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Swords Wizardy Reference

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Swords Wizardy Reference

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Krumpus H.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Art and Design by MonkeyBlood Design & Publishing (r2)

The Midderlands Swords & Wizardry Complete Cheat Sheets


Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch.
Glynn Seal, MonkeyBlood Design & Publishing are not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games.
Table 1 to 5: Strength, Dexterity, Constitution, Intelligence, and Charisma
Strength Dexterity Constitution Intelligence Wisdom Charisma Table 20: General Equipment Table 20: General Equipment
Carry Missile Raise Max. Max. Chance to Min. / Max. # of Basic Max. # Item Cost Item Cost
Open Modifier Weapon Effect on Hit Point Dead Add’l Spell Under’d Spells Understandable +5% XP Special Backpack (30-pound Lantern, bullseye 12 gp
5 gp
Score To Hit Damage Doors (pounds) To Hit AC Modifier Survival Lang’s Level New Spell / Level Award Hirelings capacity) Lantern, hooded 7 gp
3 -2 -1 1 -10 -1 +1 [-1] -1 50% 0 4 30% 2/4 0 1 Barrel 2 gp Lock 20 gp+
4 -2 -1 1 -10 -1 +1 [-1] -1 50% 0 4 30% 2/4 0 1 Bedroll 0.2gp Manacles 15 gp
5 -1 0 1 -5 -1 +1 [-1] -1 50% 0 4 30% 2/4 0 2 Bell 1 gp Mirror, small steel 20 gp
6 -1 0 1 -5 -1 +1 [-1] -1 50% 0 4 30% 2/4 0 2 Block and tackle 5 gp Musical instrument 5 gp
7 0 0 1-2 0 -1 +1 [-1] -1 50% 0 4 30% 2/4 0 3 Bottle of wine, glass 2 gp Oil, lamp (1 pint) 0.1 gp
8 0 0 1-2 0 -1 +1 [-1] -1 50% 1 5 40% 3/5 0 3 Candle 0.01 gp Parchment (sheet) 0.2 gp
9 0 0 1-2 5 0 0 0 75% 1 5 45% 3/5 0 4 Canvas (per square yard) 0.1 gp Pole (10 foot) 0.2 gp
10 0 0 1-2 5 0 0 0 75% 2 5 50% 4/6 0 4 Case (map or scroll) 1 gp Pot, iron 0.5 gp
11 0 0 1-2 5 0 0 0 75% 2 6 50% 4/6 0 4 Chain (10 feet) 30 gp Rations, trail (per day) 0.5 gp
12 0 0 1-2 5 0 0 0 75% 3 6 55% 4/6 0 4 Chalk, 1 piece 0.05 gp Rations, dried (per day) 1 gp
13 1 0 1-2 10 1 -1 [+1] 1 100% 3 7 65% 5/8 5% 5 Chest 2 gp Rope, hemp (50 feet) 1 gp
14 1 0 1-2 10 1 -1 [+1] 1 100% 4 7 65% 5/8 5% 5 Crowbar 0.2 gp Rope, silk (50 feet) 10 gp
15 1 0 1-2 10 1 -1 [+1] 1 100% 4 8 75% 6 / 10 5% 5 Fishing net (25 square Sack (15 pounds
16 1 1 1-3 15 1 -1 [+1] 1 100% 5 8 75% 6 / 10 5% 6 4 gp 1 gp
feet) capacity)
17 2 2 1-4 30 1 -1 [+1] 1 100% 5 9 85% 7 / All 5% 6 Flask, leather 0.03 gp Sack (30 pounds
18 2 3 1-5 50 1 -1 [+1] 1 100% 6 9 95% 8 / All 5% 7 2 gp
Flint & steel 1 gp capacity)
Garlic, charmed 10 gp Shovel 2 gp
Table 6, 14, and 17: Thieving Skills - stated in the following order; Thief / Assassin / Monk. Table 25: Base Movement Rate Grappling hook 1 gp Signal whistle 0.5 gp
Delicate Tasks Hide in Weight Carried* Base Movement Rate Hammer 0.5 gp Spellbook, blank 25 gp
