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BF133.tex
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BF133.tex
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\documentclass[a4paper,twoside,openany,10pt]{book}
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\begin{document}
\justifying
\thispagestyle{empty}
\begin{center}
\includegraphics[width=1\textwidth]{Pictures133/100000010000079E000008905C4F2EF6901E81AA.png}
\end{center}
\begin{center}
{{\huge Copyright © 2006-2023 Chris Gonnerman}}\bigskip
{\LARGE All Rights Reserved. See next page for license information}.\bigskip
{\LARGE \href{https://www.basicfantasy.org}{\textbf{www.basicfantasy.org}}}\bigskip
\end{center}
\pagebreak
\thispagestyle{empty}
\begin{center}
\textbf{Dedicated to Gary Gygax, Dave Arneson, Tom Moldvay, David Cook, and Stephen Marsh and to my daughter Taylor, my first and best inspiration}
\end{center}
\addvspace{1.5cm}
{\large \textbf{Basic Fantasy Role-Playing Game}}\\
{\large 4th Edition, Release 133}
\textbf{Copyright © 2006-2023 Chris Gonnerman -- All Rights Reserved}
\hfill
\includegraphics{Pictures133/100000000000012C00000067E942582712CE89A7.png}\\
All textual materials in this document, as well as all maps, floorplans, diagrams, charts, and forms included herein, are distributed under the terms of the \textbf{Creative Commons Attribution-ShareAlike 4.0 International License}.
\begin{wrapfigure}{r}{0.145\textwidth}
\includegraphics{Pictures133/100000010000012C0000006A5E49E94B5B9C7E4A.png}
\end{wrapfigure}
Most other artwork presented is property of the original artist and is used with permission. Note that you may not publish or otherwise distribute this work as is without permission of the original artists; you must remove all non-licensed artwork before doing so.\\
The full license text can be viewed at: \href{https://creativecommons.org/licenses/by-sa/4.0/} https://creativecommons.org/licenses/by-sa/4.0/\\
Some text used in the development of this document was retrieved from Wikipedia, and was originally licensed under the Creative Commons Attribution-ShareAlike 3.0 license.\\
\textbf{Contributors}: Ray Allen, William D. Smith, Jr., Nick Bogan, Evan Moore, Stuart Marshall, Emiliano Marchetti, Antonio Eleuteri, Luigi Castellani, Michael Hensley, Nazim N. Karaca, Arthur Reyes, Todd Roe, Jim Bobb, R. Kevin Smoot, Rachel Ghoul, Tom Hoyt, James Michael Spahn, Matt Sluis, Russ Westbrook, Martin Serena, Joe Ludlum, Aaron G. Motta, Gabe Fua, and Eric C. Medders\\
\textbf{Cover Art}: Erik Wilson\\
\textbf{Artwork}: Erik Wilson, Steve Zieser, Matt Finch, Dan Dalton, Luigi Castellani, Nick Bogan, Mike Hill, Kevin Cook, Sean Stone, Brian "Glad" Thomas, Tomas Arfert, Andy "ATOM" Taylor, Jason Braun, Martin "Wulfgarn" Siesto, Brian DeClercq, Martin Serena, Cory "Shonuff" Gelnett, Alexander Cook, Bruce Ripple, Gabe Fua, John Simcoe, LuckyCrafts, Jeremy Putnam, Francisco Chavez, William Henry Dvorak, Tony Grant Gittoes, \,Jose Kercado, Jody Claunch, Terance Crosby, S. Ender Thiel, Colin Richards, John Fredericks, Piotr Klimkowicz, Evan Griffiths, Hadrien Riel‑Salvatore, and Benedikt Noir\\
\textbf{Proofreading}: Tonya Allen, Daryl Burns, James Roberts, Serge Petitclerc, Benedict Wolf, Onno Tasler, Peter Cook, Derrick "Omote" Landwehr, Wes Brown, Troy Gravil, Garrett Rooney, K. David Ladage, James Lemon, Martin Serena, Joe Carruthers, Jonathan Nichol, Alister Fa, Joel Davis, Hadrien Riel-Salvatore, Mark Mealman, Alan Vetter, Jim Michnowicz, \,Timothy P. Fox, Piotr Klimkowicz, Daniel Collins, Thorin Schmidt, feveredmonk, Gregory S. Lowery, and sambutoki\\
\textbf{Playtesters}: Taylor Gonnerman, Alan Jett, Mike Brantner, Steve Zieser, Allan Zieser, Jonathon Foster,
\begin{wrapfigure}{r}{0.45\textwidth}
\includegraphics{Pictures133/100000010000039A000002265CD8B96CCD315FCD.png}
\end{wrapfigure}
Adam Young, Michael Young, Jason Schmidt, Doug Wilson, Jessica Abramson, Tonya Allen, Bryan Christian, Chuck Schoonover, Natalie Schoonover, Brianna Schoonover, Jason Brentlinger, Chris Wolfmeyer, Josh Eaton, Audra Brentlinger, Tim McAfee, Ike Borden, Cody Drebenstedt, Joseph BierFauble, Emily Drebenstedt, John Lopez, Pedro Pablo Miron Pozo, Robert Odom, Sergio I. Nemirovsky, Will E. Sanders, Brian Scalise, Timothy J. Kuhn, and Jeanne Mayer Mitchell\\
\textbf{Latex porting}: Andres Zanzani
\pagebreak
\thispagestyle{empty}
\onecolumn
\setcounter{page}{1}
\begin{multicols}{2}
\tableofcontents
\end{multicols}
\pagebreak
\thispagestyle{empty}
\includegraphics[width=1\textwidth]{Pictures133/100000010000079E00000A8CA31D778A0C29ECC8.png}
\pagebreak
\section{PART 1: INTRODUCTION}\label{part-1-introduction}\index{Part 1: Introduction}
\textit{It was our third foray into the dungeons beneath the ancient fortress in the middle of the river. We were on the second level down from the ruins, standing before the great bronze doors beyond which we believed lay the tomb of an ancient barbarian chieftain. I hadn' t believed the tales of the old drunk at the tavern back at Morgansfort, but for some reason Apoqulis, the Cleric, believed him. Turned out his stories were true... mostly, anyway.}\\
\textit{I held a torch for Barthal, the Thief, as he tried briefly to pick the lock. He turned around and said, "It must be held by magic. The lock won' t even wiggle."}\\
\textit{Morningstar, the Elf, smiled. "I have just the thing," she said, drawing from her backpack the scroll we took from the goblins. She unrolled it and began to read, and though I couldn' t understand her words I could see the characters burning away as she read them, little wisps of smoke as from a candle rising up from each in turn. Seeing that she was nearly through, I turned my attention to the lock. I' m not sure what I was expecting, but the little puff of dust that came from it as she finished didn' t seem like much. She turned to Barthal and said, "Try again."}\\
\textit{I' m tempted to say that Barthal bent to his work, but he' s a Halfling; at just over three feet tall he could look straight into the lock without stooping a bit. I must have looked impatient, as Apoqulis leaned over to me and said, "Be still, Darion, he' ll be through in a moment or two."}\\
\textit{Then I heard a loud click, and Barthal turned to me with a smile. "It' s open, my friend. After you!" I handed him the torch, then stepped to the doors, sword drawn, and Morningstar joined me, likewise ready. I steeled myself and opened the doors...}\\
\textit{Beyond lay a stone sarcophagus, resting atop a raised platform. Strewn about the floor were many human skeletons. Apoqulis made a sign with his hand that I didn' t recognize; then we walked in carefully, trying not to trip over the bones. I noticed among the bones several bronze swords, covered in verdigris. I stepped to the sarcophagus. "The lid is likely very heavy," I said. "Come, Morningstar, rather than lift it, let' s turn it about so we can see what treasures lie inside."}\\
\textit{Morningstar called "Wait!" but it was too late... I had already laid hands upon the sarcophagus. The bones on the floor began to rattle, then rose up and assembled themselves in a mockery of life. Without delay they picked up their swords from the floor and began to attack us. I would have to wait until later to kick myself, I mused, as I put my back against the sarcophagus and began to fight the monsters...}\\
\begin{multicols}{2}
\subsection{What is This?}\label{what-is-this}\index{What is This?}
The \textbf{Basic Fantasy Role-Playing Game} is a rules-light game system written with inspiration from early role-playing game systems. It is intended for those who are fans of "old-school" game mechanics. Basic Fantasy RPG is simple enough for children in perhaps second or third
grade to play, yet still has enough depth for adults as well.
