WB FMAG Referee Sheets 2 Page Landscape 2
WB FMAG Referee Sheets 2 Page Landscape 2
Attribute Exp. Hit To Saving Spells Level Exp. Hit Hit Saving Spells Type Cost
Description Bonus Level
Roll Points Dice Hit Throw 1 2 3 4 5 Points Dice Bonus Throw 1 2 3 (gp)
3-6 Low -1 1 0 1 +0 15 – – – – – 1 0 1+1 +0 14 – – – Armor, horse (barding) 320
7-14 Average 0 2 5,000 2 +1 13 1 – – Bags, saddle 10
2 1,500 2 +0 14 1 – – – –
15-18 High +1 3 10,000 2+1 +1 12 2 – – Boat 100
3 3,000 3 +0 13 2 – – – –
Cart 80
4 6,000 3+1 +1 12 2 1 – – – 4 20,000 3 +1 11 2 1 –
Charisma Bonus 5 40,000 3+1 +2 10 3 2 –
Galley, large 30,000
5 12,000 4 +1 11 2 2 1 – – Galley, small 10,000
Hirelings 6 80,000 4 +2 9 4 2 –
Charisma Loyalty 6 24,000 5 +2 10 2 2 1 1 – Horse, draft 30
(Max #) 7 160,000 4+1 +2 8 4 2 1
7 48,000 6 +2 9 2 2 2 1 1 Horse, light riding 40
3–4 1 -2 8 320,000 5 +2 7 4 2 2 Mule 20
8 96,000 6+1 +3 8 2 2 2 2 2
5–6 2 -2 Raft 40
9 192,000 7 +4 7 3 3 3 2 2
7–8 3 -1 Saddle 25
9–12 4 0
10 384,000 8 +5 6 3 3 3 3 3 Thief Advancement Ship, sailing (large) 20,000
Level Exp. Hit To Saving Thievery Ship, sailing (small) 5,000
13–15 5 +1 Turn Undead Points Dice Hit Throw Wagon, small 160
16–17 6 +2 The ability to cause undead to flee for 3d6 rounds or 1 0 1 +0 14 2 Warhorse, heavy 200
18 7 +2 destroy them outright. Roll 3d6 and consult the table 2 1,250 2 +0 13 2 Warhorse, medium 100
for the result. One turn attempt per encounter may be 3 2,500 3 +0 12 2 Warship 40,000
Fighter Advancement made. On a “D” result, the undead is turned to dust. 4 5,000 3+1 +1 11 3 Adventuring Gear
Lvl Exp. Hit To Saving Cleric Level 5 10,000 4 +1 10 3
HD Item Cost (gp)
Points Dice Hit Throw 1 2 3 4 5 6 7 8 9 10 6 20,000 5 +2 9 3
Backpack (30 lb. capacity) 5
1 0 1+1 +0 14 1 10 7 4 D D D D D D D 7 40,000 6 +2 8 4 Bedroll 2
2 2,000 2 +1 13 2 13 10 7 4 D D D D D D 8 80,000 6+1 +3 7 4 Belladonna, bunch 10
3 4,000 3 +2 12 3 15 13 10 7 4 D D D D D 9 160,000 7 +4 6 4 Bottle (wine), glass 1
4 8,000 4 +2 11 4 17 15 13 10 7 4 D D D D 10 320,000 8 +5 5 5 Case (map or scroll) 3
5 16,000 5 +3 10 5 – 17 15 13 10 7 4 D D D Crowbar 5
6 32,000 6 +4 9 6 – – 17 15 13 10 7 4 D D Armor Flint and Steel 5
7 64,000 7 +4 8 7 – – – 17 15 13 10 7 4 D Effect on AC Weight Garlic (1 lb.) 10
Armor Cost Grappling Hook 5
8 128,000 8 +5 7 8 – – – – 17 15 13 10 7 4 [AAC] (lbs)
9 256,000 9 +6 6 Chain mail -4 [+4] 50 30 Hammer 2
9-11 – – – – – 17 15 13 10 7
Helmet 10
10 512,000 10 +6 5 12-18 – – – – – – 17 15 13 10 Leather -2 [+2] 25 15
Holy Symbol, wooden 2
Varies – – – – – – – 17 15 13 Plate mail -6 [+6] 75 50
Holy Symbol, silver 25