Level Climb Walls & Traps Hear Sounds Shadows Move Silently Open Locks Up to 75 pounds 12 Holy symbol, wooden 1 gp Spike, iron 0.05 gp
1 85 / - / 85% 15 / - / 15% 3in6 / - / 3in6 10 / - / 10% 20 / - / 20% 10 / - / 10% 76 to 100 pounds 9 Holy symbol, silver 25 gp Tent 10 gp
2 86 / - / 86% 20 / - / 20% 3in6 / - / 3in6 15 / - / 15% 25 / - / 25% 15 / - / 15% 101 to 150 pounds 6 Holy water (flask) 25 gp Torch 0.01 gp
3 87 / 85 / 87% 25 / 15 / 25% 4in6 / 3in6 / 4in6 20 / 10 / 20% 30 / 20 / 30% 20 / 10 / 20% 151 to 300 pounds† 3
Ink (1-ounce bottle) 1 gp Waterskin 1 gp
4 88 / 86 / 88% 30 / 20 / 30% 4in6 / 3in6 / 4in6 25 / 15 / 25% 35 / 25 / 35% 25 / 15 / 25%
* Carry Modifier (from Strength , if any, is added to the Ladder (10 foot) 0.05 gp Wolfsbane 0.1 gp
5 89 / 87 / 89% 35 / 25 / 35% 4in6 / 4in6 / 4in6 30 / 20 / 30% 40 / 30 / 40% 30 / 20 / 30%
total. For example, an adventurer with a Carry Modifier of Lamp, bronze 0.1 gp
6 90 / 88 / 90% 40 / 30 / 40% 4in6 / 4in6 / 4in6 35 / 25 / 35% 45 / 35 / 45% 35 / 25 / 35% +10 can carry up to 85 pounds before dropping from a
7 91 / 89 / 91% 45 / 35 / 45% 5in6 / 4in6 / 5in6 40 / 30 / 40% 50 / 40 / 50% 40 / 30 / 40% Movement Rate of 12 to a Movement Rate of 9, while a
8 92 / 90 / 92% 50 / 40 / 50% 5in6 / 4in6 / 5in6 55 / 35 / 55% 60 / 45 / 60% 55 / 35 / 55% person with a Carry Modifier of -10 would drop to a
9 93 / 91 / 93% 60 / 45 / 60% 5in6 / 5in6 / 5in6 65 / 40 / 65% 70 / 50 / 70% 65 / 40 / 65% Movement Rate of 9 even if carrying only 66 pounds of
10 94 / 92 / 94% 70 / 50 / 70% 5in6 / 5in6 / 5in6 75 / 55 / 75% 80 / 60 / 80% 75 / 55 / 75% equipment.
11 95 / 93 / 95% 80 / 60 / 80% 6in6 / 5in6 / 6in6 85 / 65 / 85% 90 / 70 / 90% 85 / 65 / 85% Table 33: Turning Undead Clerical Level
† 300-pound maximum.
12 96 / 94 / 96% 90 / 70 / 90% 6in6 / 5in6 / 6in6 95 / 75 / 95% 100 / 80 / 100% 95 / 75 / 95% CL of Undead Specific Undead 1 2 3 4 5 6 7 8 9 10-13 14-17 18+
13 97 / 95 / 97% 100 / 80 / 100% 6in6 / 6in6 / 6in6 100 / 85 / 100% 100 / 90 / 100% 100 / 85 / 100% 1 Skeleton 10 7 4 T T D D D D D D D
14 98 / 95 / 98% 100 / 80 / 100% 6in6 / 6in6 / 6in6 100 / 85 / 100% 100 / 90 / 100% 100 / 85 / 100% 2 Zombie 13 10 7 4 T T D D D D D D
15 99 / 95 / 99% 100 / 80 / 100% 6in6 / 6in6 / 6in6 100 / 85 / 100% 100 / 90 / 100% 100 / 85 / 100% 3 Ghoul 16 13 10 7 4 T T D D D D D
16+ 99 / 95 / 99% 100 / 80 / 100% 6in6 / 6in6 / 6in6 100 / 85 / 100% 100 / 90 / 100% 100 / 85 / 100% 4 Shadow * 19 16 13 10 7 4 T T D D D D
5 Wight 20 19 16 13 10 7 4 T T D D D
Table 24: Armour Standard Swords & Wizardry Coinage Conversion 6 - 20 19 16 13 10 7 4 T T D D
* Magical armour weighs

Effect on AC from Weight* Type Platinum Gold Silver Copper * Shadows might not 7 Wraith - - 20 19 16 13 10 7 4 T T D
Armour Type a base of 9 [10] (pounds) Cost Platinum 1 10 100 1,000 be undead creatures 8 Mummy - - - 20 19 16 13 10 7 4 T T
half stated weight.