\subsection{What is a Role-Playing Game?}\label{what-is-a-role-playing-game}\index{What is a Role-Playing Game?}
In the almost 50 years since the first role-playing game appeared, much has changed. Most people have at least heard the names of one or two such games, and many, many people have played. Still, there are those who have not tried RPGs; if you are one of those people, this part is for you.\\
Role-playing games are played by a number of players, commonly two to eight, and a Game Master, or GM (often called something else,
\includegraphics[width=0.45\textwidth]{Pictures133/1000000000000384000003EAE022F8A71177AEE1.png}
but the job remains the same regardless of the title). Each player generally plays one character, called a player character or PC, while the Game Master is responsible for running the world, creating and managing the towns, nations, ruins, non-player characters (or NPCs), monsters, treasure, and all other things that aid or challenge the players. Dice are often used to determine the success or failure of most actions that take place in the game; Basic Fantasy RPG uses polyhedral dice, described below, for this purpose.\\
In effect, role-playing games are just grown-up games of pretend. If you remember playing pretend as a child, you may recall having some difficulty deciding whose idea should have precedence... if one child plays a knight and the other a dragon, who will win? Surely the knight doesn' t win every time. Role-playing games have rules to determine such things. These rules can range from the very free-form and simple to the very complex and detailed.
This game attempts to walk the line between simple and complex, free-form and detailed. Too much detail and complexity slows the game down as players and GM spend much time leafing through the rules and little time actually playing. Free-form games with simple resolution systems demand more mental agility from the participants, and are much more dependent on the good judgment of the Game Master to maintain balance. Basic Fantasy Role-Playing Game falls between these two extremes, having rules for the most common activities and guidelines to help the Game Master judge the unexpected.
\subsection{What Do I Need to Play?}\label{what-do-i-need-to-play}\index{What Do I Need to Play?}
If you are to be a player, you should have a pencil, some notebook paper, and a set of dice. Someone in your player group probably needs to have some graph paper (4 or 5 squares per inch is best) for drawing maps. You can use preprinted character sheets (such as those available on the Basic Fantasy RPG website) if you wish, but notebook paper works fine.
If you are the Game Master, you need all of the above. If this is your first time as GM, or you have limited preparation time, you might wish to use a pre-written adventure (called a module) rather than create one yourself. Several modules are distributed for free on the \textbf{basicfantasy.org} website; many of the modules available on the website are specifically designed for use with a party of new players. Adventure modules written for other game systems may also be used, but the Game Master may need to spend some time "converting" such a module before beginning play.
\bigskip
\subsection{Using the Dice}\label{using-the-dice}\index{Using the Dice}
\begin{wrapfigure}{r}{1.77cm}
\includegraphics[width=1.77cm]{Pictures133/100000000000009600000096BC48CF6CC7B6355F.png}
\end{wrapfigure}
The 20 sided die, or \textbf{d20}, is one of the most important dice in the
game: it is used to resolve attack rolls and saving throws (concepts
that will be explained later). In general, the die is rolled, modifiers added or subtracted, and if the total result equals or exceeds a target number, the roll is a success; otherwise it has failed.
\begin{wrapfigure}{r}{1.77cm}
\includegraphics[width=1.77cm]{Pictures133/10000001000000960000009681DEC06E30C6F7A5.png}
\end{wrapfigure}
The 10 sided die, or \textbf{d10}, is used to generate numbers from 1 to 10; it is numbered 0 to 9, but a roll of 0 is normally counted as 10. A pair of d10' s are also used together to generate numbers from 1 to 100, where a roll of 00 is counted as 100. The two dice should be different colors, and the player must declare which is the tens die and which is the ones die before rolling them! (Or, the player may have a die marked with double digits, as shown.) Rolling two d10' s in this way is called a \textbf{percentile roll}, or \textbf{d\%}.
\begin{wrapfigure}{r}{1.77cm}
\includegraphics[width=1.77cm]{Pictures133/100000000000009600000096E8E25ABAD8A98CD1.png}
\end{wrapfigure}
These rolls are generally against target numbers, but for the roll to be a success, the result must be equal to or less than the target number. So for example, a character using a Thief ability (described later) with a 30\% chance of success rolls the dice: if the result is 01 to 30, the roll is a success.
\begin{wrapfigure}{r}{1.77cm}
\includegraphics[width=1.77cm]{Pictures133/100000000000009600000096932760312B100120.png}
\end{wrapfigure}
The 4 sided die, or \textbf{d4}, is a special case. It is not so much rolled as "flipped" and the number which is upright is the result of the roll.
\begin{wrapfigure}{r}{1.77cm}
\includegraphics[width=1.77cm]{Pictures133/100000000000009600000096E4B42447A0D2B4F1.png}
\end{wrapfigure}
Note that d4' s are made in two different styles, as shown; regardless of which style you have, the number rolled is the one which is upright on all visible sides.
The other dice normally used have 6, 8, and 12 sides, and are called \textbf{d6}, \textbf{d8}, and \textbf{d12}. d6' s may be made with either numbers or pips; it makes no difference which type you choose.
\includegraphics[width=1.77cm]{Pictures133/1000000000000096000000968F9C401B0CD723D4.png}
\includegraphics[width=1.77cm]{Pictures133/100000000000009600000096CAF533E329238E58.png}
\includegraphics[width=1.77cm]{Pictures133/1000000000000096000000965D55FF3D29269F24.png}
When multiple dice are to be rolled and added together, it' s noted in the text like this: \textbf{2d6} (roll two d6 dice and add them together), or \textbf{3d4} (roll three d4 dice and add them together). A modifier may be noted as a "plus" value, such as \textbf{2d8+2} (roll two d8 dice and add them together, then add 2 to the total).
\end{multicols}
\pagebreak
\section{PART 2: PLAYER CHARACTERS}\label{part-2-player-characters}\index{Part 2: Player Characters}
\begin{multicols}{2}
\subsection{How to Create a Player}
\label{how-to-create-a-player-character}\index{How to create a player character}
First, you will need a piece of paper to write down the character' s statistics on. You may use a preprinted character sheet if one is available, or you may simply use a piece of notebook paper. An example character is shown below. You should use a pencil to write down all information, as any statistic may change during play.\\
Roll 3d6 for each ability score, as described in the \textbf{Character Abilities} section, and write the results after the names of the abilities. Write down the scores in the order you roll them; if you are unhappy with the scores you have rolled, ask your Game Master for advice, as they may allow some form of point or score exchanging.\\
Write down the ability score bonus (or penalty) for each score beside the score itself, as shown on the table on the next page.\\
Choose a race and class for your character. Your character must meet the Prime Requisite minimum for a class, as described in the \textbf{Character Classes} section on page \hyperlink{character-classes}{\pageref{character-classes}}, in order to be a member of that class. Also note that there are minimum (and maximum) ability requirements for the various races which must be met, as described under \textbf{Character Races} on page \hyperlink{character-races}{\pageref{character-races}}.\\
\begin{flushleft}
\includegraphics[width=0.45\textwidth]{Pictures133/10000000000003CF0000042C6D899C0463712BAF.png}
\end{flushleft}\medskip
Write down the special abilities of your race and class choices, as described below. If you have chosen to play a Magic-User, ask your Game Master what spell or spells your character knows; it' s up to the Game Master to decide this, but they may allow you to choose one or more spells yourself.\\
Note on your character sheet that your character has zero (0) experience points (or XP); also you may want to note the number needed to advance to second level, as shown in the table for your class.\\
Roll the hit die appropriate for your class, adding your Constitution bonus or penalty, and note the result as your hit points on your character sheet. Note that, should your character have a Constitution penalty, the penalty will not lower any hit die roll below 1 (so if your Character has a -2 penalty for Constitution, and you roll a 2, the total is adjusted to 1).\\
Roll for your starting money. Generally your character will start with 3d6 times 10 gold pieces, but ask the Game Master before rolling.\\
Now, purchase equipment for your character, as shown in the \textbf{Cost of Weapons and Equipment} section on page \hyperlink{cost-of-weapons-and-equipment}{\pageref{cost-of-weapons-and-equipment}}. Write your purchases on your character sheet, and note how much money remains afterward. Make sure you understand the weapon and armor restrictions for your class and race before making your purchases.\\
Since you now know what sort of armor your character is wearing, you should note your Armor Class on your character sheet. Don' t forget to add your Dexterity bonus or penalty to the figure.\\
Look up your character' s attack bonus (from the table on page \hyperlink{evasion-and-pursuit}{\pageref{evasion-and-pursuit}} of the \textbf{Encounter} section) and note it on your character sheet. Don' t add your ability bonuses (or penalties) to this figure, as you will add a different bonus (Strength or Dexterity) depending on the sort of weapon you use in combat (i.e. melee or missile weapon).\\
Also look up your saving throws (as found on page \hyperlink{saving-throw-tables-by-class}{\pageref{saving-throw-tables-by-class}}) and note them on your character sheet. Adjust the saving throw figures based on your race, if your character is not a Human (again, see \textbf{Character Races} on page \hyperlink{character-races}{\pageref{character-races}}). Please note that the saving throw bonuses for other races are presented as "plus" values, to be added to the die roll; for convenience, you may simply subtract them from the saving throw numbers on the character sheet instead. \\
Finally, if you haven' t done so already, name your character. This often takes longer than all the other steps combined.
