewer
than 4 hit dice. Those with 4 or more hit dice will suffer 2-12 hit points of fire damage
for passing through, except that undead or creatures of cold instead suffer 4-24 points.
Wall of Ice (duration: 12 turns, range: 120ft) Conjures a steaming cold bulkhead of
hard pack ice 5ft thick and up to 60ft long and 20ft high (or any equivalent dimensions).
It may be straight or curved, as the magic-user desires, and is opaque and impenetrable
to creatures with fewer than 4 hit dice except by concentrated tunneling. Greater
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