DUNGEONS TO GO
DtG is a simple Old School low level Fantasy RPG.
It is designed to get players going as quick as possible.
It is not a total D&D clone, but uses many of the same ideas.
There are 2 Sections: Players Guide and DM’s Guide.
These rules are very much meant to be incomplete.
It is the DM’s job to flesh them out.
Players Roll high for Attacks, Saves, and Skills.
Leveling Charts for classes are replaced by accumulation of
Roll 3D6 for the basic Attributes (Stats):
Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
Abbreviations: Str, Int, Wis, Dex, Con, Cha
Next pick Race, Alignment, and Class.
There are 5 Alignments: Lawful, Chaotic, Good, Evil, Neutral.
Players start with maximum Hit Points at First Level.
All Characters start with a purse of 2D6 Gold.
STAT BONUS TABLE
Stat: 3 4-5 6-8 9-12 13-15 16-17 18
Bonus: -3 -2 -1 0 +1 +2 +3
Strength gives a Bonus to Damage.
Constitution gives a Bonus to Hit Points.
Wisdom gives a Bonus to Priest Spells cast per Day.
Intelligence gives a Bonus to Mage Spells cast per Day.
Dexterity gives a Bonus to Movement and Initiative.
Race: Str Int Wis Dex Con Cha
Elf -1 +1 -1 +1 -1 +1
Dwarf +1 0 0 -1 +1 -1
Halfling -1 -1 -1 +1 +1 +1
Elves act like strange, easily distracted Children.
Elves can be Fighters, Mages, or Thieves. Elves have Infravision.
Dwarves act like stubborn, grumpy, badly behaved Children.
Dwarves can be Fighters. Dwarves have Infravision.
Halflings act like jolly, sweet, good natured Children.
Halflings can be Thieves.
Humans and Elves move 6 Spaces per Turn
Short Races like Dwarves and Halflings move at 4 Spaces per Turn.
Humans and Elves can jump 2 Spaces. Short Races can jump 1 Space.
Humans and Elves can swim 3 Spaces. Short Races can swim 2 Spaces.
There are 4 Available Classes: Fighter, Mage, Rogue, and Priest.
Fighters can use any Armor or Weapon.
They get 1D10 Hit Points per Level. (Much more than the other Classes)
They start with Medium Armor and Shield and a Long Sword and Dagger.
Mages get no Armor and can only use a Staff or Dagger.
They get -4 Attack with everything else.
Armor and Shields interfere with their Spellcasting.
They get 1D4 Hit Points per Level.
They start with a Spell Book, Robe, and a Staff and Dagger.
Mages can use many Relics unavailable to other Classes.
Rogues can wear Leather Armor.
Many of their Skills are penalized (-5) with a Shield or Heavier Armor.
They can use Daggers, One Handed Swords, Clubs, Slings, Bows, Crossbows,
Knuckledusters, Garrotes, Blackjacks, Bombs, Throwing Knives, and
Improvised Weapons. They get -2 Attack with everything else.
They get 1D6 Hit Points per Level.
They start with Light Armor and a Short Bow, Short Sword, and Dagger.
Priests can wear any Armor. They can use Blunt Weapons.
Their first SA must be Religion Lore. They get 1D6 Hit Points per Level.
They start with Medium Armor and Shield and a Mace and Holy Symbol.
A Priest should pick 1 God from the List of Gods. This will give extra SA's.
Special Abilities (SA) are class based. They are Buffs, Skills, or Spells.
At first level, each Character starts with 5 Special Abilities.
Each level after that, they gain an additional 2 Special Abilities.
30+ Sample SA are given for each of the 4 Basic classes.
The DM should feel free to create more.
Some SA should only available at higher Levels.
Players may also pick SA off the Common Special Ability List.
Elves, Dwarves, and Halflings may pick off the Demi-Human SA List.
If the GM wants he can create SA lists specific to rarer classes such as
Rangers, Druids, Bards, Paladins, Monks, etc.
Skills are given in the Following Format: Attribute Skill = X.
For example: Int Skill = 14
This would mean that the Character would have to roll 14 or higher to succeed.
The Roll will be modified by the Intelligence Bonus (or Penalty).
(LX) Notation: (LX) = Character must be at least Level X to have this SA.
Example: (L5) = Character must be at least Level 5 to have this Special Ability.
SAMPLE FIGHTER SPECIAL ABILITIES
1. Champion: Damage +1 and Attack +1. (L7)
2. Dual Wield: No penalty to hit while wielding 2 Weapons.
3. Shield Bash: Extra attack for 1D4 Damage if you have a Shield.
4. Hero: Attack +1 and Initiative +1. (L6)
5. Tough: Get an extra 4 Hit Points.
6. Charge: First Round of Combat get +2 Attack, +2 Damage, -2 Defense
7. Mighty Blow: +1D6 Damage if using a Two-Handed Weapon.
8. Muscularity: Strength +1
9. Slayer: +3 Damage. Pick One: Humanoid, Giant, Dragon, Beast, Monster, etc.
10. Shield Block: +1 Defense if using a Shield.
11. Hack & Slash: +1 Damage with Swords and Axes.
12. Parry: Defense +1 If weapon in hand.
13. First Strike: Initiative +1
14. Prone Fighting: +1 Attack and No Penalties for being Prone.
15. Blind Fighting: +1 Attack and No Combat penalties when Blinded.
16. Extra Attack: Get 1 Extra Attack. (L5)
17. Prowess: Defense +1 and Attack +1. (L3)
18. Tactics: Allies get +1 Attack when Attacking from Side, Back, or Surprise.
19. Disarm: Dex Skill = 16. Weapon lands 1D6 Spaces away.
20. Brawl: +2 Atk and Def when Unarmed or using Improvised Weapons
21. Great Warbow: Get Damage +2 with Bows.
22. Battle Master: Defense +1 and Attack +1. (L8)
23. Honor: Charisma +1. Must Act Accordingly. (Chivalry, Bushido, etc.)
24. Warrior: Attack +1 and Move +1. (L2)
25. Swashbuckling: +1 Attack and No Combat Penalties while swinging, sliding, etc.
26. Knockback: +1 Damage. Hit will send Foe 1D4 Spaces backwards.
27. Grapple: +1 Attack, Defense, and Damage to Wrestling.
28. Sweep: Your Melee Attacks hit all enemies adjacent to you. (Roll for each)
29. Veteran: Hit Points +2 and Attack +1. (L4)
30. Precision Strike: Critical Hits on Rolls of 19 or 20.
31. Feint: Skip Combat Action to get +4 Attack next Turn.
SAMPLE ROGUE SPECIAL ABILITIES
1. Pick Pockets: Dex Skill = 15. Cutpurse. Palm Items.
2. Find Traps: Wis Skill = 13.
3. Climb Walls: Dex Skill = 12.
4. Backstab: Damage+4 if attacking target from Behind.
5. Disguise: Cha Skill = 14.
6. Poison Lore: Int Skill = 15. Identify and Brew Poisons.
7. Sneak: Stealth Bonus +4. Deduct from Foe's Lookout Rolls. Hide/Move Silently.
8. Lightning Reflexes: Initiative +2
9. Dodge: Defense +1
10. Agility: Dexterity +1 and Move +1
11. Skullduggery: Get +2 to Pick Pockets, Trickster, and Cutthroat Rolls.
12. Dirty Fighting: Damage +1 and Initiative +1
13. Knife Fighter: Attack +1 and Defense +1 when using a Dagger.
14. Trickster: Cha skill = 10 Distract and Confuse.
15. Evasion: Get +1 to all of your Saving Throws.
16. Pick Lock: Int Skill = 13.
17. Wicked Knife: Damage +2 with Daggers and Swords.
18. Natural Archer: Attack +2 with Bows
19. Gambit: Gain an extra Fate Token at the start of each session.
20. Cloak & Dagger: (L4) Attack +1 and Defense +1
21. Nimble: Attack +1 and Move +1
22. Escape Artist: Dex Skill = 14. Slip Bonds.
23. Subterfuge: Stealth Bonus +2. Get +2 to Guile, Disguise, Streetwise Rolls.
24. Balance: Get +1 to all Dex Skill Rolls.
25. Uncanny Dodge: Defense +2. (L7)
26. Trip: Dex Skill = 12. Foe with Legs goes Prone.
27. Swindler: Charisma +1
28. Master Mind: Intelligence +1
29. Cutthroat: Dex Skill = 13. Kill Surprised Foe with Dagger.
Note: Many Rogue like SA are contained in the common SA List.