\subsection{Character Abilities}\label{character-abilities}\index{Character Abilities}
Each character will have a score ranging from 3 to 18 in each of the following abilities. A bonus or penalty is associated with each score, as shown on the table below. Each class has a \textbf{Prime Requisite} ability score, which must be at least 9 in order for the character to become a member of that class; also, there are required minimum and maximum scores for each character race other than Humans, as described under \textbf{Character Races} on page \hyperlink{character-races}{\pageref{character-races}}.\\
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}ll}
\textbf{Ability Score} & \textbf{Bonus/Penalty} \\\toprule
3 & -3 \\\hline
4-5 & -2 \\\hline
6-8 & -1 \\\hline
9-12 & 0 \\\hline
13-15 & +1 \\\hline
16-17 & +2 \\\hline
18 & +3 \\\bottomrule
\end{tabular*}\\
\textbf{Strength:} As the name implies, this ability measures the character' s raw physical power. Strength is the Prime Requisite for Fighters. Apply the ability bonus or penalty for Strength to all attack and damage rolls in melee (hand to hand) combat. Note that a penalty here will not reduce damage from a successful attack below one point in any case (see \textbf{How to Attack} on page \hyperlink{how-to-attack}{\pageref{how-to-attack}} and \textbf{Damage} on page \hyperlink{damage}{\pageref{damage}}, both in the \textbf{Combat} section,
for details).
\textbf{Intelligence:} This is the ability to learn and apply knowledge. Intelligence is the Prime Requisite for Magic-Users. The ability bonus for Intelligence is added to the number of languages the character is able to learn to read and write; if the character has an Intelligence penalty, they cannot read more than a word or two, and will only know their native language.
\textbf{Wisdom: } A combination of intuition, willpower and common sense. Wisdom is the Prime Requisite for Clerics. The Wisdom bonus or penalty may apply to some saving throws vs. magical attacks, particularly those affecting the target' s will.
\textbf{Dexterity: } This ability measures the character' s quickness and balance as well as aptitude with tools. Dexterity is the Prime Requisite for Thieves. The Dexterity bonus or penalty is applied to all attack rolls with missile (ranged) weapons, to the character' s Armor Class value, and to
the character' s Initiative die roll.
\textbf{Constitution: } A combination of general health and vitality. Apply the Constitution bonus or penalty to each hit die rolled by the character. Note that a penalty here will not reduce any hit die roll to less than 1 point.
\textbf{Charisma: } This is the ability to influence or even lead people; those with high Charisma are well-liked, or at least highly respected. Apply the Charisma bonus or penalty to reaction rolls. Also, the number of retainers a character may hire, and the loyalty of those retainers, is affected by Charisma.
\subsection{Hit Points and Hit Dice}\label{hit-points-and-hit-dice}\index{Hit Points and Hit Dice}
When a character is injured, they lose hit points from their current total. Note that this does not change the figure rolled, but rather reduces the current total; healing will restore hit points, up to but not exceeding the rolled figure.
When their hit point total reaches 0, your character may be dead. This may not be the end for the character; don' t tear up the character sheet.
First level characters begin play with a single hit die of the given type, plus the Constitution bonus or penalty, with a minimum of 1 hit point. Each time a character gains a level, the player should roll another hit die and add the character' s Constitution bonus or penalty, with the result again being a minimum of 1 point. Add this amount to the character' s maximum hit points figure. Note that, after 9th level, characters receive a fixed number of hit points each level, as shown in the advancement table for the class, and no longer add the Constitution bonus or penalty.
\subsection{Languages}\label{languages}\index{Languages}
All characters begin the game knowing their native language. In most campaign worlds, Humans all (or nearly all) speak the same language, often called "Common." Each non-Human race has its own language, i.e. Elvish, Dwarvish, or Halfling, and members of these races begin play knowing both their own language and Common (or the local Human language if it isn' t called Common).
Characters with Intelligence of 13 or higher may choose to begin the game knowing one or more languages other than those given above; the number of additional languages that may be learned is equal to the Intelligence bonus (+1, +2, or +3). Characters may choose to learn other non-Human languages, including those of creatures such as Orcs, Goblins, etc. The GM will decide which languages may be learned. The player may choose to leave one or more bonus language "slots" open, to be filled during play. Some Game Masters may even allow player characters to learn exotic languages such as Dragon; also, "dead" or otherwise archaic languages might be allowed to more scholarly characters.
\end{multicols}
\pagebreak
\begin{center}
\subsection{Character Races}
\end{center}\label{character-races}\hypertarget{character-races}{}\index{Character Races}
\begin{multicols}{2}
\subsection{Dwarves}\label{dwarves}\index{Dwarves}
\begin{center}
\includegraphics[width=0.45\textwidth]{Pictures133/100000000000027600000384496EA2F62B886958.png}
\end{center}
\textbf{Description: } Dwarves are a short, stocky race; both male and female Dwarves stand around four feet tall and typically weigh around 120 pounds. Their long hair and thick beards are dark brown, gray or black. They take great pride in their beards, sometimes braiding or forking them. They have a fair to ruddy complexion. Dwarves have stout frames and a strong, muscular build. They are rugged and resilient, with the capacity to endure great hardships. Dwarves are typically practical, stubborn and courageous. They can also be introspective, suspicious and possessive. They have a lifespan of three to four centuries.
\textbf{Restrictions: } Dwarves may become Clerics, Fighters, or Thieves. They are required to have a minimum Constitution of 9. Due to their generally dour dispositions, they may not have a Charisma higher than 17. They may not employ Large weapons more than four feet in length (specifically, two-handed swords, polearms, and longbows).
\textbf{Special Abilities:} All Dwarves have Darkvision (see page \hyperlink{darkvision}{\pageref{darkvision}}) with a 60'{} range, and are able to detect slanting passages, stonework traps, shifting walls and new construction on a roll of 1-2 on 1d6; a search must be performed before this roll may be made.
\textbf{Saving Throws: } Dwarves save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
\columnbreak
\subsection{Elves}\label{elves}\index{Elves}
\begin{center}
\includegraphics[width=0.47\textwidth]{Pictures133/100000000000030C0000041A48B8B2F7EE8F7CE3.png}
\end{center}
\textbf{Description:}
Elves are a slender race, with both males and females standing around five feet tall and weighing around 130 pounds. Most have dark hair, with little or no body or facial hair. Their skin is pale, and they have pointed ears and delicate features. Elves are lithe and graceful. They have keen eyesight and hearing. Elves are typically inquisitive, passionate, self-assured, and sometimes haughty. Their typical lifespan is a dozen centuries or more.
\textbf{Restrictions: } Elves may become Clerics, Fighters, Magic-Users or Thieves; they are also allowed to combine the classes of Fighter and Magic-User, and of Magic-User and Thief (see Combination Classes, below). They are required to have a minimum Intelligence of 9. Due to their generally delicate nature, they may not have a Constitution higher than 17. Elves never roll larger than six-sided dice (d6) for hit points.
\textbf{Special Abilities: }All Elves have Darkvision (see page \hyperlink{darkvision}{\pageref{darkvision}}) with a 60'{} range. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Elves are immune to the paralyzing attack of ghouls. Also, they are less likely to be surprised in combat, reducing the chance of surprise by 1 in 1d6.
\textbf{Saving Throws: } Elves save at +1 vs. Paralysis or Petrify, and
+2 vs. Magic Wands and Spells.
\subsection{Halflings}\label{halflings}\index{Halflings}
\begin{center}
\includegraphics[width=0.35\textwidth]{Pictures133/100000000000021C000003844CF40402A90AE745.png}
\end{center}\medskip
\textbf{Description:}
Halflings are small, slightly stocky folk who stand around three feet tall and weigh about 60 pounds. They have curly brown hair on their heads and feet, but rarely have facial hair. They are usually fair skinned, often with ruddy cheeks. Halflings are remarkably rugged for their small size. They are dexterous and nimble, capable of moving quietly and remaining very still. They usually go barefoot. Halflings are typically outgoing, unassuming and good-natured. They live about a hundred years.
\textbf{Restrictions: } Halflings may become Clerics, Fighters or Thieves. They are required to have a minimum Dexterity of 9. Due to their small stature, they may not have a Strength higher than 17. Halflings never roll larger than six-sided dice (d6) for hit points regardless of class. Halflings may not use Large weapons, and must wield Medium weapons with both hands.