Shield -1 [+1] 10 15 gp Gold 0.1 1 10 100 in your campaign. 9 Spectre - - - - 20 19 16 13 10 7 4 T


Leather -2 [+2] 25 5 gp Silver 0.01 0.1 1 10 ** Vampires and 10 Vampire ** - - - - - 20 19 16 13 10 7 T
Ring -3 [+3] 40 30 gp Copper 0.001 0.01 0.1 1 more-powerful 11 Vampire ** - - - - - - 20 19 16 13 10 7
Chain -4 [+4] 50 75 gp undead cannot be 12 - - - - - - - 20 19 16 13 10
Plate -6 [+6] 70 100 gp turned automatically. 13 Lich - - - - - - - - 20 19 16 13
Table 22: Melee Weapons Table 23: Missile Weapons Table 53: Vehicle Movement Rates*
Weapon Damage Weight Cost Weapon Damage Rate of Fire Range* Weight Cost Smooth Hills or Swamp
Axe, battle *† 1d8 15 5 gp Arrows (20) 1d6 By weapon By weapon 1 2 gp Vehicle/Method Terrain Rough Mountain Forest or Marsh
Axe, hand ‡ 1d6 5 1 gp Axe, hand 1d6 1 10 ft 5 1 gp Wagon or cart 12 6 0-1 6 0
Club 1d4 10 0 gp Bolts, heavy (20) 1d6+1 By weapon By weapon 1 2 gp Horse 30 15 0-3 10 3
Dagger ‡ 1d4 2 2 gp Bolts, light (20) 1d4+1 By weapon By weapon 1 2 gp Mule 12 12 6 12 6
Flail (two-handed) 1d8 10 8 gp Bow, long See Arrows 2 70 ft 5 60 gp Raft or Barge
40 (downriver), 3 (upriver)
Hammer, war 1d4+1 10 1 gp Bow, short See Arrows 2 50 ft 5 15 gp (no sail or small sail)
Lance 2d4+1 15 6 gp Crossbow, heavy See Bolts, heavy 1/2 80 ft 5 20 gp Boat (sail) 60
Mace, heavy 1d6 10 10 gp Crossbow, light See Bolts, light 1 60 ft 5 12 gp Ship (sail) 15
Polearm (two-handed) 1d8+1 15 10 gp Dagger 1d4 1 10 ft 2 2 gp Ship (galley/oars) 20
Spear *†‡ 1d6 10 1 gp Dart 1d3 3 15 ft 1 0.2 gp Flying Per monster or item description
Staff (two-handed) 1d6 10 0 gp Javelin 1d6 1 20 ft 5 0.5 gp
* If the party is exploring an area rather than just passing through, distances
Sword, bastard *† 1d8 10 20 gp Sling See Stones, sling 1 40 ft 1 0.2 gp
travelled are one-half normal. This assumes the party is exploring
Sword, long 1d8 10 15 gp Spear 1d6 1 20 ft 10 1 gp
an area in roughly a 5-mile-wide band. Exploration
Sword, short 1d6 5 8 gp Stones, sling (20) 1d4 By weapon By weapon 5 0 gp
simply means mapping, not searching; actually
Sword, two-handed 1d10 15 30 gp * Shooting or throwing beyond this range is at a –2 penalty to hit.
searching a five mile by five mile area would
* Weapon can be used either one- or two-handed. The weapon cannot reach farther than twice this range.
reduce forward movement to
† When wielded two-handed, gain +1 damage bonus. Outdoors, these range increments are tripled.
roughly one-tenth normal,
‡ Can be used as both a melee and a missile weapon. although the Referee would
adjust all these numbers
Table 21: Transportation Table 26: Indoor, Underground, and City Movement accordingly based on the
Type Cost Description Speed Results circumstances. Searching a five by
Cart, Hand 10 gp Walking Base movement rate × 20 feet per turn Mapping and careful observation of the surroundings are possible. five mile area for a person who can
Horse, Riding 40 gp No mapping permitted. Characters are automatically surprised and call for help would not reduce
Horse, War 200 gp Running Base movement rate × 40 feet per turn have no chance to surprise others. The sound of running may forward movement to one-
Mule 20 gp attract the attention of enemies. tenth, for example.
Rowboat 20 gp Base movement rate divided by 3×10 feet, Table 27: Outdoor Movement
Wagon 50 gp is how far the character can move in one Description Speed Results
round. Thus: Dashing around, battling your foes. Hiking Base movement rate in miles/day No forced march checks required.
