TEXT:  
  The original fantasy adventure game 
  LLOYD  
   
   
  THIRD OF THREE BOOKLETS 
   
  2nd edition, 2nd Printing 
  
   
  
  1 
  Booklet 2 
  UNDERWORLD & 
  WILDERNESS 
  ADVENTURES 
  BY 
  LLOYD 
   
   
  Dedicated to all those whose imaginations still run rampant with 
  warriors, wizards, dragons, treasures, and adventure. 
   
  This work is inspired by the works of 
  E. Gary Gygax and Dave Arneson. 
   
   
  Cover Art Illustrator 
  Luigi Castellani 
   
   
   
   
   
   
  2nd edition, 2nd Printing 
  Copyright 2019 OSR Hobbies™ 
   
    
  Product Identity: The following are Product Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, Sword & Spell, OSR Hobbies, Harkangraf, 
  Crag Keep, proper names (characters, icons, spell names, item names, place names, new deities, and so on), 
  dialogue, plots, story elements, locations, characters, artwork, and trade dress.  
  Open Content: Except Product Identity (see above), the game mechanics of this work are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission. Sword & Spell is 
  published by OSR Hobbies under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 
  Sword & Spell is a trademark of OSR Hobbies. ©2019 OSR Hobbies. All rights reserved. 
  
  2 
  TABLE OF CONTENTS 
  UNDERWORLD ADVENTURES ......................................................................................... 3 
  Monster Level Determination Matrix .............................................................................. 5 
  Monster Level Tables ..................................................................................................... 5 
  Example of Dungeon Design .......................................................................................... 6 
  Example Dungeon Key ................................................................................................... 6 
  Suggestions for Campaign Play ..................................................................................... 9 
  Adjudicating Adventures in the Underworld .................................................................. 9 
  Example Adjudicating an Adventure in the Underworld ................................................11 
   
  WILDERNESS ADVENTURES ...........................................................................................13 
  Adjudicating Adventures in the Wilderness .................................................................. 13 
  Monster-Type Encounter Matricies ............................................................................... 16 
  Strongholds .................................................................................................................. 17 
  Example of Adjudicating an Adventure in the Wilderness ............................................ 18 
   
  ENCOUNTERS ............................................................................................................... 19 
  Adjudicating Encounters ............................................................................................... 19 
  Adjudicating Combat.................................................................................................... 20 
  Land Combat ................................................................................................................. 21 
  Airborne Combat .......................................................................................................... 24 
  Waterborne Combat ..................................................................................................... 25 
  Example of Adjudicating Combat ................................................................................. 27 
   
  CAMPAIGNS ................................................................................................................. 28 
  Healing ........................................................................................................................ 28 
  Tracking Time .............................................................................................................. 28 
  Rumors, Information, and Gossip ................................................................................ 28 
  Angry Village Rule ....................................................................................................... 29 
  Constructing Strongholds ............................................................................................. 29 
  Specialists .................................................................................................................... 29 
  Mercenaries ................................................................................................................. 30 
  Other Worlds ................................................................................................................ 30 
   
  GENERAL WILDERNESS MAP .........................................................................................31 
   
   
  
  3 
  UNDERWORLD ADVENTURES 
  To prepare a campaign of adventures in the Underworld, sketch a series of dungeons 
  and fill them with monsters and treasures. This section provides a step-by-step set of 
  guidelines for doing that, followed by an example dungeon built using these steps. For 
  referees with little time, there exist commercially available products compatible with the 
  SWORD & SPELL game. 
  1. Decide on a scenario. Decide on a theme for the adventure that ties together the 
  encounters in the dungeon. It will guide deliberate placement of monsters and 
  treasures. A scenario could be one of exploring the unknown, investigating an enemy 
  outpost, recovering lost ruins, destroying an ancient evil, visiting a lost shrine, 
  fulfilling a quest, escaping from enemies, rescuing prisoners, and so on. 
  2. Decide on a setting. Once a theme is established, decide where the adventure takes 
  place. For example, the adventure can be in a castle, caverns, an abandoned mine, 
  an ancient temple, a crypt, a stronghold, an isolated tower, and so on. 
  3. Draw a map of the dungeon levels. The layout of these dungeons can be in nearly 
  any arrangement. Sometimes a sideview of the dungeon levels, like that of the 
  example below, can help a referee visualize how the dungeon flows. 
   