\textbf{Special Abilities:} Halflings are unusually accurate with all sorts of ranged weapons, gaining a +1 attack bonus when employing them. When attacked in melee by creatures larger than man-sized, Halflings gain a +2 bonus to their Armor Class. Halflings are quick-witted, adding +1 to Initiative die rolls. In their preferred forest terrain, they are able to hide very effectively; so long as they remain still there is only a 10\% chance they will be detected. Even indoors, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30\% chance of detection. Note that a Halfling Thief will roll only once, using either the Thief ability or the Halfling ability, whichever is better.
\textbf{Saving Throws:} Halflings save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
\subsection{Humans}\label{humans}\index{Humans}
\begin{center}
\includegraphics[width=0.35\textwidth]{Pictures133/100000000000023A00000384E68DA27234952A4A.png}
\end{center}\medskip
\textbf{Description:} Humans come in a broad variety of shapes and sizes; the Game Master must decide what sorts of Humans live in the game world. An average Human male in good health stands around six feet tall and weighs about 175 pounds, while females average five feet nine inches and weigh around 145 pounds. Most Humans live around 75 years.
Restrictions: Humans may be any single class. They have no minimum or maximum ability score requirements.
\textbf{Special Abilities:} Humans learn unusually quickly, gaining a bonus of 10\% to all experience points earned.
Saving Throws: Humans are the "standard," and thus have no saving throw bonuses.
\subsection{Combination Classes}
\label{combination-classes}\index{Combination Classes}
To become a member of a combination class, a character must meet the requirements of both classes. Combination class characters use the best attack bonus and the best saving throw values of their original two classes, but must gain experience equal to the combined requirements of both base classes to advance in levels. Elves are the only characters eligible to be a member of one of these combination classes:
\textbf{Fighter/Magic-User:} These characters may both fight and cast magic spells; further, they are allowed to cast magic spells while wearing armor. These characters roll six-sided dice (d6) for hit points.
\textbf{Magic-User/Thief:} Members of this combination class may cast spells while wearing leather armor. These characters roll four-sided dice (d4) for hit points.
\end{multicols}
\pagebreak
\subsection{Character Classes}\label{character-classes}\hypertarget{character-classes}{} \index{Character Classes}
\begin{multicols}{2}
\subsection{Cleric}\label{cleric}\index{Cleric}
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}lllllllll}
& \textbf{Exp}. & & \multicolumn{6}{c}{\textbf{Spells}} \\
\textbf{LV} & \textbf{Points} & \textbf{HD} & \textbf{1} & \textbf{2} & \textbf{3} & \textbf{4} & \textbf{5} & \textbf{6} \\\toprule
1 & 0 & 1d6 & - & - & - & - & - & - \\\hline
2 & 1,500 & 2d6 & 1 & - & - & - & - & - \\\hline
3 & 3,000 & 3d6 & 2 & - & - & - & - & - \\\hline
4 & 6,000 & 4d6 & 2 & 1 & - & - & - & - \\\hline
5 & 12,000 & 5d6 & 2 & 2 & - & - & - & - \\\hline
6 & 24,000 & 6d6 & 2 & 2 & 1 & - & - & - \\\hline
7 & 48,000 & 7d6 & 3 & 2 & 2 & - & - & - \\\hline
8 & 90,000 & 8d6 & 3 & 2 & 2 & 1 & - & - \\\hline
9 & 180,000 & 9d6 & 3 & 3 & 2 & 2 & - & - \\\hline
10 & 270,000 & 9d6+1 & 3 & 3 & 2 & 2 & 1 & - \\\hline
11 & 360,000 & 9d6+2 & 4 & 3 & 3 & 2 & 2 & - \\\hline
12 & 450,000 & 9d6+3 & 4 & 4 & 3 & 2 & 2 & 1 \\\hline
13 & 540,000 & 9d6+4 & 4 & 4 & 3 & 3 & 2 & 2 \\\hline
14 & 630,000 & 9d6+5 & 4 & 4 & 4 & 3 & 2 & 2 \\\hline
15 & 720,000 & 9d6+6 & 4 & 4 & 4 & 3 & 3 & 2 \\\hline
16 & 810,000 & 9d6+7 & 5 & 4 & 4 & 3 & 3 & 2 \\\hline
17 & 900,000 & 9d6+8 & 5 & 5 & 4 & 3 & 3 & 2 \\\hline
18 & 990,000 & 9d6+9 & 5 & 5 & 4 & 4 & 3 & 3 \\\hline
19 & 1,080,000 & 9d6+10 & 6 & 5 & 4 & 4 & 3 & 3 \\\hline
20 & 1,170,000 & 9d6+11 & 6 & 5 & 5 & 4 & 3 & 3 \\\bottomrule
\end{tabular*}\medskip
Clerics are those who have devoted themselves to the service of a deity, pantheon or other belief system. Most Clerics spend their time in mundane forms of service such as preaching and ministering in a temple; but there are those who are called to go abroad from the temple and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and chaos. Player character Clerics are assumed to be among the latter group.\\
Clerics fight about as well as Thieves, but not as well as Fighters. They are hardier than Thieves, at least at lower levels, as they are accustomed to physical labor that the Thief would deftly avoid. Clerics can cast spells of divine nature starting at 2\textsuperscript{nd} level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone (refer to page \hyperlink{turning-the-undead}{\pageref{turning-the-undead}} in the \textbf{Encounter} section for details).\\
The Prime Requisite for Clerics is Wisdom; a character must have a Wisdom score of 9 or higher to become a Cleric. They may wear any armor, but may only use blunt weapons (specifically including warhammer, mace, maul, club, quarterstaff, and sling).
\subsection{Fighter}\label{fighter}\index{Fighter}
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}lll}
& \textbf{Exp.} & \\
\textbf{Level} & \textbf{Points} & \textbf{Hit Dice} \\\toprule
1 & 0 & 1d8 \\\hline
2 & 2,000 & 2d8 \\\hline
3 & 4,000 & 3d8 \\\hline
4 & 8,000 & 4d8 \\\hline
5 & 16,000 & 5d8 \\\hline
6 & 32,000 & 6d8 \\\hline
7 & 64,000 & 7d8 \\\hline
8 & 120,000 & 8d8 \\\hline
9 & 240,000 & 9d8 \\\hline
10 & 360,000 & 9d8+2 \\\hline
11 & 480,000 & 9d8+4 \\\hline
12 & 600,000 & 9d8+6 \\\hline
13 & 720,000 & 9d8+8 \\\hline
14 & 840,000 & 9d8+10 \\\hline
15 & 960,000 & 9d8+12 \\\hline
16 & 1,080,000 & 9d8+14 \\\hline
17 & 1,200,000 & 9d8+16 \\\hline
18 & 1,320,000 & 9d8+18 \\\hline
19 & 1,440,000 & 9d8+20 \\\hline
20 & 1,560,000 & 9d8+22 \\\bottomrule
\end{tabular*}\medskip
Fighters include soldiers, guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head-on, weapon in hand.\\
Not surprisingly, Fighters are the best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class. Although they are not skilled in the ways of magic, Fighters can nonetheless use many magic items, including but not limited to magical weapons and armor.\\
The Prime Requisite for Fighters is Strength; a character must have a Strength score of 9 or higher to become a Fighter. Members of this class may wear any armor and use any weapon.