SAMPLE MAGE SPECIAL ABILITIES
1. Intellect: Intelligence +1
2. Detect Magic: Entire Room.
3. Magic Missile Spell: 1D4 Missiles. 1D4 Damage Each. Pick Targets.
4. Shield Spell: Self. Defense +6 for one Combat.
5. Familiar: Pick Cat, Crow, Snake, Rat, Owl, Imp, Bat, Dog, Toad, etc. Ritual.
6. Sleep Spell: 1D6 Targets of lower level than you. 1D6 Hours. (L2)
7. Charm Person Spell: 1 Target. Control Human or Humanoid. (L5)
8. Feather Fall Spell: Protect 1D6 Targets from Fall Damage.
9. Identify Spell: One Relic or Potion or unknown Substance. Ritual.
10. Light Spell: Light up a Room or Blind 1D4 Targets.
11. Thunder Spell: Foes miss next turn and are -2 on all Rolls for 1 combat.
12. Comprehend Spell: Read or Speak any Language for 1 Hour
13. Counter Spell: Negate a Spell Just Cast on a roll of 6 or Higher on 1D20.
14. Illusion Spell: Create an Illusion to Distract or Mislead.
15. Curse Spell: Weakness, Madness, Ugly, Itching, Clumsy, Unlucky, etc.
16. Polymorph Spell: Transformation. (L6)
17. Haste Spell: Allies: Extra Attack and Move this Combat. (L3)
18. Fire Spell: Fireball Does 4D6 Damage to all in a 4x4 Area. (L4)
19. Water Breathing Spell: All Allies for 2 Hours.
20. Disintegration Spell: Target Evaporates. Destroy Doors. (L8)
21. Alchemy: Int skill = 14. Brew Potions, Acids. Takes a Week. Ritual.
22. Artificer: Int Skill = 15. Craft Relics, Magic Items. Takes a Month. Rituals.
23. Necromancy Spell: Create 1 Skeleton, Zombie, or Ghoul. Freshness Counts! Ritual.
24. Scry Spell: See and Hear what others are doing at a Distance. Ritual.
25. Cold Spell: Cone. 2D6 Targets. 1D6 Dam and -2 to rolls 1D6 Turns. (L3)
26. Arcane Power: Spells per Day +1
27. Scroll Scribe: Int Skill = 12. Takes 1 Day per Scroll. Ritual
28. Wards Spell: Used to create Magical Traps/Alarms/Magically Lock Doors.
29. Teleport Spell: Up to 1D6 Targets to a known Location. (L7)
30. Air Spell: Wind Gust. 1D6 Targets. 1D4 Damage and Knockback/down. Scatter Arrows.
31. Death Ray Spell: Kill one Living Man-size or smaller Target. (L5)
32. Strength Spell: Target gets +4 to Strength Bonus for 4+1D6 Minutes.
33. Animate Spell: Weapon, Armor, Statue, Broom, Shovel, Rope, etc. Up to 10 Min.
34. Diabolism Spell: Summon a Demon. HD increase with Caster Level. Ritual.
35. Summon Elemental Spell: (L6) Also Walls. Fire, Water, Air, Earth, Ice, etc.
36. Fly Spell: (L5) One Target for 1 Trip or Combat.
37. Invisibility Spell: (L5) One Target for 10 Minutes. Stealth Bonus +10. Def +5
38. Change Size Spell: (L5) Shrink/Grow Target. Mouse to Giant Size for 3D10 Minutes.
39. Earth Spell: (L6) Earthquake. All take 2D6 Damage. Collapse Ceiling, Wall
SAMPLE PRIEST SPECIAL ABILITIES
1. Heal Spell: Target Healed of all Damage.
2. Bless Spell: 1D4 Characters get +2 Attack and +2 Defense for 1 Combat.
3. Neutralize Poison Spell: Negate one Poisoning.
4. Turn Undead Spell: 2D6 Undead will flee and cower for 1D4 Hours.
5. Detect Evil Spell: Entire Room. Sources of Evil Save at -2.
6. Paralyzation Spell: 1D3 Targets Immobilized for 3D6 Minutes. (L2)
7. Remove Fear Spell: 1D6 Targets Fear gone and immune to fear for 1 Hour.
8. Religion Lore: Int Skill = 9. Priests own Religion.
9. Resist Cold Spell: 1D6 get +5 to Save vs Cold Attacks for 1D4 Hours.
10. Prayer Spell: Deity will do something Helpful at the Whim of the DM.
11. Exorcism Spell: Banish target Spirit. (L3)
12. Curse Breaker Spell: Remove Curse from target Player. Ritual.
13. Hammer Time: +1 Attack and +1 Damage with Blunt Weapons.
14. Cure Disease Spell: Ritual. Not Vampirism or Lycanthropy.
15. Smite Spell: Target does +5 Damage this Combat.
16. Cure Madness Spell: One Target. Ritual.
17. Cure Blindness Spell: One Target.
18. Stone to Flesh Spell: Cure Petrification. One Target.
19. Circle of Protection Spell: Allies +4 Defense and Saves. (L4)
20. Holy Avenger: Attack +1 and Damage +1. Must be (L7)
21. Crusader: Attack +1 and Damage +1. (L4)
22. Divination Spell: See the Future. Cryptic, Unpredictable Results. Ritual.
23. Communion Spell: Speak to Spirits, the Dead, Angels, etc. Ritual.
24. Summon Swarm Spell: Usually Insects. Foes driven off. (L5)
25. Lightning Bolt Spell: 6D6 Damage one Target. Heaven Sent. (L6)
26. Holy Word Spell: Destroy 1 Target Undead Foe. (L7)
27. Mystic: Wisdom +1
28. Monastic: Intelligence +1
29. Preacher: Cha Skill = 17. Convert a Non-believer.
30. Shatter Spell: Destroy or Damage Relic, Construct, Animated Foe.
31. Wither Spell: Kill or Damage Plant or Fey.
32. Resurrection Spell: 25% Spell Fails and Dead Forever. Ritual. (L8)
COMMON SPECIAL ABILITIES
1. Weapon Proficiency: +1 Attack and Damage with a specific Weapon type.
2. Swim: Get +2 to Save vs Drowning. No Penalties in Water. Movement +2 in Water.
3. Music: Sing and Play 1 Musical Instrument. Entertain a crowd. Solve Music Puzzles.
4. Haggling: Cha Skill = 11. Get a better Price.
5. Swift: Move +2 Spaces per Turn. Run Away!
6. Intimidation: Str Skill = 13. Target gets -1 to all rolls for 1 Combat
7. Leadership: Cha Skill = 12. Rally, Inspire Others
8. Language: Speak 1 additional Language.
9. Appraisal: Int Skill = 9: Know Gold value of Items. Spot Fakes.
10. Thrown Weapon: +1 Attack when throwing a Weapon you can normally use.
11. Seduction: Cha skill = 12. Target may save with Int and Wis Bonuses.
12. Gambling: Int Skill = 13. Win More.
13. Sailing: Int Skill = 7 for most Tasks. Pilot, Navigation.
14. Ride: Cha Skill = 7 for most Tasks. Horses and other Mounts. Trick Riding.
15. First Aid: Int Skill = 7. Heal 1D4 Hit Points
16. History Lore: Roll 13 or Higher. Add Intelligence Bonus.
17. Interrogation: Roll 13 or Higher. Add Intelligence Bonus. Torture, Threats.
18. Cooking: Wis Skill = 7 for most Tasks.
19. Blacksmith: Wis Skill = 7 for most Tasks. Armorer. Shield Smith. Sword Smith.
20. Etiquette: Cha Skill = 14. Fit in to High Society.
21. Carousing: Con skill = 13. Learn Rumors at the Tavern. Requires Drinking.
22. Riddle Master: Intelligence Skill = 14. Get extra Clue to solving a Riddle.
23. Herbalist: Int skill = 12. Identify useful or poisonous Herbs.
24. Mining: Int Skill = 7 for most Tasks. Digging and Lore.
25. Taunt: Cha Skill = 13. Target Opponent will attack you first.
26. Recruiter Cha Skill = 7. Hire Mercenaries, Henchmen, Troops, Retainers.
27. Befriend: Cha Skill = 12. NPC becomes friendly.
28. Track: Wis Skill = 15. For Hunting Down Man, Beast, or Monster
29. Survival: Int Skill = 12. Find Food, Water, Shelter. Make Fires.
30. Guile: Cha Skill = 12. Lie, Bluff, Con, Manipulate, Intrigue
31. Dance: Dex Skill = 10 for most Performances.
32. Lookout: Wis Skill = 14. Detect Hidden Enemies.
33. Spelunking: Dex Skill = 10. Climbing using Ropes and Pinions.
34. Tinker: Int Skill = 15. Make an Fix Machines, Apparatus, Devices.
35. Circus Acts: Dex Skill = 12. Wire Walking, Trapeze, etc.
36. Gymnastics: Jump +1 Space. Get +1 to Jump Rolls. Also Pole Vault
37. Acrobatics: Dexterity +1. Get +1 to Jump Rolls. Hand Springs, Back-Flips, Tumbles
38. Scouting: Int Skill = 12. Foe Numbers and Dispositions.
39. Streetwise: Cha Skill = 13. Gain Information. Make Contacts.
40. Jump: Dex Skill = 13. Long Jump, High Jump, etc.
41. Mighty Deeds: Str Skill = 17. Bend Bars, Lift Gates.
DEMI-HUMAN SPECIAL ABILITIES
1. Cheer: (Halflings) Cha Skill = 12. Remove Anger, Anxiety, Frustration in Companions.
2. Small: (Halfling) Def +1
3. Sword and Bow: (Elf) +1 Attack with Sword or Bow.
4. Worldly Lore: (Elf) Int Skill = 13. Know random useful Trivia from far away or long ago.
5. Legendary Toughness: (Dwarf) Hits +2 and Constitution +1
6. Underground Lore: (Dwarf) Int Skill = 14. Inhabitants, Geology, Structural Minutiae.
A First level Mage may cast 5 Spells per Day. And 1 more for every level above.