  Illustration by Dyson Logos 
  Draw dungeon maps on graph paper. A scale of 10 feet to a square is fine. For small 
  locales, 5 feet or 10 feet to a square is better for a map. The chosen setting should dictate 
  the size and shape of the dungeon. The map for a tower and its curved outer walls would 
  look different than the map for a cavern of irregular shaped twists and turns. The extent 
  to which the maps is rough or finished depends on how certain you are about where 
  certain rooms or corridors will go. A rough map can always be completed later. It’s also 
  helpful to have a set of standard dungeon symbols to use with the map. To ensure your 
  players have an abundant amount of dungeon to explore, three levels of dungeon 
  
  4 
  should suffice to begin. However, eventually design a dungeon of 6, 8, 10, 12, even 16 or 
  more levels to adequately challenge players as they earn levels. No real limit exists to 
  the number of levels, nor is there any limitations to their size (notwithstanding the 
  physical limits of any paper used). “Crag Keep,” for example, has over a dozen levels. 
  An example of a dungeon level follows. 
   
  4. Place specific treasures (and/or monsters) in select rooms. Based on the scenario 
  and setting, thoughtfully identify and place specific treasures in 1-out-of-6 rooms. 
  For example, with 17 rooms in the example dungeon level, treasure content for three 
  rooms should be deliberately decided. These treasures should comprise various 
  magical items and large amounts of wealth in the form of gems and jewelry. Place 
  monsters in these areas if desired. Whether or not monsters are present, ensure 
  treasure is secreted away somewhere in hard to find locations. 
  5. Stock the dungeon. After thoughtfully placing significant monsters and treasures, 
  either a) do this for the rest of the dungeon, using the same 1-out-of-6 ratio, or b) 
  randomly distribute monsters and treasures in the remaining rooms with the 
  following tables. 
  Room Contents 
  1d6 
  1 
  2 
  3-6 
  Result 
  Monster 
  Monster & Treasure 
  Empty* 
  * There’s a 1-in-6 chance of unguarded treasure in empty chambers and rooms. 
  If the roll indicates a monster (1 or 2), use the Monster Level Determination Matrix 
  below to determine which Monster Table to use to fill the room. 
  
  5 
  Monster Level Determination Matrix  
  Dungeon 
   
  Monster Level Table 
  Level 
   
  1 
  2 
  3 
  4 
  5 
  6 
  1 
   
  1-2 
  3-4 
  5 
  6 
  — 
  — 
  2 
   
  1 
  2 
  3-4 
  5 
  6 
  — 
  3 
   
  — 
  1 
  2 
  3-4 
  5 
  6 
  4-5 
   
  — 
  — 
  1 
  2-3 
  4-5 
  6 
  6-7 
   
  — 
  — 
  — 
  1 
  2-4 
  5-6 
  8-9 
   
  — 
  — 
  — 
  — 
  1-2 
  3-6 
  10-12 
   
  — 
  — 
  — 
  — 
  1 
  2-6 
  13+ 
   
  — 
  — 
  — 
  — 
  — 
  1-6 
  Monster Level Tables 
   
  Monster Table 1 
   
  Monster Table 2 
  1 
   
  Animal, Centipedes 
   
  Animal, Lizards 
  2  
  Animal, Giant Rats 
   
  Human-type, 2nd-level Fighters 
  3  
  Animal, Spiders 
   
  Human-type, 3rd-level Wizards 
  4  
  Human-type, Goblins 
   
  Human-type, 4th-level Wizards 
  5  
  Human-type, Human, Bandits 
   
  Human-type, Gnolls 
  6  
  Human-type, Kobolds 
   
  Human-type, Hobgoblins 
  7  
  Human-type, Orcs 
   
  Human-type, Human, Berserkers 
  8  
  Undead, Skeletons 
   
  Thouls 
  9  
   
   
  Undead, Ghouls 
  10  
   
   
  Undead, Zombie 
   
  Monster Table 3 
   
  Monster Table 4 
  1 
   
  Animal, Giant Ants 
   
  Animal, Giant Beetles 
  2  
  Animal, Giant Hogs 
   
  Animal, Giant Scorpions 
  3  
  Animal, Giant Snakes 
   
  Animal, White Apes 
  4  
  Animal, Giant Weasels 
   
  Gargoyles 
  5  
  Human-type, 4th-level Fighters  
  Human-type, 4th-level Chaotic Clerics 
  6  
  Human-type, 5th-level Fighters  
  Human-type, 6th-level Fighters 
  7  
  Human-type, 5th-level Wizards  
  Human-type, 7th-level Wizards 
  8  
  Human-type, 6th-level Wizards  
  Lycanthrope, Any 
  9  
  Ochre Jelly 
   
  Ogres 
  10  
  Undead, Wights 
   
  Undead, Wraiths 
   
  Monster Table 5 
    Monster Table 6 
  1 
   
  Cockatrices 
   
  Basilisks 
  2  
  Human-type, 8th-level Fighters  
  Chimera 
  3  
  Human-type, 9th-level Wizards  
  Dragons 
  4  
  Hydrae (6-8 HD) 
   