\addvspace{0.8cm}
\includegraphics[width=0.45\textwidth]{Pictures133/10000000000003CF000000EAA383880B1FF0D466.png}
\subsection{Magic-User}\label{magic-user}\index{Magic-User}
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}lllllllll}
& \textbf{Exp}. & & \multicolumn{6}{c}{\textbf{Spells}} \\
\textbf{LV} & \textbf{Points} & \textbf{HD} & \textbf{1} & \textbf{2} & \textbf{3} & \textbf{4} & \textbf{5} & \textbf{6} \\\toprule
1 & 0 & 1d4 & 1 & - & - & - & - & - \\\hline
2 & 2,500 & 2d4 & 2 & - & - & - & - & - \\\hline
3 & 5,000 & 3d4 & 2 & 1 & - & - & - & - \\\hline
4 & 10,000 & 4d4 & 2 & 2 & - & - & - & - \\\hline
5 & 20,000 & 5d4 & 2 & 2 & 1 & - & - & - \\\hline
6 & 40,000 & 6d4 & 3 & 2 & 2 & - & - & - \\\hline
7 & 80,000 & 7d4 & 3 & 2 & 2 & 1 & - & - \\\hline
8 & 150,000 & 8d4 & 3 & 3 & 2 & 2 & - & - \\\hline
9 & 300,000 & 9d4 & 3 & 3 & 2 & 2 & 1 & - \\\hline
10 & 450,000 & 9d4+1 & 4 & 3 & 3 & 2 & 2 & - \\\hline
11 & 600,000 & 9d4+2 & 4 & 4 & 3 & 2 & 2 & 1 \\\hline
12 & 750,000 & 9d4+3 & 4 & 4 & 3 & 3 & 2 & 2 \\\hline
13 & 900,000 & 9d4+4 & 4 & 4 & 4 & 3 & 2 & 2 \\\hline
14 & 1,050,000 & 9d4+5 & 4 & 4 & 4 & 3 & 3 & 2 \\\hline
15 & 1,200,000 & 9d4+6 & 5 & 4 & 4 & 3 & 3 & 2 \\\hline
16 & 1,350,000 & 9d4+7 & 5 & 5 & 4 & 3 & 3 & 2 \\\hline
17 & 1,500,000 & 9d4+8 & 5 & 5 & 4 & 4 & 3 & 3 \\\hline
18 & 1,650,000 & 9d4+9 & 6 & 5 & 4 & 4 & 3 & 3 \\\hline
19 & 1,800,000 & 9d4+10 & 6 & 5 & 5 & 4 & 3 & 3 \\\hline
20 & 1,950,000 & 9d4+11 & 6 & 5 & 5 & 4 & 4 & 3 \\\bottomrule
\end{tabular*}\medskip
Magic-Users are those who seek and use knowledge of the arcane. They do magic not as the Cleric does, by faith in a greater power, but rather through insight and understanding.\\
Magic-Users are the worst of all the classes at fighting; hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons. They are the least hardy, equal to Thieves at lower levels but quickly falling behind.\\
The Prime Requisite for Magic-Users is Intelligence; a character must have an Intelligence score of 9 or higher to become a Magic-User. The only weapons they become proficient with are the dagger and the walking staff (or cudgel). Magic-Users may not wear armor of any sort nor use a shield as such things interfere with spellcasting.\\
A first level Magic-User begins play knowing \textbf{read magic }and one other spell of first level. These spells are written in a spellbook provided by their master. The GM may roll for the spell, assign it as they see fit, or allow the player to choose it, at their option. See the \textbf{Spells} section for more details.\\
\columnbreak
\subsection{Thief}\label{thief}\index{Thief}
\addvspace{0.5cm}
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}lll}
& \textbf{Exp}. & \\
\textbf{Level} & \textbf{Points} & \textbf{Hit Dice} \\\toprule
1 & 0 & 1d4 \\\hline
2 & 1,250 & 2d4 \\\hline
3 & 2,500 & 3d4 \\\hline
4 & 5,000 & 4d4 \\\hline
5 & 10,000 & 5d4 \\\hline
6 & 20,000 & 6d4 \\\hline
7 & 40,000 & 7d4 \\\hline
8 & 75,000 & 8d4 \\\hline
9 & 150,000 & 9d4 \\\hline
10 & 225,000 & 9d4+2 \\\hline
11 & 300,000 & 9d4+4 \\\hline
12 & 375,000 & 9d4+6 \\\hline
13 & 450,000 & 9d4+8 \\\hline
14 & 525,000 & 9d4+10 \\\hline
15 & 600,000 & 9d4+12 \\\hline
16 & 675,000 & 9d4+14 \\\hline
17 & 750,000 & 9d4+16 \\\hline
18 & 825,000 & 9d4+18 \\\hline
19 & 900,000 & 9d4+20 \\\hline
20 & 975,000 & 9d4+22 \\\bottomrule
\end{tabular*}\medskip
Thieves are those who take what they want or need by stealth, disarming traps and picking locks to get to the gold they crave; or "borrowing" money from pockets, beltpouches, etc. right under the nose of the "mark" without the victim ever knowing.\\
Thieves fight better than Magic-Users but not as well as Fighters. Avoidance of honest work leads Thieves to be less hardy than the other classes, though they do pull ahead of the Magic-Users at higher levels.\\
The Prime Requisite for Thieves is Dexterity; a character must have a Dexterity score of 9 or higher to become a Thief. They may use any weapon, but may not wear metal armor as it interferes with stealthy activities, nor may they use shields of any sort. Leather armor is acceptable, however.\\
Thieves have a number of special abilities, described below. One turn (ten minutes) must usually be spent to use any of these abilities, as determined by the GM. The GM may choose to make any of these rolls on behalf of the player to help maintain the proper state of uncertainty. Also note that the GM may apply situational adjustments (plus or minus percentage points) as they see fit; for instance, it' s obviously harder to climb a wall slick with slime than one that is dry, so the GM might apply a penalty of 20\% for the slimy wall.
\end{multicols}
\pagebreak
\subsection{Thief Abilities}\label{thief-abilities}\index{Thief Abilities}
\begin{tabularx}{0.95\textwidth}{@{}XXXXXXXX@{}}
%\multirow{2}{*}\textbf{Thief} & \textbf{Open} & \textbf{Remove} & \textbf{Pick} & \textbf{Move}& \textbf{Climb}s & & \\
%\textbf{Level}&\textbf{Locks}&\textbf{Traps}&\textbf{Pockets}&\textbf{Silently}&\textbf{Walls}&\textbf{Hide}&\textbf{Listen}\\
\textbf{Thief Level} & \textbf{Open Locks} & \textbf{Remove Traps } & \textbf{Pick Pockets} & \textbf{Move Silently}& \textbf{Climb Walls}s &Hide & Listen \\\toprule
1 & 25 & 20 & 30 & 25 & 80 & 10 & 30 \\\hline
2 & 30 & 25 & 35 & 30 & 81 & 15 & 34 \\\hline
3 & 35 & 30 & 40 & 35 & 82 & 20 & 38 \\\hline
4 & 40 & 35 & 45 & 40 & 83 & 25 & 42 \\\hline
5 & 45 & 40 & 50 & 45 & 84 & 30 & 46 \\\hline
6 & 50 & 45 & 55 & 50 & 85 & 35 & 50 \\\hline
7 & 55 & 50 & 60 & 55 & 86 & 40 & 54 \\\hline
8 & 60 & 55 & 65 & 60 & 87 & 45 & 58 \\\hline
9 & 65 & 60 & 70 & 65 & 88 & 50 & 62 \\\hline
10 & 68 & 63 & 74 & 68 & 89 & 53 & 65 \\\hline
11 & 71 & 66 & 78 & 71 & 90 & 56 & 68 \\\hline
12 & 74 & 69 & 82 & 74 & 91 & 59 & 71 \\\hline
13 & 77 & 72 & 86 & 77 & 92 & 62 & 74 \\\hline
14 & 80 & 75 & 90 & 80 & 93 & 65 & 77 \\\hline
15 & 83 & 78 & 94 & 83 & 94 & 68 & 80 \\\hline
16 & 84 & 79 & 95 & 85 & 95 & 69 & 83 \\\hline
17 & 85 & 80 & 96 & 87 & 96 & 70 & 86 \\\hline
18 & 86 & 81 & 97 & 89 & 97 & 71 & 89 \\\hline
19 & 87 & 82 & 98 & 91 & 98 & 72 & 92 \\\hline
20 & 88 & 83 & 99 & 93 & 99 & 73 & 95 \\\bottomrule
\end{tabularx}
\begin{multicols}{2}
The numbers above are percentages; instructions for making these rolls are in \textbf{Using the Dice} on page \hyperlink{using-the-dice}{\pageref{using-the-dice}}.
\textbf{Open Locks }allows the Thief to unlock a lock without a proper key. It may only be tried once per lock. If the attempt fails, the Thief must wait until they have gained another level of experience before trying again.
\textbf{Remove Traps }is generally rolled twice: first to detect the trap, and second to disarm it. The GM will make these rolls as the player won' t know for sure if the character is successful or not until someone actually tests the trapped (or suspected) area.
\textbf{Pick Pockets }allows the Thief to lift the wallet, cut the purse, etc. of a victim without being noticed. If the roll fails, the Thief didn' t get what they wanted; but further, the intended victim (or an onlooker, at the GM' s option) will notice the attempt if the die roll is more than two times the target number (or if the die roll is 00).
\textbf{Move Silently}, like Remove Traps, is always rolled by the GM. The Thief will usually believe they are moving silently regardless of the die roll, but opponents they are trying to avoid will hear the Thief if the roll is failed.
\textbf{Climb Walls} permits the Thief to climb sheer surfaces with few or no visible handholds. This ability should normally be rolled by the player. If the roll fails, the Thief falls from about halfway up the wall or other vertical surface. The GM may require multiple rolls if the distance climbed is more than 100 feet. See \textbf{Falling Damage }on page \hyperlink{falling-damage}{\pageref{falling-damage}} for the consequences of failing this roll.
\textbf{Hide} permits the Thief to hide in any shadowed area large enough to contain their body. Like Move Silently, the Thief always believes they are being successful, so the GM makes the roll. A Thief hiding in shadows must remain still for this ability to work.