Mage Spells per day is Modified by the Intelligence Stat.
If a Mage loses his Spell Book, his number of Spells per day is -4.
It would take 20 Gold and a Month of Research and writing to recreate.
A First level Priest may cast 3 Spells per Day. And 1 more for every level above.
Priest Spells per day is Modified by the Wisdom Stat.
Priests that anger their God get penalties to their Spells per Day.
Rituals take 1D3 Hours to complete and require rare Spell Components.
Spells of Level 5 and Above can be cast a max of once per day.
A Magic Scroll allows 1 extra spell written on it to be cast for free, whether
the Mage knows the Spell or not. The Scroll is then used up.
Note: Mages can cast spells they don't know if they read them from a Book.
See the Spell Failure Rules if they Attempt this. Spells the Mage does not
know can be transcribed to his spell book from Scrolls, Tomes, for this purpose.
The Multiclassing option costs 2 SA Slots. It may be taken at level 1.
You get the Saving Throw Bonuses of Both Classes and
You can now pick SA from the Lists of Either Class.
Humans can have a Max of 2 Classes. Elves can have a max of 3 Classes.
Multi-Class Characters gain 1D6 Hit Points per Level.
Multi-Class Characters get only 2 Spells per Day and 1 more for every level
above total, even if they are both Priest and Mage. A Priest/Mage gets to
add both Intelligence and Wisdom bonuses to Spells per day.
Each player starts with 1 Fate Token. Humans start with 1 extra Token.
They can be spent to re-roll a target roll or change a roll by + or - 1.
The DM can reward more for good Role-playing. As Compensation for not
having Saving Throw Bonuses, Humans always start every gaming Session
with at least 1 Token.
**************DUNGEON MASTERS GUIDE**********************
FUMBLES AND SPELL FAILURE
There is no good way to incorporate these into Attack Rolls or Save Rolls.
Every time a Character Attacks or Casts a spell the DM first rolls 1D20.
On a roll of 1 the character Rolls on the Fumble or Spell Failure Table.
The DM of course does this at his discretion. A Character Afflicted with
a Clumsy Curse will Fumble on a roll of 1-4. A Mage casting a spell he
doesn't know, by reading from a Book, will invite Failure on a roll of
1-3 plus his targets get +2 Save and he uses up an extra Spell per Day.
SPELL FAILURE TABLE
1 Misfire: Spell does something Strange and unexpected.
2 Friendly Fire: Pick another random Target in the Vicinity.
3 Fizzle: Caster cannot use that Spell again for the rest of the Day.
4 Spellburn: Caster takes 1D4 Damage
5 Exhausted: Caster Knocked out for 2D6 Minutes
6 Corruption: Caster Mutated (Or God Angered if Priest)
1 Trip: Go Prone: -2 to all rolls until you get up.
2 Drop Weapon: Lands 1D6 Spaces away.
3 Weapon Stuck: Door, Tree, Ribcage.
4 Accidently Strike Nearest Friend.
5 Hurt Self: 1D4 Damage. Embarrassment.
6 Knock Self Unconscious: 2D6 Minutes.
If one side is completely unaware of the other, they can be Surprised.
The side doing the Surprising is called the Ambushers. The Ambushers get
one free turn of Attacks with no retaliation. The side being Ambushed has
a chance to notice and negate the Surprise. They get to roll using the Lookout
Skill. Subtract the Stealth Bonus of the enemy from the roll. If the opposing
Monsters have the Ambush or Surprise Tag they have a Stealth Bonus of +4.
Roll for Initiative. Roll High on D20 to see who goes first. Add Dex Bonuses.
If there are lots of combatants roll for Groups instead of Individuals. To
speed play, just have 2 Groups, the PC's and the Monsters. On the players just
have them go around the table clockwise.
ATTACKING AND DEFENDING
If the Attacker has a Higher Total Attack Bonus (AB) then the Defense Bonus (DB
of the Defender then the Attacker has the Advantage. If the Defender's total is
equal to or Higher than that of the Attacker, The Attacker is said to be at a
An Attacker with Advantage Rolls 1D20.
An Attacker with Disadvantage Rolls 1D12.
A roll of 10 or higher is a Hit.
A roll of 20 is a critical hit and does Double Damage.
Monsters get Attack and Defense Bonuses per their Description.
Not negative (penalty) AB would be the same as a positive DB.
SOME COMBAT MODIFIERS
Modifier: AB: DB: Notes:
Small Shield 0 +1 Buckler, Target
Main Gauche 0 +1 Or Cloak, Torch
Medium Shield 0 +2 Round
Large Shield 0 +3 Kite, Wall, -1 Move
Light Armor 0 +1 Leather, Padded, Ring, Hide
Medium Armor 0 +2 Chain, Splint, Scale, Half Plate
Heavy Armor 0 +3 Plate Mail. -1 Move, -2 Lookout
Surprise (Ambush) +2 0 Hidden Attackers
Flanking Attack +1 0 Attack from Side
Attack from Behind +2 0 -
Dual Weapons -2 0 Both Primary and Off-Hand
Short Range +1 0 And Point Blank
Medium Range 0 0 -
Long Range -2 0 -
Far Range -5 0 -
Ranged Attack -2 0 Bad Weather, Dim Light, Fog, Mist, Smoke
Ranged Attack -3 0 Cover (Soft or Hard)
Higher Ground +1 0 And Horseback
Attacker Blinded -6 0 -
Defender Blinded +2 0 -
Attacker Confused -2 0 Or Weakness, Prone
Defender Confused +2 0 Or Weakness, Prone
Attacker Swinging -2 0 Swashbuckling, Fancy Maneuver
Giant Atking Small -4 0 Dwarves and Halflings
1D2 Unarmed, Grapple, Punch, Kick, Whip
1D3 Mailed Fist, Shield, Pommel, Improvised Weapon, Torch
1D4 Dagger, Knife, Club, Staff, Sling Stone
1D6 One Handed Weapon, Arrow, Bolt
1D8 Two Handed Weapon, Longbow, Heavy Crossbow
+2 From Horseback
Characters may attack to Subdue instead of to Kill. If so the target is
incapacitated (Knocked-out, restrained) instead of being killed when its
Hit Points are reduced to Zero.
If a target is Incapacitated (restrained, unconscious, paralyzed, asleep)
it can be killed automatically.
To Save Roll D20. Add Any Save Bonuses.
Any modified roll of 15 or higher is a Save.
Dwarves get +4 vs Poison, Charm, Cold, Acid, Smells, Crushing Traps
Elves get +4 vs Disease, Paralyzation, Sleep, Age, Fairy Magic
Halflings get +4 vs Death, Madness, Missiles, Drain, Blade Traps
Fighters get +4 vs Fear, Petrification, Breath, Gaze, Blindness, Swallow
Priests get +4 vs Control, Curses, Confusion, Polymorph, Fire
Rogues get +4 vs Falls, Blasts, Illusions, Capture Traps
Mages get +4 vs Spells, Fire, Rods, Staves, Wands, Scrying
Monsters get +1 to Save vs Anything per 2 Hit Dice up to a max of +10
All Characters may attempt Skills and Lores (Disguise, Find Trap, etc.)
Unless you actually own that Skill as a SA you get -5 to the Roll. The DM
can add more penalties or bonuses based on the difficulty of the action.
An incredibly difficult action may get a further -5 penalty.
SKILLS VS SAVING THROWS
Occasionally it may seam unclear whether a Skill or a Saving Throw is in order.
In general, Skills involve premeditated actions, while Saving Throws are
purely reactionary. For example: Jumping across an uncovered pit would be a
Skill (Jump Skill) whereas falling down a covered pit would be a Saving
Throw (Save vs Fall). Some Traps may require Multiple Saves, for Example:
A Poison Dart Trap would first be a Save vs Blades. If that failed the
Character would then need to Save vs Poison. More Examples: Climbing out of
the Pit may require a Climbing Skill Check. Pulling oneself up after catching
the edge of a pit might require either a Mighty Deeds or Climbing Skill Check.
Instead of killing a Character off, the DM can put them in a difficult
situation requiring additional Skill Checks.
Don’t Overprep. Just go for a simple Dungeon Crawl.
All you need is a Tavern/Inn, Smithy, Church, Trader, and a Dungeon.
The Dungeon should have 10 Levels. Each Level has 20 +1D20 Rooms.
At the start of your campaign just flesh out the first level.
The Big Bad. Decide who the Boss is residing on the Tenth Level.
Is it a Sorcerer, Evil High Priest, Dragon, Demon. Just pick one.
The Tavern is a source or Rumors, Fresh Heroes, Retainers, and Side Quests.
All manner of goods can be bought or sold at the Shops.
At the Church Characters can be healed, cured, and Resurrected for a Price.