  Giants, Any 
  5  
  Manticores 
   
  Gorgons 
  6  
  Medusae 
   
  Human-type, 8th-level Chaotic Clerics* 
  7  
  Minotaurs 
   
  Human-type, 9th-level Fighters 
  8  
  True Trolls 
   
  Human-type, 11th-level Wizards* 
  9  
  Undead, Mummies 
   
  Hydrae (9-12 HD) 
  10  
  Undead, Specters 
   
  Purple Worms 
  11  
  Wyverns 
   
  Undead, Specters 
  12  
  Wyverns 
   
  Undead, Vampires 
  * Each has 1d4 apprentices (either 7th-level Wizards or 4th-level Chaotic Clerics) and 1d6 
  bodyguards (Fighters of 4th to 6th level) 
  Use the formula below to determine the number of monsters in a room or chamber:  
  Number of monsters  = 
  base number  
  × (dungeon level ÷ monster level)  
  × (party size ÷ 3, round up). 
  
  6 
  The base number is equal to 1d6 for human-type or group-type monsters (such as 
  animal monster-types), or 1 for fantastic monsters. Party size is equal to the number of 
  members (both PCs and NPCs) in the party. 
  For example, Goblins are 1st-level human-type monsters. Against a party of three 
  characters on the 1st level of a dungeon, there would be 1d6 × (B/b) × (D/d) = 1d6 × 1 × 1 = 
  1d6 Goblins. If the party had 9 characters and was on the 3rd dungeon level, the number 
  appearing would be 1d6 × (D/b) × (J/d) = 1d6 × 3 × 3, or 9, 18, 27, 36, 45, or 54 Goblins! 
  In another example, Doppelgangers are 4th-level, fantastic monsters. On the 2nd level 
  of a dungeon, against a party with three characters, the number appearing would be 1 
  × (C/e) × (D/d) = 1 × ½ × 1 = 1 Doppelganger (round up fractions). If this encounter took 
  place on the 5th dungeon level and the party had nine characters, the number 
  appearing would be 1 × (F/e) × (J/d) = 1 × 1¼ × 3 = 4 Doppelgangers! 
  Use the table below to determine treasures in a room or chamber. Silver is always 
  present. Roll d% to see whether gold, gems, jewelry, and magic are present. 
  Treasure Determination Table 
  Dungeon Level Silver Pieces Gold Pieces 
  Gems & Jewelry 
  Magic/Map 
  1 
  1d6 × 100 
  50% – 1d6 × 10 
  5% each — 1d6 
  5% 
  2-3 
  1d12 × 100 
  50% – 1d6 × 100 
  10% each — 1d6 
  5% 
  4-5 
  1d6 × 1,000 
  50% – 1d6 × 200 
  20% each — 1d6 
  10% 
  6-7 
  1d6 × 2,000 
  50% – 1d6 × 500 
  30% each — 1d6 
  15% 
  8-9 
  1d6 × 5,000 
  50% – 1d6 × 1,000 40% each — 1d12 
  20% 
  10-12 
  1d6 × 5,000 
  50% – 1d6 × 2,000 50% each — 1d12 
  25% 
  13+ 
  1d6 × 10,000 50% – 1d6 × 5,000 50% each — 1d12 
  30% 
  Ensure unguarded treasure is secreted away somehow, trapped, or both. It could be 
  invisible, underneath the floor, behind a secret door, locked inside an iron chest that 
  has a poison needle or gas trap, and so on. 
  6. Place tricks, traps, and special locations. Place tricks, traps, and special areas in up 
  to 1-out-of-6 locations on the map. Many of these locations should be in corridors 
  and hallways. Examples of such areas include the follow. 
  • 
  False stairs up or down or slanting passages that take character up or down one 
  or more levels. 
  • 
  Teleportation areas that move players either to locations on the same dungeon 
  level or different dungeon levels. 
  • 
  Rooms that sink to different levels.  
  • 
  Sections of the dungeon that have illusions or compulsion magic. 
  • 
  Sections that end and trap fleeing characters. 
  • 
  Doors openable from one side only or that appear at random intervals. 
  • 
  Passages and corridors so confusing they can’t be mapped. 
  • 
  Space distortion effects that make corridors or stairs seem longer, shorter, 
  wider, narrower, hotter, or colder than they are. 
  • 
  Furnishings that ages characters if touched, animates weapons that then attack, 
  or drains a magic item of all its magical powers. 
  • 
  Exit ways that appear and reappear. 
  • 
  Containers that are either polymorphed horrors that resume normal shape 
  when touched or fabulously valuable.  
  • 
  A riddle-asking figurine or stone construction that harms someone if a riddle is 
  incorrectly answered or reveals treasure if answered correctly. 
  • 
  Areas of the dungeon in which there is inexplicable noises. 
  