\textbf{Listen} is generally used to listen at a door, or to try to listen for distant sounds in a dungeon. The GM must decide what noises the Thief might hear; a successful roll means only that a noise could have been heard. The GM should always make this roll for the player. Note that the Thief and their party must try to be quiet in order for the Thief to use this ability.
Finally, Thieves can perform a \hypertarget{Sneakux20Attackux20Thiefux20Ability}{}{}\textbf{Sneak
Attack} any time they are behind an opponent in melee and it is likely the opponent doesn' t know the Thief is there. The GM may require a Move Silently or Hide roll to determine this. The Sneak Attack is made with a +4 attack bonus and does double damage if it is successful. A Thief usually can' t make a Sneak Attack on the same opponent twice in any given combat.
The Sneak Attack can be performed with any melee (but not missile) weapon, or may be performed bare-handed (in which case \textbf{subduing damage} is done, as explained on page \hyperlink{subduing-damage}{\pageref{subduing-damage}}). Also, the Sneak Attack can be performed with the "flat of the blade;" the bonuses and penalties cancel out, so the attack has a +0 attack bonus and does normal damage; the damage done in this case is subduing damage.
\end{multicols}
\pagebreak
\subsection{Cost of Weapons and Equipment}
\label{cost-of-weapons-and-equipment}\hypertarget{cost-of-weapons-and-equipment}{} \index{Cost of Weapons and Equipment}
\begin{multicols}{2}
\subsection{Money}\label{money}\index{Money}
Monetary values are usually expressed in gold pieces. In addition to gold coins, there are coins made of platinum, silver, electrum (an alloy of gold and silver), and copper. They are valued as follows:
1 platinum piece (pp) = 5 gold pieces (gp)
1 gold piece (gp) = 10 silver pieces (sp)
1 electrum piece (ep) = 5 silver pieces (sp)
1 silver piece (sp) = 10 copper pieces (cp)
For game purposes, assume that one gold piece weighs 1/20th of a pound, and that ten coins will "fit" in a cubic inch of storage space (this isn' t literally accurate, but works well enough when applied to a box or chest).
First level characters generally begin the game with 3d6 x 10 gp, though the GM may choose some other amount.
\subsection{Equipment}\label{equipment}\index{Equipment}
This list represents common adventuring equipment at average prices. Prices and availability may vary. Weights are expressed in pounds. Items marked * weigh very little; ten such items weigh one pound. Items marked ** have almost no weight and should not usually be counted.\\
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}lll}
\textbf{Item} & \textbf{Price} & \textbf{Weight} \\\toprule
Backpack (Standard or Halfling) & 4 gp & * \\\hline
Belt Pouch & 1 gp & * \\\hline
Bit and bridle & 15 sp & 3 \\\hline
Candles, 12 & 1 gp & * \\\hline
Chalk, small bag of pieces & 2 gp & * \\\hline
Cloak & 2 gp & 1 \\\hline
Clothing, common outfit & 4 gp & 1 \\\hline
Glass bottle or vial & 1 gp & * \\\hline
Grappling Hook & 2 gp & 4 \\\hline
Holy Symbol & 25 gp & * \\\hline
Holy Water, per vial & 10 gp & * \\\hline
Horseshoes \& shoeing & 1 gp & 10 \\\hline
Ink, per jar & 8 gp & ½ \\\hline
Iron Spikes, 12 & 1 gp & 1 \\\hline
Ladder, 10 ft. & 1 gp & 20 \\\hline
Lantern & 5 gp & 2 \\\hline
Lantern, Bullseye & 14 gp & 3 \\\hline
Lantern, Hooded & 8 gp & 2 \\\hline
Manacles (without padlock) & 6 gp & 4 \\\hline
Map or scroll case & 1 gp & ½ \\\hline
Mirror, small metal & 7 gp & * \\\hline
Oil (per flask) & 1 gp & 1 \\\hline
Padlock (with 2 keys) & 12 gp & 1 \\\bottomrule
\end{tabular*}
\includegraphics[width=0.45\textwidth]{Pictures133/1000000000000358000004B00F13D4D9AB1079B8.png}
\vfill
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}lll}
\textbf{Item} & \textbf{Price} & \textbf{Weight} \\\toprule
Paper (per sheet) & 1 gp & ** \\\hline
Pole, 10'{} wooden & 1 gp & 10 \\\hline
Quill & 1 sp & ** \\\hline
Quill Knife & 1 gp & * \\\hline
Quiver or Bolt case & 1 gp & 1 \\\hline
Rations, Dry, one week & 10 gp & 14 \\\hline
Rope, Hemp (per 50 ft.) & 1 gp & 5 \\\hline
Rope, Silk (per 50 ft.) & 10 gp & 2 \\\hline
Sack, Large & 1 gp & * \\\hline
Sack, Small & 5 sp & * \\\hline
Saddle, Pack & 5 gp & 15 \\\hline
Saddle, Riding & 10 gp & 35 \\\hline
Saddlebags, pair & 4 gp & 7 \\\hline
Spellbook (128 pages) & 25 gp & 1 \\\hline
Tent, Large (ten men) & 25 gp & 20 \\\hline
Tent, Small (one man) & 5 gp & 10 \\\hline
Thieves'{} picks and tools & 25 gp & 1 \\\hline
Tinderbox, flint and steel & 3 gp & 1 \\\hline
Torches, 6 & 1 gp & 1 \\\hline
Whetstone & 1 gp & 1 \\\hline
Whistle & 1 gp & ** \\\hline
Wineskin/Waterskin & 1 gp & 2 \\\hline
Winter blanket & 1 gp & 3 \\\bottomrule
\end{tabular*}
\subsection{Weapons}\label{weapons}\index{Weapons}
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}lllll}
\textbf{Weapon} & \textbf{Price} & \textbf{Size} & \textbf{W.} & \textbf{Dmg}. \\\toprule
\textbf{Axes} & & & & \\\hline
Hand Axe & 4 gp & S & 5 & 1d6 \\\hline
Battle Axe & 7 gp & M & 7 & 1d8 \\\hline
Great Axe & 14 gp & L & 15 & 1d10 \\\hline
\textbf{Bows} & & & & \\\hline
Shortbow & 25 gp & M & 2 & \\\hline
Shortbow Arrow & 1 sp & & * & 1d6 \\\hline
Silver† Shortb. Arrow & 2 gp & & * & 1d6 \\\hline
Longbow & 60 gp & L & 3 & \\\hline
Longbow Arrow & 2 sp & & * & 1d8 \\\hline
Silver† Longb. Arrow & 4 gp & & * & 1d8 \\\hline
Light Crossbow & 30 gp & M & 7 & \\\hline
Light Quarrel & 2 sp & & * & 1d6 \\\hline
Silver† Light Quarrel & 5 gp & & * & 1d6 \\\hline
Heavy Crossbow & 50 gp & L & 14 & \\\hline
Heavy Quarrel & 4 sp & & * & 1d8 \\\hline
Silver Heavy Quarrel & 10 gp & & * & 1d8 \\\hline
\textbf{Daggers} & & & & \\\hline
Dagger & 2 gp & S & 1 & 1d4 \\\hline
Silver Dagger & 25 gp & S & 1 & 1d4 \\\hline
\textbf{Swords} & & & & \\\hline
Shortsword & 6 gp & S & 3 & 1d6 \\\hline
Longsword / Scimitar & 10 gp & M & 4 & 1d8 \\\hline
Two-Handed Sword & 18 gp & L & 10 & 1d10 \\\hline
\textbf{Hammers / Maces} & & & & \\\hline
Warhammer & 4 gp & S & 6 & 1d6 \\\hline
Mace & 6 gp & M & 10 & 1d8 \\\hline
Maul & 10 gp & L & 16 & 1d10 \\\hline
\textbf{Other Weapons} & & & & \\\hline
Club / Cudgel & 2 sp & M & 1 & 1d4 \\\hline
Walking Staff & 2 sp & M & 1 & 1d4 \\\hline
Quarterstaff & 2 gp & L & 4 & 1d6 \\\hline
Pole Arm & 9 gp & L & 15 & 1d10 \\\hline
Sling & 1 gp & S & * & \\\hline
Bullet & 1 sp & & * & 1d4 \\\hline
Stone & n/a & & * & 1d3 \\\hline
Spear & 5 gp & M & 5 & \\\hline
Thrown (one handed) & & & & 1d6 \\\hline
Melee (one handed) & & & & 1d6 \\\hline
Melee (two handed) & & & & 1d8 \\\bottomrule
\end{tabular*}\medskip
* These items weigh little individually. Ten of these items weigh one
pound.
† Silver tip or blade, for use against lycanthropes.