There is a 25% any resurrection will end in failure and the Character can
never be brought back again (His Soul has been claimed by a higher Power).
As seen in the Player Guide Above, it should only take a few minutes
To make up a Character. For the game to have real impact and Drama,
Characters will die. Traps and Monsters are Deadly. They can kill without
Warning in Seconds. Stupidity is rarely forgiven. Check for Traps, Scout
Ahead, Be Prepared, Use Sound Tactics, Have Retainers, Don’t Charge
Ahead, Retreat if need be, Have a wide selection of Spells, Listen for
Rumors, Maps, and Clues, Avoid unnecessary Combats. Don’t run out of
Torches, Bring Rope, String, and 10 Foot Poles. Stock up on Holy Water,
Potions, and Scrolls. Use Caltrops to deter Pursuit. Listen at Doors. Prepare
Ambushes. Set Watches. Play like your Life depends upon it because it does.
Losing a Character means starting over with a lower level one. You are
Not out of the game but you may hurt the long term Progress of the Quest.
Of course a truly Heroic Death is one that you can be rightfully be Proud of.
EXPERIENCE AND LEVELING UP
Realistically, How many game sessions do you think you will get out of your
Group? Two? Five? Twenty? As DM you should aim for players to reach
Ninth or Tenth Level by that time so they can fight the Final Foe. Ideally
You might aim for and get one Dungeon Level finished per session and have
The players increase by one level at the end of each session. If you think the
Players are only good for 2 Sessions you might want to make it just a 4 Level
Dungeon. If they are good for 20+, then you might want to do 2 Campaigns.
The Player will need a replacement Character right away.
Have the player take over a NPC Traveling with the party. This could be a
Hired Mercenary or a Freed Captive. Or have the player roll up a new
Character real quick and make him one level lower than the rest of the
Party (or the same level if he died a Heroic Death). He is found wandering the
Dungeon alone, having lost the rest of his companions, or has just escaped
Captivity by a Dungeon Denizen. In case of a Total Party Kill start over in the
Tavern with New Characters. Many Strive for greatness but only a Lucky few
Succeed. Separation: Sometimes a Character is not killed but rather is
Separated from the Party. Do not Short-Change that player his Play time.
Reunite them quickly or add enough Characters so that the players are
Running 2 complete parties in Shifts.
Get in touch with your inner 14 year old.
When designing things and just before play the DM should spend some time
Looking at RPG art from the 1970’s. Look at your old D&D books and Modules.
Print Some. Make Mini-Posters for your Gaming Area.
Spend a few minutes reading random passages from Books off your shelf
of Fantasy Novels: Tolkien, Conan, Elric, Amber, Xanth, Grendel, Redwall, etc.
Music: Have some Tavern music and some Dungeon type Music for actual play.
While Designing use the Soundtrack from the Conan the Barbarian Movie.
You are a fan of the genre. Once you get in the Mood your enthusiasm will
Be on high and that will in turn increase the Enthusiasm of your Players.
The Player who says “I just want to kill some stuff”.
Is Combat getting you down? Too many Steps? Is it Overlong?
Is there too much Bookkeeping? Too many Calculations?
Remember, there is a lot more to D&D than just Combat.
There is Loot and Magic Items and Exploring and Mapping.
There are NPC’s to talk to, befriend, recruit, help, and steal from.
There are Rumors to be discerned and Quests to be Received.
There are Damsels in Distress and Captives to be Rescued.
There are Portals to be Closed and Evil Rituals to be Stopped.
There is Logistics: Rations, Torches, Arrows, Spells, Wounds, Gold, and
Equipment to be carried and kept track of.
There are Tricks and Traps, and Riddles and Puzzles to be solved.
The easiest way to handle the Combat problem is to think about
Combat as if it were a Puzzle or a Riddle. Often these have an easy
Solution. If the Solution presents itself the Combat is ended immediately.
Go ahead, put the Giant to Sleep. Charm that Black Knight. Turn that Dragon
Into a Bunny Rabbit. Holy Word that Vampire. Immolate that Mummy.
Petrify that Hydra. Just because it’s big and bad doesn’t mean you have
To fight it for 20 Turns. The resourceful Heroes can kill, incapacitate, or
Control a Foe on turn one. And the Dungeon will return the favor. A
Poison Trap will kill your point man and a Water trap will kill the whole
Party, unless you have a Poison Antidote Potion and a Water Breathing Spell.
That Medusa will turn you all to stone turn after turn unless you have a
Stone to Flesh Spell. Take that Ice Elemental out with your Flaming Sword.
Burn the Troll to Cinders. Shoot the Cyclops in the eye with an arrow.
Combat is all about having the Right Tools. If you have the right Spell or
Weapon or Tactic or Relic you win and you win quickly. Now you may worry
That the Players are killing Monsters too quickly. The Solution… Add more
Monsters, Bigger ones, Larger, Mixed Groups. What could be more Heroic
Than that? Combat is just a mini-game within a larger Meta Game of Resource
Management involving: Survival, Leveling Up, Gaining Powers and Allies, and
Defeating The Final Foe (by learning his one Weakness… The Demon Sword).
DRAMA AND DESCRIPTION
Describe the Foes. Make the players realize how really Horrible, or Fiendish, or
Disgusting, or Frightening they truly are. What are they doing? Lying in Wait,
Gambling, Snacking on Bones, Sleeping, Sharpening their Claws, Scratching an Itch.
Describe the Setting. The Grim Décor, The Tattered Drapery, The Broken Statuary.
The Ornately carved Dias, The Throne of Bones, The Skeletons chained to the
Walls, The Iron wrought Gate, the Flickering Candles, The Smoking Braziers.
Describe the Relics. The shimmering Blue liquid in the Triangular shaped Bottle,
The Jewel Encrusted Battle Axe, The Black Dragon Hide Bound Book.
Describe enemy Deaths in all their Spectacular Gory Glory. The Impalements,
Eviscerations, Beheadings, Melting Faces, Brain Splattering, and Streams of Blood.
However, Don’t do Voices unless you are extremely confidant and 200% committed.
Some Characters may complain about the limited spell selection. Simply put, these
are the spells that are readily available to them in their day and age. Others
exist, but they are rare. they can be found in far away places or in the Spell
Books found entombed in ancient Ruins. New Spells can also be invented, which
can take years. Finding a new Spell can bring great Fame to the Mage who does so.
Many Spell like effects are only available in the form of Potions, Relics, and
Creature Abilities or through lengthy Rituals.
MAKE EVERY MOVE COUNT
Sure they made the saving throw, but How? Did they shake it off? Was it a
Narrow escape? Did they find Cover? Duck or Dodge? Slide or Sidestep?
Jump or Swing? Was it Force of Will? Or Superhuman Endurance?
Sure the Attack didn’t Hit, but maybe you drove them Back or
Distracted them while the Mage readied a Spell. You Failed Skill Check: What are
the Repercussions? Even if A Character does something minor the DM can describe
the results at a Level of Detail the Players will find interesting.
1 Under the Castle
2 Under the Temple
3 Under the Ruins
4 In the Mine
5 In the Caves
6 Through the Portal
CREATING A TO GO DUNGEON MAP
One Level of a Dungeon.
On a piece of paper make 20+ circles. These are Rooms.
Next Draw Lines connecting them. These are Hallways.
Some lines can connect to other Lines.
Hallways can also be referred to as Tunnels or Corridors.
For each room roll on both the Room Contents Table and the
Room Type Table.
ROOM CONTENTS TABLE
1D6 Contents: Notes:
1-2 Enemy Roll on the Enemy Type Table
3 Trap Roll on Trap Table
4-6 Nothing -
ROOM TYPE TABLE
1D20 Type: Notes:
1 Library Books, Study, Mosaics, Wall Carvings, Ruins
2 Laboratory Potions, Poisons, Magic Pools, Sulfuric Pits
3 Tomb Grave, Catacombs, Coffins, Mounds, Ossuary
4 Bathroom Robing Room, Trash, Waste, Magma Pits, Quick Stone
5 Storeroom Tools, Supplies, Mushroom Caves, Barrier, Flowstone
6 Throne Room Meeting Room, War Room, Large Cavern, Central Chamber
7 Sleeping Quarters Bedrooms, Barracks, Harem, Lair, Burrows, Nest
8 Prison Oubliette, Cage, Torture Chamber, Crevasse, Dark Stone
9 Labyrinth Maze, Dead End, Lava Tubes, Canyon, Dry Cave
10 Treasure Room Relic Room, Treasury, Reliquary, Crystal Caverns
11 Guard Chamber Observation Post, Trap Room, Ambush Point, Border
12 Kitchen Cooking Chambers, Butcher, Hearth, Hunting Grounds
13 Mines Quarry, Shafts, Elevators, Ore, Rubble, Rich Veins
14 Shrine Altar, Chapel, Ceremonial, Temple, Monoliths, Sacred Ground
15 Cistern Water, Underground Lake, River, Sea, Hot Springs
16 Entranceway Antechamber, Stairways, Portal, Gateway, Glow Stone
17 Armory Training Room, Rift, Gorge, Abyss, Battlefield
18 Workshop Pottery, Smithy, Artificer, Apparatus, Geodes
19 Trophy Room Enemy Heads, Skulls, Armor, Vault, Ice Cave, Clear Stone
20 Dining Room Mess Hall, Gallery, Columns, Wet Cave, Pumice
Every Hallway connecting to a Room or another Hallway has a Doorway.