Shield -1 [+1] 10 10 Holy Water, small vial 25
Lantern 10
Magic-User Advancement Hireling Assistants Mirror (small), steel 5
Level Exp. Hit To Saving Spells Hireling Type Cost (gp) Oil (lamp), 1 pint 2
Points Dice Hit Throw 1 2 3 4 5 6 Alchemist 250 Pole, 10 ft. 1
1 0 1 +0 15 1 – – – – – Animal Trainer 125 Rations, trail (day) 1
2 2,500 1+1 +0 14 2 – – – – – Armorer 25 Rations, dried (day) 3
Assassin 500 Rope (50 ft.), hemp 1
3 5,000 2 +0 13 3 1 – – – –
Rope (50 ft.), silk 5
4 10,000 2+1 +0 12 4 2 – – – – Blacksmith 5
Sack (15 lb. capacity) 1
5 20,000 3 +1 11 4 2 1 – – – Captain, Ship 75
Sack (30 lb. capacity) 2
6 40,000 3+1 +1 10 4 2 2 – – – Engineer 200 Shovel 5
7 80,000 4 +2 9 4 3 2 1 – – Horse rider 3 Spellbook (blank) 100
8 160,000 4+1 +2 8 4 3 3 2 – – Non-combatant (servant, torchbearer) 2 Spikes (12), iron 1
9 320,000 5 +3 7 4 3 3 2 1 – Sage 500 Stakes (12), wooden 1
10 640,000 5+1 +3 6 4 4 3 2 2 – Sailor 3 Tent 20
Soldier 5 Thieves’ Tools 25
11 – 6 +4 5 4 4 4 3 3 –
Torches (6) 1
12 – 6+1 +4 4 4 4 4 4 4 1 Spy 125
Waterskin 1
Wolfsbane, bunch 10
Melee Weapons Movement Rate
Cost Weight Elf / Dwarf /
Monsters by HD Equivalent
Weapon Damage Weight Other
(gp) Carried (lbs) Human Halfling
HDE 1 HDE 5 HDE 9 HDE 12
Axe, battle* 1d6+1 15 7 0–75 12 (40’) 9 (30’) –
Beetle, giant fire Centaur Djinni Death knight
Axe, hand‡ 1d6 5 3 76–100 9 (30’) 6 (20’) –
Dwarf Doppleganger Dragon, black Dragon, blue
Club 1d6 10 – 101–150 6 (20’) 3 (10’) –
Elf Gelatinous cube Dragon, green Dragon, gold
Dagger 1d6-1 2 3 151–300 3 (10’) 3 (10’) –
Gnome Grey ooze Dragon, white Dragon, red
Flail 1d6 15 8
Mace 1d6 10 5 Movement Rate Adjustments Goblin Hell hound Elemental, air Efreeti
Movement Type Adjustment Hobgoblin Nightsteed Elemental, earth Giant, fire
Morning Star 1d6 15 6
Human, bandit Spider, giant Elemental, fire Giant, frost
Polearm (bardiche, Careful Half of Movement Rate
1d6+1 15 7 Human, soldier Unicorn Elemental, water Golem, flesh
halberd, etc.)* Normal Movement Rate
Spear†‡ 1d6 10 2 Running Double Movement Rate Kobold Wight Giant, hill Hydra
Staff* 1d6 10 1 Combat 1/3 Movement Rate Orc Golem, glass Roc
Sword, long 1d6 10 10 Rat, giant HDE 6 Invisible stalker Treant
Sword, short 1d6-1 5 8 Reaction and Moral Check Skeleton Centipede, giant Spectre
Sword, two- Roll 2d6 Reaction Morale Stirge (large) Treant HDE 13
1d6+1 15 15 Demon, succubus Vampire
handed* 2 or less Hostile Surrender Dragon, gold
Warhammer 1d6 10 5 3-5 Negative Flee HDE 2 Gargoyle Wyvern Dragon, red
* Two-handed weapon 6-8 Uncertain Hold Centipede, giant Hell hound Elemental, air