\subsection{Weapon Size}\label{weapon-size}\index{Weapon Size}
Humans and Elves must wield Large weapons with both hands, but may use Small or Medium weapons in one hand. Halflings may not use Large weapons at all, and must use Medium weapons with both hands. Dwarves, due to their stocky, powerful builds, are able to use Medium weapons one-handed and some Large weapons in two hands, but Large weapons more than four feet in length are prohibited (specifically, two-handed swords, polearms, and longbows). Some weapons must be used with both hands by design (such as bows and crossbows) but the maximum size limits still apply.
The GM should apply similar limitations to weapon-armed monsters; for instance, goblins are about the same size as Halflings, and thus are similarly limited.
\subsection{Missile Weapon Ranges}\label{missile-weapon-ranges}\index{Missile Weapon Ranges}
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}llll}
\multirow{2}{*} {\textbf{Weapon}} & \textbf{Short}& \textbf{Medium} & \textbf{Long}\\\toprule
&\textbf{(+1)}&\textbf{(0)}&\textbf{(-2)}\\\hline
Longbow & 70 & 140 & 210 \\\hline
Shortbow & 50 & 100 & 150 \\\hline
Heavy Crossbow & 80 & 160 & 240 \\\hline
Light Crossbow & 60 & 120 & 180 \\\hline
Dagger & 10 & 20 & 30 \\\hline
Hand Axe & 10 & 20 & 30 \\\hline
Oil or Holy Water & 10 & 30 & 50 \\\hline
Sling & 30 & 60 & 90 \\\hline
Spear & 10 & 20 & 30 \\\hline
Warhammer & 10 & 20 & 30 \\\bottomrule
\end{tabular*}\\
Missile weapon ranges are given in feet. In the wilderness, substitute yards for feet. If the target is as close as or closer than the Short range figure, the attacker receives a +1 attack bonus. If the target is further away than the Medium range figure, but not beyond the Long range figure, the attacker receives a ‑2 attack penalty.
\subsection{Armor and Shields}\label{armor-and-shields}\index{Armor and Shields}
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}llll}
\textbf{Armor Type} & \textbf{Price} & \textbf{Weight} & \textbf{AC} \\\toprule
No Armor & 0 gp & 0 & 11 \\\hline
Leather Armor & 20 gp & 15 & 13 \\\hline
Chain Mail & 60 gp & 40 & 15 \\\hline
Plate Mail & 300 gp & 50 & 17 \\\hline
Shield & 7 gp & 5 & +1 \\\bottomrule
\end{tabular*}
\subsection{Beasts of Burden}\label{beasts-of-burden}\index{Beasts of Burden}
Note: Statistics for the animals below are on page
\hyperlink{beasts-of-burden-1}{\pageref{beasts-of-burden-1}}.
\medskip
\begin{tabular*}{0.93\linewidth}{@{\extracolsep{\fill}}ll}
\textbf{Item} & \textbf{Price} \\\toprule
Horse, Draft & 120 gp \\\hline
Horse, War & 200 gp \\\hline
Horse, Riding & 75 gp \\\hline
Pony* & 40 gp \\\hline
Pony, War* & 80 gp \\\bottomrule
\end{tabular*}\\
* Due to their small stature, Dwarves and Halflings generally ride ponies rather than horses.
\end{multicols}
\pagebreak
\subsection{Explanation of Equipment}\label{explanation-of-equipment}\index{Explanation of Equipment}
\begin{multicols}{2}
A \textbf{Backpack }will hold a maximum 40 pounds or 3 cubic feet of goods. Some items may be lashed to the outside, and thus count toward the weight limit but not the volume limit. A Halfling' s backpack holds at most 30 pounds and/or 1½ cubic feet, but costs the same as a full-sized item.\smallskip
A \textbf{Candle} will shed light over a 5'{} radius, with dim light extending 5'{} further. A normal candle will burn about 3 turns per inch of height.\smallskip
\textbf{Chalk} is useful for "blazing a trail" through a dungeon or ruin.\smallskip
\textbf{Holy Water} is explained in the Encounter section.\smallskip
\textbf{Iron Spikes} are useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations.\smallskip
A \textbf{Lantern} will provide light covering a 30'{} radius; dim light will extend about 20'{} further. A lantern will consume a flask of oil in 18+1d6 turns. A \textbf{Hooded Lantern} allows the light to be hidden or revealed as the user pleases; in all other ways it performs as an ordinary lantern. A \textbf{Bullseye Lantern} projects a cone of light 30'{} long and 30'{} wide at the widest point, with dim light extending an additional 20'{} beyond that point. This type of lantern is generally hooded.\smallskip
A \textbf{Map or Scroll Case} is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap which slides over the end, and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells.\smallskip
A \textbf{Mirror} is useful in a dungeon environment for many reasons; for instance, it is the only way to look at a Medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight.\smallskip
A \textbf{Quiver} is an open container used to hold arrows. A Bolt Case is a similar sort of container for crossbow bolts. In either case, the standard capacity is 20 missiles. The length of a quiver or bolt case must match the length of the ammunition for it to be useful; therefore, there are longbow and shortbow quivers and light and heavy crossbow bolt cases. The price is the same for all types.\smallskip
\textbf{Dry Rations} may consist of dry bread, hard cheese, dried fruit, nuts, beans, jerky, or any other food which will not "go bad" in less than about a month (if not longer). Dry rations are generally sold in quantities sufficient for one character for a week, and are packaged in waxed or oiled cloth to protect them.\smallskip
\textbf{Hemp Rope} is ½ inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio.\smallskip
\textbf{Silk Rope} is about 3/8 inch in diameter and has a breaking strength of 1,600 pounds, although it weighs considerably less than hemp rope. The notes regarding rope strength given for hemp rope, above, apply here also.\smallskip
A \textbf{Large Sack} will hold at most 40 pounds or 4 cubic feet of goods.\smallskip
A \textbf{Small Sack} will hold at most 20 pounds or 2 cubic feet of goods.\smallskip
A pair of \textbf{Saddlebags} will hold at most 10 pounds or 1 cubic foot of goods (divided evenly between both bags).\smallskip
\textbf{Thieves' Picks and Tools} are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools, or may be used at a penalty at the option of the Game Master.\smallskip
A \textbf{Tinderbox }is generally purchased with a \textbf{flint and steel}; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The time required to start a fire should be determined by the GM according to the prevailing conditions; under ideal conditions, starting a fire with a flint, steel and tinder takes about a turn.\smallskip
A \textbf{Torch} sheds light over a 30'{} radius, with dim light extending about 20'{} further, and burns for 1d4+4 turns. Of course, a torch is also useful for setting flammable materials (such as cobwebs or oil) alight.\smallskip
A \textbf{Whetstone} is used to sharpen and maintain edged weapons such as swords, daggers, and axes.\smallskip
\textbf{Wineskin/Waterskin} is a container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2 pound weight is for a full skin; an empty skin has negligible weight.
\end{multicols}
\pagebreak
\subsection{Vehicles}\label{vehicles}\index{Vehicles}
The following tables give details of various land and sea vehicles. Game Masters should feel free to create their own vehicles, in which case the table can be used for guidance. Some of the statistics given below are explained in detail later.
\subsection{Land Transportation}\label{land-transportation}\index{Land Transportation}
\begin{tabular*}{1\linewidth}{@{\extracolsep{\fill}}lllllll}
\textbf{Vehicle} &\textbf{ Length x width*} & \textbf{Weight} & \textbf{Cargo} & \textbf{Movement} & \textbf{Hardness / HP} & \textbf{Cost (gp)}\\\toprule
Chariot & 15'{} x 6'{} & 300 & 750 lbs & 60'{} (10') & 10 / 10 & 400 \\\hline
Coach & 30'{} x 8'{} & 1,000 & 2,000 lbs & 40'{} (15') & 6 / 12 & 1,500 \\\hline
Wagon & 35'{} x 8'{} & 2,000 & 4,000 lbs &20'{} (15') & 6 / 16 & 500 \\\bottomrule
\end{tabular*}
* Includes hitched horses or mules.