Roll on the Doorway Table.
Note: Some Doors can only be opened (or revealed in the case of secret
Doors) by special means: Pressing a Wall Stone or removing a Book from a
Shelf or Interacting with a Magic Statue or Answering a Riddle.
1D10 Type Notes:
1 Regular Door -
2 Archway No Door
3 Trapped Door -
4 Trapped Arch -
5 Barred Door -
6 Locked Door -
7 Stuck Door -
8 Metal Gate Can be Lifted or Bars Bent
9 Secret Passage Hidden from one side
10 Trapped Secret Passage -
Note: In Natural Cave Systems Doors will be mostly absent.
DOOR TYPE TABLE
ENEMY TYPE TABLE
1D20 Type: Sample:
1 Men Bandits, Chaos Warriors, Cultists, Thieves, Other Adventurers
2 Humanoid Kobolds, Goblins, Orcs, Bugbears, Gnolls, Grimlocks, Kuo-toa
3 Giant Ogres, Ettins, Cyclops, Trolls, Stone Giants, Minotaur
4 Dragon Wyvern, Wyrm, Drake, Black Dragon, Serpent, Dragon Turtle
5 Monster Hydra, Medusa, Basilisk, Abomination, Chimera, Manticore
6 Beast Warg, Giant Lizard, Cave Bear, Lion, Crocodile, Purple Worm
7 Plant Fungi, Treant, Strangle Weed, Mushroom Men, Creeping Kudzu
8 Slime Green Slime, Grey Ooze, Gelatinous Cube, Black Pudding
9 Animated Gargoyle, Golem, Dancing Sword, Construct, Hollow Armor
10 Shifter Werewolf, Doppelganger, Shape-Changers, Lycanthropes
11 Swarm Insects, Rats, Bats, Snakes, Spiders, Stirges, Piranhas
12 Demon Devil, Succubus, Imp, Pit Fiend, Hell Hounds, Warpspawn
13 Undead Skeleton, Zombie, Vampire, Ghoul, Mummy, Lich, Coffer Corpse
14 Spirit Ghost, Spirit, Shade, Wight, Wraith, Specter, Revenant
15 Fey Pixie, Sprite, Dryad, Redcap, Fairy, Unicorn, Sylphs
16 Elemental Earth, Air, Fire, Water, Ice, Metal, Magma, Snow, Plasma
17 Water Shark, Barracuda, Giant Clam, Gar, Octopus, Bunyip
18 Cold Frost Giant, Ice Toad, Yeti, Winter Wolf, Ice Devil
19 Fire Salamander, Fire Giant, Fire Newt, Efreeti, Phoenix, Azer
20 Rare Djinn, Aliens, Xorn, Umber Hulks, Lurker, Beholder, Mind Flayer
Note: An Enemy might easily fall under 2 or more categories. For instance: A
Red Dragon would be under both Fire and Dragon. Or a Clockwork Beast
Would be under Animated and Beast.
Monster Stats will have to be altered to match the Character power levels of
this system. Most Important Stats are Attack, Defense, Initiative, Damage,
Movement, and Hit Dice (Each HD is 1D6 Hit Points).
1D20 Type: Notes:
1 Fall Pit, Crevasse, Bottomless Pit
2 Crush Collapsing Ceiling, Wall, Boulder
3 Wits Puzzles, Riddles, Lore, Music
4 Removal Rust, Shatter, Disenchant
5 Energy Lightning, Disintegration
6 Fire Lava, Fire Pit, Immolation
7 Blast Bomb, Explosive Runes
8 Cold Freezing Trap
9 Acid Corrosive Mist, Acid Spray
10 Water Submerging Room
11 Separation Chute, Slide, Lowering Wall, Teleport
12 Delay Barrier, Blocked Tunnel
13 Air Howling Wind, Suffocation
14 Blade Spear, Scythe, Spikes
15 Poison Toxic Fumes, Poison Darts, Poison Gas
16 Mental Fear, Madness, Confusion
17 Disease Spores, Nausea, Sickness, Weakness
18 Curse Doom, Polymorph, Petrification
19 Illusion Endless Stairwell, Fantastical Delights
20 Capture Nets, Cage, Snare, Alarm
Fighting Monsters with no Treasure is often a waste of time.
Dragons have their Hoards. Men and Humanoids are greedy and will
carry as much as possible. Monsters, Slimes and Beasts will have random
Things scattered in their lair among the bones of their victims. Birds
Like Shiny Things. Animated Monsters may be composed of precious
Stones and metals. The pelts of Beasts can be sold. The Blood, Bones,
and Organs of many Monsters can be sold to Magic Shops for their
value as Spell Components. Dragon Meat is a Delicacy in many places.
The Undead often still carry their Relics or may have their old possessions
nearby . Tombs haunted by spirits may be filled with Treasure. Demons
and Devils frequently adorn themselves with Jewelry and arm themselves
with Magic Weapons. Defeated Djinn can be used to wish for Wealth.
Friendly NPC’s may give players gold or Relics to help them on their Quest.
Players want Loot. Give it to them if they earn it. They especially want
Magic Items. The party should be able to acquire 1D4 or more relics per
Session. If you need some ideas for a Relic, roll on the Relic Table.
1D12 Magic Item:
2 Other Weapon, Arrows, Quiver, Bow, Hammer
3 Armor, Shield, Helmet, Bracers, Gauntlets, Armbands
4 Potion, Elixir, Oil, Candle, Dust, Glue, Solvent, Antidote
5 Scroll, Book, Map, Manual, Tome, Deck, Glasses, Goggles
6 Ring, Jewelry, Amulet, Necklace, Talisman, Brooch, Bead
7 Wand, Staff, Rod, Circlet, Headband, Medallion, Scarab, Torc
8 Hat, Boots, Cloak, Robe, Belt, Gloves, Clothes, Wings, Rope
9 Orb, Sphere, Gem, Globe, Eye, Rune, Stone, Pearl, Cube, Ball
10 Carving, Fetish, Doll, Key, Pole, Pot, Cup, Jug, Bottle, Figurine
11 Horn, Lute, Flute, Drum, Chime, Pipes, Harp, Apparatus, Box
12 Lantern, Shovel, Mirror, Broom, Fan, Brazier, Bag, Carpet, Tool
RANDOM FIRST LEVEL RELICS TABLE
1 Potion of Healing
2 Scroll: 1 Mage Spell
3 Long Sword +1
4 Dagger +1
5 Medium Shield +1
6 Leather Armor +1
7 Ring of Protection +1
8 Mace +2 vs Undead, Demons, Spirits
9 2D6 Arrows +1
10 Vial of Holy Water (1 Use) 3D6 Dam vs Undead, Demons
11 Wand of Light (As Light Spell. Use 3 times Day)
12 Elven Boots (Move +1)
13 Short Sword +1
14 Staff +1
15 Dwarven Axe +2 Damage
16 Halfling Pipeweed (1 Use) Negate Combat
17 Rogue's Cloak (once per Day) As Invisibility Spell
18 Skeleton Key (1 Use) Open 1 Locked Door
19 Book: 1 Mage Spell
20 Amulet: Get 1 extra Spell per Day
GODS AND DEITIES
Need an Ounce of Worldbuilding? Need a Generic Pantheon?