† Can be one-handed or two-handed weapon 9-11 Positive Fight for Advantage (small) Hydra HDE 10 Elemental, earth
‡ Can be a melee or missile weapon 12 Enthusiastic Attack! Elf, dark Minotaur Demon, baalroch Elemental, fire
Fairie Dragon Ochre, jelly Dragon, black Elemental, water
Land Movement Gnoll Wraith Dragon, blue Giant, cloud
Missile Weapons Move Hexes Human, berserker Dragon, green Hydra
Cost Transport Lizardman HDE 7 Giant, firbolg Slug, giant
Weapon Dmg ROF Range Wgt Rate Per Day
(gp) Nymph Cockatrice Giant, stone
Dwarf/Halfling 9 (30’) 3/2 (9 mi)
Arrows (20) – – – 1 5 Zombie Dragon, white Golem, wood HDE 14
Human/Elf 12 (40’) 2 (12 mi)
Arrow, silver – – – 1 5 Hell hound Gorgon Dragon, gold
Axe, hand 1d6 1 10 ft. 10 3 Horse, draft 12 (40’) 2 (12 mi)
HDE 3 Hydra Hydra
Bolt, Horse, riding 24 (80’) 4 (24 mi)
– – – 5 5 Bugbear Mummy Treant HDE 15
crossbow (30) Horse, war 18 (60’) 3 (18 mi) Demon, imp Ogre mage Vampire Kraken
Bow, long 1d6 2 70 ft. 5 40 Mule 12 (40’) 2 (12 mi) Dryad Sidhe Lich
Bow, short 1d6-1 2 50 ft. 5 25 Wagon 6 (20’) 1 (6 mi) Ghoul Treant HDE 11
Case (30 Double for forced march. Hippogriff
– – – 1 5 Banshee HDE 16 (BHB +15)
bolts) Human, sergeant-at- HDE 8 Black pudding
Crossbow,
1d6+1 1/2 80 ft. 5 25
Dungeon Survival arms Basilisk Chimera
Giant, storm
heavy Golem, stone
Description Check Yellow mold Dragon, black Dragon, blue
Crossbow, Lich
1d6-1 1 60 ft. 5 15 Listen at doors (human) 1-in-6 Dragon, white Dragon, green
light
Listen at doors (non-human) 2-in-6 HDE 4 Griffon Dragon, red
Pouch (20 HDE 17 (BHB +15)
– – – 1 1 Open doors (human / elf) 2-in-6 Blink dog Hell hound Hydra
stones) Elemental, air
Open doors (dwarf / halfling) 1-in-6 Centipede, giant Hydra Treant
Quiver (20 Elemental, earth
– – – 1 5 (medium) Lycanthrope, Vampire
arrows) Secret doors (non-elf) 2-in-6 Elemental, fire
Demon, lemure werebear Banshee
Sling – 1 30 ft. 1 2 Secret doors (elf) 4-in-6 Elemental, water
Harpy Manticore Black pudding
Spear 1d6 1 20 ft. 10 2 Trap is triggered 2-in-6 Golem, iron
Lycanthrope, wererat Medusa
Stones (20) 1d6 – – 1 1 Purple worm
Lycanthrope, Salamander
werewolf Lich
Treant
Ogre Troll
Getting Lost and Encounters Light Pegasus HDE 18–21 (BHB +15)
Torches and lanterns illuminate Shadow Lich
Hills,
River, Jungle, a 30’ radius. Monsters see in
Terrain Open Forest Moun- Desert Settled Worg
Coast Swamp the dark.
tains HDE 30 (BHB +15)
• Torches last 6 turns (1 hour).
Lost 1 1–2 1 1–3 1–2 1–3 – Sea serpent
Encounter • Lanterns last 24 turns (4 hours).
1 1–2 1–2 1–3 1–3 1–2 1
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