\subsection{Water Transportation}\label{water-transportation}\index{Water Transportation}
\begin{tabular*}{1\linewidth}{@{\extracolsep{\fill}}lllllllll}
\textbf{Vehicle} & \textbf{Length x Width} & \textbf{Cargo} & \textbf{Crew} & \textbf{Movement/Day} & \textbf{Miles HP} & \textbf{Hardness} & \textbf{Cost (go)} & \\\toprule
Canoe & 15' x 4'& ½ ton & 1 & 40' (5') & 30 & 4 / 4 & 50 &\\\hline
Caravel & 55'x 15'& 75 tons & 10 & 20'(20') & 42 & 8 / 75 & 10,000& \\\hline
Carrack & 60' x 20' & 135 tons & 20 &30' (30') & 48 & 10 / 120 & 20,000 &\\\hline
Galley, Small & 100'x 15'& 210 tons & 90 & 20' (20') & 36 / 24 & 8 / 75 & 15,000 &\\\hline
Galley, Large & 120'x 20'& 375 tons & 160 & 30' (25') & 42 / 24 & 10 / 120 & 30,000 &\\\hline
Longship & 110'x 15' & 10 tons & 70 & 30' (25') & 42 / 24 & 9 / 110 & 25,000& \\\hline
Raft/Barge & per 10' x 10' & 1 ton & 2 & 40' (10') & 18 & 6 / 12 & 100 &\\\hline
Riverboat & 50' x 20' & 50 tons & 10 & 20' (20') & 30 & 8 / 30 & 3,500 &\\\hline
Rowboat & 15' x 6' & 1 ton & 1 & 30' (10') & 24 & 6 / 8 & 60 &\\\hline
Sailboat & 40' x 8' & 5 tons & 1 & 40'(15') & 36 & 7 / 20 & 2,000 &\\\bottomrule
\end{tabular*}\vfill
\begin{multicols}{2}
\subsection{Notes Regarding Vehicles}\label{notes-regarding-vehicles}\index{Notes Regarding Vehicles}
The\textbf{ Crew} figure given reflects the minimum number of sailors and/or rowers needed to operate the ship. Officers are not counted among these numbers, and of course it is always a good idea to hire extra sailors and/or rowers to ensure that any casualties will not slow down the ship.\\
Cargo for wagons is given in pounds, while for ships it is given in tons. If the ship sails night and day, each passenger requires living space equivalent to one ton of cargo; in addition, provisions for one man for one month occupy 1/10 of a ton of space.\\
Movement is given separately here in yards (see Time and Scale on page \hyperlink{time-and-scale}{\pageref{time-and-scale}} for an explanation) as well as miles per day. The encounter movement of ships is not directly related to the long-distance travel rate, since the crew must work hard to make the ship move quickly in combat, and this level of effort cannot be maintained day and night.\\
The parenthesized figure represents Maneuverability; as explained in the Encounter section on page \hyperlink{maneuverability}{\pageref{maneuverability}}.\\
See \textbf{Attacking a Vehicle} on page \hyperlink{attacking-a-vehicle}{\pageref{attacking-a-vehicle}} of the \textbf{Encounter }section, for details on the \textbf{Hardness }and \textbf{HP }statistics.\\
A \textbf{chariot }requires a single horse, generally a warhorse, to pull it. Both \textbf{coaches }and\textbf{ wagons} require at least a pair of draft horses to pull them. \\
A \textbf{caravel} is a highly maneuverable sailing ship with two or three masts. Though superficially similar to the larger carrack, caravels are capable of sailing up rivers, a task for which the larger ship is ill suited.\\
A \textbf{carrack} is a large, ocean-going sailing ship with three or four masts.\\
\textbf{Galleys} are equipped with both sails and oars; the second listed movement rate for galleys is the rowing speed. A small galley will have around 20 rows of oars, with each oar pulled by two men (for a total of 80 rowers) while a large galley will have around 35 rows of oars (for a total of 140 rowers). Galleys are generally much more maneuverable than sailing ships such as the carrack or caravel, and may be outfitted with rams.\\
The \textbf{longship} commonly used by northern raiders is very similar to the large galley. However, where more civilized nations have specialist rowers, sailors, and marines, the crew of a longship is more generalized; most crewmen will be qualified for all of these tasks.
\end{multicols}
\pagebreak
\subsection{Siege Engines}\label{siege-engines}\index{Siege Engines}
These are weapons used to attack strongholds, or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is the character who makes the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note: siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons. Review the rules in the \textbf{Stronghold} section on page \hyperlink{attacking-a-vehicle}{\pageref{attacking-a-vehicle}} for details regarding attacking fortified buildings such as castles, towers, fortresses, and so on.\\
\begin{tabular*}{1\linewidth}{@{\extracolsep{\fill}}llllllll}
\multirow{2}{*}{\textbf{Weapon}}&\textbf{Cost}&\textbf{Rate}&\textbf{Attack}&\textbf{Damage}&\textbf{Short}&\textbf{Medium} & \textbf{Long}\\\toprule
&&\textbf{of fire}&\textbf{Penalty}&&\textbf{Range (+1)}&\textbf{Range (+0)}&\textbf{Range (-2)}\\\hline
Ballista & 100 gp & 1/4 & -3 & 2d8 & 50' & 100' & 150' \\\hline
Battering Ram & 200 gp & 1/3 & +0 & 2d8 & N/A & N/A & N/A \\\hline
Onager & 300 gp & 1/6 & -6 & 2d12 & 100'{} &200'{} & 300'{} \\\hline
Screw & 200 gp & N/A & N/A & 1d8 & N/A & N/A & N/A \\\hline
Sow & 100 gp & N/A & N/A & N/A & N/A & N/A & N/A \\\hline
Trebuchet & 400 gp & 1/10 & -8 & 3d10 & N/A & 300' & 400'{} \\\bottomrule
\end{tabular*}\vfill
\begin{multicols}{2}
\bigskip
\textbf{Ballista:} This is effectively a very large crossbow that may fire a spear-like bolt or a large stone. It is usually mounted on a tripod or wagon, but may also be mounted on a ship. When firing bolts, a ballista cannot damage brick or stone. A ballista requires a crew of three to operate.\\
\textbf{Battering Ram:} These are usually operated under a \textbf{sow}. They require a crew of eight or more\\.
\textbf{Screw:} This device may be used to attack a stronghold, by means of boring through the walls. A crew of at least eight is required to operate it. It is only used at the base of a wall, and it is usually operated under a \textbf{sow}.\\
\textbf{Sow:} This is a kind of portable roof, used for protection while performing slower attacks on a fortified building. Those under a sow will be harder to hit, receiving at least a +6 bonus to Armor Class against ranged attacks while taking cover under it. The sow itself has a hardness of 9 and 50 hit points.\
\textbf{Onager:} This weapon throws a stone with a fairly flat trajectory. Operating an onager requires a crew of four.\\
\textbf{Trebuchet:} This mighty weapon uses a counterweight to fling a stone on a high, arcing path. It cannot fire at targets within 200 yards. If it is aimed at a target that is more than 20 feet higher than the weapon, there is an additional --2 attack penalty. A trebuchet requires a crew of eight to operate.
\end{multicols}
\vfill
\includegraphics[width=0.95\textwidth]{Pictures133/100000000000071000000400408A09D14F87532D.png}
\pagebreak
\section{PART 3: SPELLS}\label{part-3-spells}\index{Part 3: Spells}
\begin{multicols}{2}
The number of spells of each level which a Cleric or Magic-User may cast
per day is shown on the appropriate table in the \textbf{Characters} section starting on page \hyperlink{part-2-player-characters}{\pageref{part-2-player-characters}}. Each morning spellcasters prepare spells to replace those they have used. Clerics pray, while Magic-Users must study their spellbooks. Spells prepared but not used persist from day to day; only those actually cast must be replaced. A spellcaster may choose to dismiss a prepared spell (without casting it) in order to prepare a different spell of that level.\\
Spellcasters must have at least one hand free, and be able to speak, in order to cast spells; thus, binding and gagging a spellcaster is an effective means of preventing them from casting spells. In combat, casting a spell usually takes the same time as making an attack. If a spellcaster is attacked (even if not hit) or must make a saving throw (whether successful or not) on the Initiative number on which they are casting a spell, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if they have a better Initiative, and choose to delay casting the spell until \emph{right before} the other caster.
Some spells are reversible; such spells are shown with an asterisk after the name.
\subsection{Cleric Spells}\label{cleric-spells}\index{Cleric Spellstry}\index{Cleric Spells}
Clerics receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in their deity' s good graces.
Because they gain their spells through prayer, a Cleric may prepare any spell of any level they are able to cast. In some cases the Cleric' s deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells.\\
{\large \textbf{First Level Clerical Spells}}\index{First Level Clerical Spells}
\begin{tabularx}{0.45\textwidth}{@{}ll@{}}
1 & Cure Light Wounds* \\\toprule
2 & Detect Evil* \\\hline
3 & Detect Magic \\\hline
4 & Light* \\\hline
5 & Protection from Evil* \\\hline
6 & Purify Food and Water \\\hline
7 & Remove Fear* \\\hline
8 & Resist Cold \\\bottomrule
\end{tabularx}\\\bigskip
{\large \textbf{Second Level Clerical Spells}}\index{Second Level Clerical Spells}
\begin{tabularx}{0.45\textwidth}{@{}ll@{}}
1 & Bless* \\\toprule
2 & Charm Animal \\\hline
3 & Find Traps \\\hline
4 & Hold Person \\\hline