Here it is. 20 Gods to Go. Let the Characters pick which God or Gods
LIST OF GODS
Title: Name: Notes:
Creator God: Abraxis Father God, Conjuration, Law, Matter
Priest SA: Animate Spell, Summon Elemental Spell
Sky God: Airius Freedom, Air, Winds, Birds, Good
Priest SA: Feather Fall Spell, Fly Spell, Swift, Can use Bows, Slings
Sea God: Nepton Water, Sea Life, The Abyss, Fishing
Priest SA: Water Breathing Spell, Can use Dagger, Trident
Moon Goddess: Lunora Women, Tides, Lycanthropes, Change
Priest SA: Polymorph Spell, Can use Dagger, Sickle
Fire God: Surtaz Devils, Evil, Destruction, Energy
Priest SA: Fire Spell, Diabolism Spell Can use any Weapon
Storm God: Shibboth Thunder, Lightning, Storms, Chaos
Priest SA: Air Spell, Thunder Spell, Can use Lightning Spell at Level 3
Mountain God: Durin Earth, Dwarves, Gold, Mining, Law, Blacksmiths
Priest SA: Shield Spell, Earth Spell, Artificer, Tough
War God: Crom Battle, Fighters, Victory, Humanoids
Priest SA: Strength Spell, Can use any Arms or Armor
Sun God: Solaris Light, Good, Elves, Dreams, Fey
Priest SA: Light Spell, Can use Spear, Swords, Bows
Life Goddess: Gaiyame Nature, Life, Beasts, Plants, Healing, Hunting
Priest SA: Familiar, Change Size Spell, Can use Spear, Bows
Death God: Hadross Undead, Disease, Spirits, Evil, Underworld
Priest SA: Necromancy Spell, Death Ray Spell, Can use Dagger, Scythe
Dragon God: Tiamat Dragons, Stars, Greed, Pride, Anger
Priest SA: Arcane Power, Disintegration Spell, Can use any Melee Weapon
Fate Goddess: Fortuna Destiny, Prophesy, Law, Time, Fate
Priest SA: Scry Spell, Blind Fighting, Gambit
Trickster God: Ulik Rogues, Illusions, Chaos, Tricks, Luck
Priest SA: Illusion Spell, Haste Spell, Can use Rogue Weapons
Love God: Erodite Romance, Courtship, Sex, Seduction
Priest SA: Charm Person Spell, Get +2 to Seduction, Can use Dagger
Mother Goddess: Freyla Birth, Seasons, Harvest, Rain, Good, Fertility
Priest SA: Counter Spell, Sleep Spell, Can use Dagger, Scythe
Magic God: Xoth Mages, Spells, Knowledge, Lore, Law
Priest SA: Identify Spell, Detect Magic Spell, Can use Dagger
Mad God: Slaug Monsters, Chaos, Fear, Demons, Corruption, Mutation
Priest SA: Diabolism Spell, Curse Spell, Can use Dagger
Order God: Doros Law, Men, Civilization, Music, Math
Priest SA: Wards Spell, Comprehend Spell, Can use Sword
Dark God: Frigor Darkness, Shadow, Cold, Evil, Space
Priest SA: Cold Spell, Teleport Spell, Invisibility Spell, Can use Dagger
Gandomon the Wizard.
Level 10 Good Human Mage/Fighter.
Hit Points = 40 Str = 15 Int = 18 Wis = 14 Dex = 10 Con = 11 Cha = 17
SA = Dual Wield, Light Spell, Sword Proficiency, Identify, Comprehend,
Music, History, Scry, Ride, Carousing, Tough, etc.
Relics: Magic Sword, Staff, Hat, Robes, Rings, Wands, Bag of Tricks.
Notes: Hangs out in the Tavern a lot. Will befriend the PC's. Source of
Rumors, Advice, Encouragement. Knows about the Big Bad at the bottom of
Maxwell the Smith.
Level 4 Good Human Fighter.
Hit Points = 30 Str = 17 Int = 14 Wis = 13 Dex = 12 Con = 13 Cha = 9
SA = Muscularity, Blacksmith, Toughness, etc.
Relics: Magic Hammer, Scale Mail
Notes: Proprietor of the local Smithy. Can Forge Weapons and Armor to Order.
Buys and Sells. Knows the occasional Rumor.
Level 3 Neutral Human Rogue.
Hit Points = 13 Str = 10 Int = 15 Wis = 14 Dex = 13 Con = 9 Cha = 13
SA = Haggling, Appraisal, Guile, Etc.
Relics: Various and all for sale. Behind the Counter.
Notes: Owns the local Provisioners Shop. Will buy and Sell Anything
High Priestess Shalame.
Level 8 Lawful Human Female Priest
Hit Points = 27 Str = 10 Int = 15 Wis = 18 Dex = 10 Con = 12 Cha = 16
SA = Heal, Cure Disease, Cure Blindness, Cure Madness, Preacher, etc.
Relics: Magic Bracers, Amulet, Staff, Mace, Girdle, sandals, Rings
Notes: Leader of the local Church of our Lady Fortuna. Will cast spells
at a steep Price. Not very friendly and will not discuss Rumors.
Gustov the Innkeeper.
Level 2 Lawful Human Rogue.
Hit Points = 10 Str = 9 Int = 13 Wis = 8 Dex = 13 Con = 12 Cha = 15
SA = Streetwise, Swindler, Cooking, Carousing, Appraisal, etc.
Relics: Magic Ring.
Notes: Owner of the Tavern/Inn. Jolly, Portly Fellow. Comic Relief.
Most Rumors he knows are wildly untrue.
Bargos the Brave
Level 1 Neutral Dwarf Fighter
Hit Points = 12 Str = 16 Int = 11 Wis = 7 Dex = 8 Con = 17 Cha = 9
SA = Legendary Toughness, Underground Lore, Shield Bash, Brawl, Sweep
Relics = Nothing Magic. Hammer instead of Sword.
Notes: Mercenary. Available as Henchman. 10 Gold per Day.
Boisterous, Braggart. Prone to Changing his Mind.
Vash the Blade
Level 3 Chaotic Human Fighter
Hit Points = 25 Str = 16 Int = 9 Wis = 7 Dex = 12 Con = 13 Cha = 10
SA = Toughness, Leadership, Warrior, Prowess, Intimidation, Taunt, etc.
Relics: Magic Sword and Shield
Notes: Leader of a Rival Adventuring Band. They make Forays into the
Dungeon to find Treasure. In the Tavern they are Friendly. In the Dungeon
less so. They will demand right of way, and claim any loot lying around.
If the PC's are weak, they may threaten or even attack.
Level 7 Good Human Female Priest
Hit Points = 23 Str = 9 Int = 12 Wis = 16 Dex = 10 Con = 11 Cha = 17
SA = Music, Turn Undead, Heal, Detect Evil, Divination, Holy word, etc.
Relics: Magic Staff, Light Armor, Necklace, Rings, Cloak
Notes: Disciple of Erodite. Spends much of her time in the lower levels
of the Dungeon, Wandering about the Catacombs, the Labyrinths, and
the Shores of the Underground Sea. She sings woeful dirges to her Lost
Love, a high Level Fighter named Merrick, who is now either a captive
or a Minion of the Final Foe.
Arat the Assassin
Level 6 Evil Human Rogue.
Hit Points = 20 Str = 13 Int = 12 Wis = 10 Dex = 15 Con = 11 Cha = 7
SA = Cutthroat, Sneak, Disguise, Poison Lore, Climb, etc.
Relics: Magic Dagger, Cloak, Boots, Belt
Notes: Servants of the Final Foe lurk above ground as well as below.
Arat will kill a PC in his sleep if possible and leave a note warning them
to stop entering the Dungeon or meet the same Fate.
Nine Fingered Nick
Level 2 Chaotic Human Rogue.
Hit Points = 9 Str = 10 Int = 9 Wis = 6 Dex = 14 Con = 12 Cha = 9
SA = Pick Pockets, Sneak, Climb, Swift, Carousing, etc.
Relics: None. He sold them.
Notes: Adventurers are magnets for thieves and con-men hoping to make
a Quick Score. Nick is one such example. Most likely he will attempt
to grab and run.
Haymish the Vampire Slayer
Level 8 Lawful Human Mage/Priest.
Hit Points = 33 Str = 13 Int = 16 Wis = 17 Dex = 9 Con = 10 Cha = 13
SA = Heal, Light, Turn Undead, Teleport, Disintegrate, CoP, Smite,
Holy Word, Resurrection, Holy Avenger, Fireball, etc.
Relics: Magic Heavy Armor, Rod, Shield, Cube, Potions
Notes: Wanders the Dungeon, thinning out the Hordes of Undead and helping
Adventurers in need. If the PC's are in big trouble, he may show up to help
for 1 combat or 1 situation. He will help them back to the surface. He does
not ask for pay, only that those he aids pray with him to his god Doros.
Level 10 Lawful Human Fighter.
Hit Points = 60 Str = 17 Int = 16 Wis = 15 Dex = 10 Con = 12 Cha = 17
SA = Leadership, Etiquette, Honor, Guile, History, Champion, etc.
Relics: Magic Sword, Arms and Armor, Rings
Notes: Lord of the Castle. Regent of West March. Concerned about the Dungeon
near/under his Castle. At higher levels will give Players Quests with good
WANDERING MONSTER TABLES
If the players are lingering too long or wasting to much time, these guys
show up. Higher and Lower level creatures may also appear. Stationary type
monsters and Boss type Monsters are not included because they don't usually
wander. Note: This is how the Dungeon gets restocked with Monsters and
Treasure. New Inhabitants are constantly moving in. Wandering Monsters will
have reduced amounts of Treasure compared to their brethren in proper Lairs.
HD = Hit Dice, AB = Attack Bonus, DB = Defense Bonus. Dam = Damage
Note: DB includes Armor and Shields factored in.
Immune to Normal Weapons: Requires Magic Weapons to Hit. Spirits, Elementals,
and Lycanthropes all have Immunity to Normal Weapons.
Multiple Attacks: Dragons for instance will have Breath Attacks, Claws, Bite,
Wing Flaps and Tail Slaps. A Hydra will have 2D6 Fire-breathing Heads.