Combat
Base movement of 6 = 20ft Alternatively, running for your life. Forced Double base movement rate in Forced march checks required once
Base movement of 9 = 30ft March miles/day per day. (4d6 vs. Strength)
Base movement of 12 = 40ft. Base movement rate divided by 3×10
Battling your foes, or running for
Combat yards (not feet), is how far the character
Table 73: Ship Types your life.
can move in one round.
Hexes
Between Table 74: Crew & Armaments
Rowing Wind Directly Wind Indirectly Wind Directly Wind Indirectly Course Structural
Type Speeds Behind Behind Ahead Ahead Adjustments Ship Type Crew Armaments Points Cost
Galley (Large) 15/20/30 +10* +5* No effect No effect 10 100 Rowers
Light catapult (×2)
Galley (Small) 10/15/25 10 +5* No effect No effect 5 Galley (Large) 50 Warriors 9 40,000 gp
(1 bow, 1 stern)
Ship (Large, Light Wind: 25 Light Wind: 20 Light Wind: 0 Light Wind: 15 20 Sailors
No effect 15 50 Rowers
Merchant) Strong Wind: 35 Strong Wind: 30 Strong Wind: 0 Strong Wind: 25 Light catapult
Light Wind: 20 Light Wind: 15 Light Wind: 0 Light Wind: 10 Galley (Small) 20 Warriors 9 20,000 gp
Ship (Small) No effect 12 (stern)
Strong Wind: 30 Strong Wind: 25 Strong Wind: 0 Strong Wind: 20 10 Sailors
Light Wind: 30 Light Wind: 0 80 Warriors
Longboat 12/18/25 5 No effect 8 Ship (Large, Merchant) None 20 50,000 gp
Strong Wind: 35 Strong Wind: 0 20 Sailors
Sailboat/ Light Wind: 15 Light Wind: 10 Light Wind: 0 Light Wind: 5 Ship (Small) 15 Sailors None 15 30000 gp
10/15/20 4 10 Sailors
Fishing Boat Strong Wind: 20 Strong Wind: 15 Strong Wind: 0 Strong Wind: 10 None, but high side walls
Rowboat 1/5/6 1 No effect -1 No effect 2 60 Warriors or Rowers
Longboat give cover for crew 10 20000 gp
* 10% chance per turn of shipping water in strong winds, 30% chance per turn of shipping water in gale winds. Shipping water (needs 60 rowers to move as shown
against missile fire
reduces speed by 25%, and if a galley ships water three times, it will sink. Small galleys running directly before the wind can avoid on charts)
the risk of shipping water, and longboats are rowed from a higher deck and are thus not at risk. Sailboat/Fishing Boat 2 Sailors None 2 2000 gp
Table 32: Monster Attack Table Desc AC 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 Stuff You Find Stuff You Find Stuff You Find Stuff You Find
Asc AC [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28] Item(s) Item(s) Item(s) Item(s)
Hit Dice Monster Attack Roll (d20 + modifiers) Required to Hit Opponent’s Armour Class +1 penknife (1d3 damage) Dried–out toad Mudcow tentacle Single WitchPig card
< 1 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 1d20× 4 inch long iron nails Eyeball in a water–filled glass Non-viable herbal remedy scrawled with ‘at the bottom
1 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 vial
1d3 gold quids wrapped in a lilypad leaf of Holyhand Pond’
2 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
1d6 iron spikes Few brass tuppences Old, tatty WitchPig deck Skeletal crow skull
3 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
1d6 small, dirt–covered Five dead spugmunch jaspers missing 1d6 cards Small box carved from bone
4 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
5 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 onions Flask of lamp oil One large tomato Small and tarnished mirror
6 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 6 inch tall carved stone head Folded leather skullcap with a Oorgthrax tooth Small book of simple words
7 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 Almost perfectly-round, trading company emblem Pair of iron manacles Small book with strange alien
8 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 black stone Folded sketch of a tree Pair of iron pliers text
9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Apple with a bite out of it Four cloves of garlic Pair of itchy socks Small brass key
10 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Bag full of lucky toenail Four links of iron chain Pair of severed thumbs Small bronze token engraved
11 1 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 clippings Game piece made of carved Pair of sheep testicles with a heraldic symbol
12 1 1 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Bag of dried potato slices wood Part of a gloombug lantern Small dried fish