Slimes, Animated Foes, Undead, and Spirits are Immune to Sleep and Charm Spells
FIRST LEVEL WANDERING MONSTER TABLE
1 Plague Rats. Swarm (Disease) HD = 1 DB = 4 Dam = 1D3
2 Large Spider (Webs, Poison) HD = 1 AB = 1 DB = 1 Dam = 1D3
3 Skeletons. Undead (Immune to Piercing Weapons) HD = 1 DB = 2 Dam = 1D6
4 Kobolds (Ambushers) A few Coins. Nets and Spears. HD = 1 DB = 2 Dam = 1D4
5 Green Slime (Acid) No Treasure. 1D4 turns to scrape off. HD = 1 Dam = 1
6 Imps. Demons (Taunting, Rock Throwing, Flying) HD = 1 AB = 1 Dam = 1D2
7 Goblins (Shaman has Spells) Potions, Swords & Bows. HD = 1 DB = 2 Dam = 1D6
8 Carrion Crawler (Paralyzation) Treasure in Gut. HD = 2 AB = 1 Dam = 1D3
9 Will-o-Wisp. Spirit (Mislead, Lure) HD = 1 DB = 5 Move = 8 Dam = 0
10 Thief. Adventurer (Steal, Backstab) Coins, Magic Dagger HD = 1 DB = 1 Dam = 1D4
11 Cultists. Men (Priests/Mages) Relics HD = 1 AB = 1 DB = 1 Dam = 1D6
12 Giant Toad (Sticky Tongue, Swallow) Treasure in Gut. HD = 2 AB = 1 Dam = 1D2
13 Bombardier Beetles. Swarm (Flying) HD = 1 AB = 2 DB = 2 Dam = 1D4
14 Beastmen (Charge, Shaman has Spells) HD = 1 AB = 2 DB = 1 Dam = 1D6
15 Red Caps. Fey (Ambush) Daggers. HD = 1 AB = 2 Dam = 1D4
16 Brownie. Fey (Polymorph Spell) HD = 1 DB = 2 Dam = 1D2
17 Rat-Men (Ambushers) Assorted Weapons. HD = 1 AB = 1 DB = 2 Dam = 1D4
SECOND LEVEL WANDERING MONSTER TABLE
1 Orcs (Shaman has Spells) Crossbows. HD = 2 AB = 1 DB = 3 Dam = 1D6
2 Manes. Demons (Fire) HD = 2 AB = 3 Dam = 1D6
3 Zombies. Undead (Regeneration) HD = 2 Dam = 1D6
4 Giant Skunk (Smell) HD = 2 Dam = 1D6
5 Mole-Men (Ambush, Darkness) Ankle Biters. HD = 2 AB = 1 Dam = 1D4
6 Rot Grubs (Disease) 1D6 Damage to Remove. They do 1 Damage per Hour.
7 Shadow. Spirit (Darkness, Weakness) HD = 2 AB = 2 DB = 2 Dam = 1D6
8 Troglodytes (Ambush) Nets, Stone Axes, Spears. HD = 2 AB = 2 DB = 2 Dam = 1D6
9 Hobgoblins (Tactics) Arms & Armor, Coins. HD = 2 AB = 2 DB = 3 Dam = 1D6
10 Fire Sprites. Fey (Fire) HD = 1 AB = 3 DB = 4 Dam = 1D4
11 Pixies. Fey. Swarm (Confusion, Flying) Fairy Dust. HD = 1 AB = 2 DB = 4 Dam = 1D2
12 Giant Snail (Fast, Swallow) Treasure in Gut. HD = 3 AB = 2 DB = 2 Dam = 1D4
13 Intellect Devourer (Confusion) HD = 2 AB = 2 DB = 3 Dam = 1D3
14 Crab-Men (Armored) HD = 2 AB = 1 DB = 4 Dam = 1D6
15 Ant Men (Dual Wielders) Swords and Bucklers. HD = 2 AB = 2 DB = 2 Dam = 1D6
16 Huge Scorpion (Poison) HD = 1 AB = 4 DB = 2 Dam = 1D3
17 Bandits. Men (Ambushers) Crossbows. HD = 2 AB = 2 DB = 2 Dam = 1D6
18 Phantom. Spirit (Curse Spell) HD = 2 AB = 2 DB = 2 Dam = 1D6
19 Dancing Sword (Small Hard Target) HD = 1 AB = 3 DB = 5 DM = 1D6
THIRD LEVEL WANDERING MONSTER TABLE
1 Gnolls (Cold Resistance) Long Bows, Axes. HD = 3 AB = 3 DB = 3 Dam = 1D8
2 Ghouls. Undead (Paralyzation). HD = 3 AB = 3 DB = 1 Dam = 1D8
3 Ogre (Tough) Maul, Coins, Trophies. HD = 4 AB = 3 DB = 3 Dam = 2D6
4 Gelatinous Cube (Swallow) Treasure suspended inside. HD = 3 Move = 4 Dam = 1D6
5 Lizard Men (Shaman has Spells) Spears, Shields. HD = 3 AB = 2 DB = 3 Dam = 1D6
6 Piercer (Surprise, Impale) HD = 2 AB = 4 Dam = 1D8
7 Stirges. Swarm (Flying Blood Suckers) HD = 2 AB = 3 DB = 4 Dam = 1D6
8 Gas Spores (Floating, Poison Gas) HD = 1
9 Ghost. Spirit (Age, Fear) Rattling Chains. HD = 3 AB = 3 DB = 3 Dam = 1D8
10 Bug Bears (Ambush) Coins, Weapons. HD = 3 AB = 4 DB = 3 Dam = 1D10
11 Sprites. Fey (Charm, Sleep, Fly) Poison Arrows. HD = 1 AB = 2 DB = 3 Dam = 1D2
12 Duergar. Evil Dwarves (Tactics) Arms, Armor. HD = 2 AB = 3 DB = 3 Dam = 1D6
13 Cave Bear (Beast) HD = 4 AB = 3 DB = 3 Dam = 2D6
14 Blink Dogs (Teleport) HD = 1 AB = 4 DB = 5 Dam = 1D2
15 Giant Crab (Armor) HD = 3 AB = 3 DB = 6 Dam = 1D10
16 Lemures. Demon (Regeneration) HD = 2 AB = 1 DB = 1 Dam = 1D3
17 Harpy (Charm, Lure) Jewelry HD = 3 AB = 4 DB = 3 Dam = 1D8
18 Jub Jub Bird (Charge) HD = 4 AB = 1 DB = 2 Dam = 1D10
19 Chaos Warriors (Mutations) Heavy Arms and Armor HD = 3 AB = 3 DB = 5 Dam = 1D8
FOURTH LEVEL WANDERING MONSTER TABLE
1 Rust Monster (Destroy Metal Items) HD = 3 AB = 4 DB = 3 Dam = 1D4
2 Lurker Above (Surprise) HD = 4 AB = 5 DB = 3 Dam = 1D10
3 Hell Hounds. Demons (Fire Breath) HD = 4 AB = 4 DB = 4 Move = 10 Dam = 1D8
4 Grey Ooze (Acid) HD = 4 AB = 4 DB = 4 Dam = 1D10
5 Hill Giant (Big) Coins, Trinkets. HD = 5 AB = 4 DB = 4 Dam = 2D8
6 Gargoyle. Animated (Flying, Rock) HD = 4 AB = 4 DB = 7 Dam = 1D10
7 Ogre Magi (Mage) Pole-Arm, Coins, Scrolls. HD = 4 AB = 3 DB = 3 Dam = 2D6
8 Specter. Spirit (Cold) HD = 4 AB = 3 DB = 4 Dam = 1D10
9 Owlbear (Big) On the Hunt. HD = 5 AB = 4 DB = 4 Dam = 2D8
10 Giant Snake (Constriction, Poison) HD = 4 AB = 4 DB = 4 Dam = 1D10
11 Bandersnatch (Fast) HD = 4 AB = 5 DB = 4 Dam = 1D10
12 Derro. Insane Dwarves (Mages) Relics. HD = 2 AB = 3 DB = 3 Dam = 1D6
13 Banshee. Spirit (Fear) HD = 4 AB = 4 DB = 4 Dam = 1D4
14 Air Elemental (Air, Knockback) HD = 4 AB = 5 DB = 6 Dam = 1D10
15 Barbed Devils (Fire) Weapons, Jewelry HD = 4 AB = 5 DB = 4 Dam = 1D10
16 Ghasts. Undead (Paralyzation) HD = 4 AB = 4 DB = 4 Dam = 1D10
17 Wererats (Immune to Weapons) HD = 3 AB = 4 DB = 4 Dam = 1D6
18 Living Statues (Ambushers) HD = 4 AB = 3 DB = 6 Dam = 1D10
FIFTH LEVEL WANDERING MONSTER TABLE
1 Doppelganger (Disguise, Surprise) HD = 4 AB = 6 DB = 4 Dam = 1D8
2 Minotaur (High Initiative) Jewelry, Big Axe HD = 5 AB = 5 DB = 5 Dam = 2D6
3 Slithering Tracker (Surprise) HD = 4 AB = 6 DB = 5 Dam = 1D10
4 Wyvern. Dragon (Poison Stinger. Flying) HD = 5 AB = 5 DB = 5 Dam = 1D10
5 Displacer Beast (High Defense) HD = 4 AB = 4 DB = 7 Dam = 1D10
6 Stone Giants (Throw Boulders) Coins, Trinkets HD = 6 AB = 4 DB = 6 Dam = 3D6
7 Horned Devil (Fire, Flying) Jewelry, Weapons HD = 5 AB = 5 DB = 5 Dam = 2D6
8 Trolls (Regenerate). Possibly Some Treasure HD = 5 AB = 4 DB = 5 Dam = 2D6
9 Wight. Spirit (Paralyzation) HD = 3 AB = 5 DB = 5 Dam = 2D6
10 Cockatrice (Gaze, Petrification) HD = 1 DB = 3 Dam = 1D2
11 Land Shark (Heavily Armored) HD = 6 AB = 5 DB = 9 Dam = 2D6
12 Drow (Mages, Priests) Arms, Armor, Relics. HD = 2 AB = 2 DB = 2 Dam = 1D6
13 Fire Elemental (Fire) HD = 4 AB = 7 DB = 4 Dam = 2D6
14 Water Elemental (Water) HD = 5 AB = 5 DB = 6 Dam = 2D6
15 Anhkeg (Acid, Burrowing) HD = 5 AB = DB = 5 Dam = 2D6
16 Warp Spawn. Demon (Mutations) HD = 5 AB = 5 DB = 5 Dam = 1D10
17 Giant Subterranean Lizard (Walk on Walls) HD = 6 AB = 5 DB = 5 Dam = 2D6
18 Griffon (Flying) HD = 5 AB = 6 DB = 4 Dam = 2D6
19 Phoenix (Flying, Fire, Regeneration) HD = 4 AB = 5 DB = 4 Dam = 2D6
SIXTH LEVEL WANDERING MONSTER TABLE
1 Basilisk (Gaze, Petrification) HD = 3 AB = 2 DB = 3 Dam = 1D6
2 Cyclops (Big) Coins, Trinkets HD = 7 AB = 3 DB = 6 Dam = 3D6
3 Wraith. Spirit (Death) HD = 6 AB = 5 DB = 6 Dam = 2D8
4 Mummy. Undead (Paralyzation, Priest) Jewelry HD = 5 AB = 6 DB = 6 Dam = 2D8
5 Werewolf (Immune to Weapons) HD = 6 AB = 6 DB = 7 Dam = 2D8
6 Bone Devil (Poison) HD = 6 AB = 7 DB = 6 Dam = 2D8
7 Xorn (Phasing) Filled with Gems HD = 5 AB = 5 DB = 7 Dam = 2D8
8 Chimera (Fire, Poison Bite, Flying) HD = 6 AB = 6 DB = 5 Multiple Attacks
9 White Dragon (Cold, Flying) HD = 6 AB = 6 DB = 6 Multiple Attacks
10 Black Pudding (Acid) HD = 6 AB = 4 DB = 6 Dam = 2D8
11 Hook Horror (Surprise) HD = 6 AB = 8 DB = 6 Dam = 2D8
12 Earth Elemental (Rock) HD = 7 AB = 8 DB = 8 Dam = 2D8
SEVENTH LEVEL WANDERING MONSTER TABLE
1 Umber Hulk (Burrowing, Confusion) HD = 7 AB = 7 DB = 7 Dam = 3D6
2 Ice Devil (Cold) HD = 7 AB = 7 DB = 7 Dam = 3D6
3 Medusa (Gaze, Petrification, Archer) Jewelry HD = 5 AB = 7 DB = 7 Dam = 1D8
4 Fire Giant (Fire, Archer) Coins, Weapons HD = 7 AB = 7 DB = 7 Dam = 2D10
5 Invisible Stalker (Invisible) HD = 5 AB = 9 DB = 9 Dam = 3D6
6 Green Dragon (Poison Breath, Flying) HD = 7 AB = 7 DB = 7 Multiple Attacks
7 Vampire. Undead (Charm, Gaseous Form) HD = 7 AB = 6 DB = 7 Dam = 3D6
8 Naga (Mage, Poison) Jewelry, Weapons HD = 5 AB = 5 DB = 7 Dam = 2D6
9 Manticore (Flying, Poison Tail Spikes) HD = 8 AB = 7 DB = 6 Dam = 3D6
10 Clay Golem (Regenerating) HD = 6 AB = 7 DB = 6 Dam = 2D8
11 Lamia (Drain, Mage) HD = 7 AB = 7 DB = 6 Dam = 2D6
12 Nightmare. Spirit (Fear, Fast) HD = 7 AB = 7 DB = 7 Dam = 3D6
13 Salamander (Fire) HD = 7 AB = 7 DB = 7 Dam = 3D6
14 Jabberwocky (Claws that Catch, Flying) HD = 7 AB = 7 DB = 7 Dam = 3D6
15 Revenant. Undead (Tracker, Regenerating) HD = 7 AB = 7 DB = 7 Dam = 3D6
16 Thunderbird (Flying, Thunder Spell) HD = 7 AB = 7 DB = 7 Dam = 3D6
EIGHTH LEVEL WANDERING MONSTER TABLE
1 Frost Giant (Cold) Coins, Trinkets, HD = 9 AB = 8 DB = 8 Dam = 3D8
2 Stone Golem. Animated (High Defense, Tough) HD = 8 AB = 7 DB = 10 Dam = 2D10
3 Mind Flayer (Mage, Paralyze) Relics, Jewelry HD = 7 AB = 8 DB = 7 Dam = 1D10
4 Black Dragon (Acid Breath, Flying) HD = 8 AB = 8 DB = 8 Multiple Attacks
5 Purple Worm (Swallow, Burrow) Treasure in Gut HD = 9 AB = 8 DB = 8 Dam = 2D10
6 Night Hag (Mage) Magic Items HD = 7 AB = 8 DB = 8 Dam = 1D10
7 Djinn (Mage, Air, Flying) Jewelry, Relics HD = 7 AB = 8 DB = 9 Dam = 2D8
8 Efreeti (Mage, Fire, Flying) Jewelry, Relics HD = 8 AB = 8 DB = 8 Dam = 2D10
9 Vrock. Demon (Magic Resistance, Flying) Weapons HD = 8 AB = 8 DB = 8 Dam = 2D10
10 Gorgon (Gaze, Petrification, Armored) HD = 8 AB = 8 DB = 8 Dam = 2D8
NINTH LEVEL WANDERING MONSTER TABLE
1 Beholder (Eye Beams) HD = 8 AB = 10 DB = 9 Dam = 1D6
2 Cloud Giant (Mage, Fog) HD = 10 AB = 9 DB = 9 Dam = 3D8
3 Blue Dragon (Lightning Breath, Flying) HD = 9 AB = 9 DB = 9 Multiple Attacks
4 Iron Golem. Animated (Armored, Tough) HD = 9 AB = 9 DB = 11 Dam = 3D8
5 Abomination. Demon (Mutations) HD = 9 AB = 9 DB = 10 Multiple Attacks
6 Horror. Spirit (Fear) HD = 8 AB = 10 DB = 9 Dam = 3D8
7 Lich. Undead (Mage) Magic Items HD = 9 AB = 9 DB = 9 Dam = 1D10
8 Remorhaz. Beast (Swallow) HD = 9 AB = 9 DB = 9 Dam = 3D8
9 Sphinx (Riddle) HD = 9 AB = 9 DB = 9 Dam = 3D8
10 Earth Giant. Elemental (Rock, Throw Boulders) HD = 9 AB = 7 DB = 11 Dam = 3D8
TENTH LEVEL WANDERING MONSTER TABLE
1 Colossus (Armored, Tough) HD = 15 AB = 10 DB = 12 Dam = 4D10
2 Hydra (Regenerating) HD = 10 AB = 11 DB = 10 Multiple Attacks
3 Pit Fiend (Fire, Flying) HD = 13 AB = 10 DB = 10 Dam = 3D10
4 Titan (Mage) Large Jewelry HD = 14 AB = 9 DB = 10 Dam = 4D10
5 Storm Giant (Lightning) HD = 12 AB = 10 DB = 9 Dam = 3D10
6 Red Dragon (Fire, Flying) HD = 10 AB = 10 DB = 10 Multiple Attacks
7 Draco-Lich (Mage, Flying) HD = 11 AB = 10 DB = 10 Multiple Attacks
8 Behemoth (Swallow) HD = 14 AB = 9 DB = 11 Dam = 3D10
Players should have a Max of 1 Sub-Quest going at a time.
1 = Find Poisonous Stinger of a giant Insect. Alchemist will pay 200 Gold.
2 = Find Giant’s Skull and 2 other monster Skulls. Tavern-Keeper will pay 400 Gold.
3 = Recover Stolen Jewelry and Gems. Noblewoman will Exchange for Magic Arms & Armor.
4 = Find Magical Books. Wizard will pay up to 500 Gold per Book.
5 = Bounty on Humanoids. The King will reward 20 Gold per Head.
6 = Bounty on Werewolf. The Townsfolk will reward Three Relics and 500 Gold.
7 = Bounty on Vampire. The Nobles will Reward 2000 Gold for remains a Mage can Verify.
8 = Find Lost Princess. Royal Reward of 3000 Gold.
9 = Lost Magic Broom. Local Witch will owe a Favor.
10 = Find Magic Mirror. Queen will pay 5000 Gold.