13 1 1 1 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 with salt and pepper Glass vial filled with layers of Pear Small glass orb, three inches
14 1 1 1 1 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14
seasoning different-coloured sand Peeled label off a nighsight in diameter. Could be
15+ 1 1 1 1 1 1 1 2 3 4 5 6 7 8 9 10 11 12 13
Bag of glass marbles Gold moon earring mead bottle magical
Order of Battle Simplified Attack Table (Base To-Hit bonuses per Level) Bent piece of iron, half an Gold quid with the edges Pet stoat Small jar of preserve (roll 1d4
Order Step Name Notes Clr, Drd, Ftr, Pal, M-U, Thf, inch in diameter, six inches filed down Pet toad for jam, jelly, pickle or
1 Surprise If required, roll a d6 for surprised Lvl/HD Monster Mnk Rgr Ass long Golden mycena mushroom Phallic-shaped piece of wood chutney)
<1 0 0 0 0 Bone flute (unbeknownst to its owner) Piece of beaten copper sheet Small model of Triplespire
sides. Surprised on 1 or 2. Parties 1 +1 0 0 0 Broken dagger blade Greater-horned groat horn Piece of dried and rolled-up Cathedral
with Monks or Rangers surprise on 2 +2 0 0 0 Broken pair of spectacles Half–eaten turnip animal (or human) skin Small penknife
a 1 only. 3 +3 +1 +1 0
Broken tankard handle Handful of bognock Piece of flint Small pot of ink
2 Declare Spell casters decide which spells to 4 +4 +1 +2 +1
5 +5 +2 +2 +1
Buckle off a witchfinder’s hat gooseberries Piece of mouldy cheese Small section of fishing net
Spells start to cast. Candle Handful of dead gloombugs Pouch containing 1d10 Small, polished stone with a
6 +6 +2 +3 +2
3 Roll Each side roll a d6. Highest side 7 +7 +3 +4 +2 Chunk of stale bread Handful of small, dried bronze florins green iridescence
Initiative wins. Surprised sides do not act on 8 +8 +3 +5 +3 Clay idol of the Watcher mushrooms Pouch of fish scales Snot-filled handkerchief
the first round. 9 +9 +4 +6 +3 from the Shore Handful of smooth sling Pouch of itching powder Sock with a hole in it
10 +10 +5 +7 +4 Clutch of short reeds stones Pouch of pipe weed Some cat gut
4 Movement The Initiative winning side acts
11 +11 +5 +7 +5 Cracked monocle Handwritten IOU for ‘2 casks Quill Some ginger root
& Missiles first. They can move, take move- 12 +12 +6 +8 +5
Dead Midderlands Magpie of mudcow offal’ Roll of fishing line Some small animal bones
like actions, and fire missile 13 +13 +7 +9 +5
Door knocker Horn-chinned halftroll horn Stick of charcoal
Roll of sewing thread
weapons. The Initiative losing side 14 +14 +7 +9 +6
15 +15 +8 +10 +6
Dried-out dog poo Horseshoe Roll of strong string Stolen letter
then take their movement & 16 +15 +8 +11 +7 Idol to Gormoth Tor Rusty dagger The broken tip of a
missile actions. 17 +15 +9 +12 +7 Idol to Morgontula Scratched magnifying glass Midderland carp horn
5 Melee & The Initiative winning side acts 18 +15 +10 +12 +7 Idol to Old Hobb lens inscribed with ‘Roger’s’ Thin, leather cord, 4 feet long
Spells first. They can attack and resolve 19 +15 +10 +13 +7 Iron necklace chain Selection of toenail clippings Three barely alive gloombugs
20 +15 +11 +13 +8 Jar of fish oil Set of false teeth Three fingernails, still with
spells. The Initiative losing side
Joke written on a small piece Set of old lock-picks bits of blood and gristle
then take their melee & spell Table 10: Fighter
of parchment Several flint arrowheads attached
actions. Parrying Ability
Large iron key Severed ear Three silver buttons
6 Complete Optional additional shots from Dexterity Penalty to
Leather belt Severed finger Three small darning needles
the Round missile weapons take place here in Score Enemy Attacks
Leather cord Sharpened stick, 4 inches wrapped in parchment
14 -1
Initiative order. Check spell effects Leather knee patch long Three small onions
15 -2
or other actions that last more than Lock of ginger hair Shopping list Tuft of feathers
16 -3
one Round. Lucky cat’s paw (unless you Silver belt buckle Vial of cat urine
17 -4
7 End Return to step 2) are the cat) Silver brooch shaped like a Vial of mudcow spittle
18 -5
Map of part of the Upper hand Vial of phlegm
Middergloom Silver snake earring Whistle fashioned from bone
Meteorite shard Single WitchPig card Wort Tench eyeball
Muckulus eye Zapper fish proboscis

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