  7 
  • 
  The chiming of a gong or bell that alerts nearby monsters when the characters 
  move in or through the area. 
  • 
  A pool, river, or other body of water that produces a magical effect when 
  touched or drank. 
  7. Fill in the details. When all areas are stocked, add flavor to the dungeon with notes 
  on mundane furnishings, distinct odors, noises, and so on. Think of ways to liven up 
  areas, especially the ones with no content. While some detail is helpful for players 
  trying to imagine the environs, too much detail can distract or bore. 
  Example of Dungeon Design 
  This section offers an example of how to use the step-by-step dungeon design to create 
  and stock a dungeon. 
  1. Choose a scenario. A ruined keep on the edge of Civilization has generated rumors 
  for generations. The rumors suggest untold fortune for those who might brave its 
  interior. What lies in and beneath, and what riches might await inside, can only be 
  imagined. 
  2. Choose a setting. This adventure takes place in the dungeons below the ruined keep, 
  which is a half day travel from the nearest village. Those who come across the keep 
  see that its levels above ground have collapsed. Exposed and visible to those who 
  approach is an intact set of stone stairs that plummet into the darkness below. 
  3. Draw the map. The first dungeon level of the ruined keep is on the next page. There 
  are 17 rooms noted. Each square is 10 feet × 10 feet. 
  4. Place special treasures. Based on the stocking methodology above, there are three 
  special treasures to place in the dungeon. 
  • 
  A set of plate armor that will fit at least one of the characters. 
  • 
  A 11,500 GP cache of 4 pieces of jewelry (worth 4,500 GP, 3,000 GP, 2,500 GP, 
  and 1,500 GP, respectively). 
  • 
  A 95 GP find that also has one magic item.  
  The three special treasures are placed in rooms 5, 14, and 17, respectively. 
  5. Stock the dungeon. Using the suggested stocking methodology, three rooms have 
  special treasures (per Step 4), three areas have tricks/traps or special effects, and the 
  remainder have contents based on random determination. Three tricks/traps or 
  special areas are placed in A, B, and C.  
  Room 1. The referee rolls 1d6 and gets 4. The room is empty. 
  Room 2. The referee rolls 5. Another empty area. 
  Room 3. The referee rolls 2 for the next room, which indicates Monster & Treasure. 
  Another roll on the Monster Level Determination Matrix, by Dungeon Level, is 4, 
  which indicates Monster Table 1. A roll of 4 on 1d8 indicates Goblins are in the room. 
  Goblins are 1st-level human-types, so there are 1d6 × 1 × [1,2,3,…] (based on party 
  size). The referee rolls 2, so there are 2 (if 1-3 party members), 4 (if 4-6 party 
  members), 6 (if 7-9 party members), and so on, Goblins in the room. 
  The referee rolls 1d6 × 100 for the value of SP present. The result is 1, so there’s 100 
  SP worth of treasure thus far. The referee then rolls d% for GP. The result is 67%, 
  which means there’s no GP. A d% roll for both gems and jewelry results in 1d6 pieces 
  of jewelry being present. A roll of 3 indicates three pieces, and the referee then 
  determines the value of those pieces with the aid of the jewelry value table in 
  Monsters & Treasures (Bk 2). Three d% rolls indicate each piece is worth 1d6 x 1,000 
  SP. The referee determines there is a brooch worth 2,000 SP, a ring worth 2,000 SP, 
  and a necklace worth 5,000 SP present. 
  
  8 
  Room 4. The referee rolls 1, which is just a monster. A second roll indicates Monster 
  Table 1, and a third roll indicates Goblins again. 
  Room 5. The referee places plate mail in this room and decides its guardians are 3 
  Skeletons and 2 Zombies, one of which wears the plate! 
  And so on. The referee does this for all the rooms of the dungeon level. 
  6. In area A, there are two teleportal traps marked with the letter “t.” When a party 
  moves in the directions of the arrows and moves to the designated letter, they 
  see/move as if they were at the other marked letter. Thus, if moving west down the 
  corridor from where the letter A is, when they move around the corner or look north 
  down the corridor, they move/see from the other “t” location. A similar but opposite 
  situation happens if there were to move east from the letter A instead. The effect 
  happens only when moving in the direction of the arrows. Nothing happens if moving 
  in the opposite directions.  
  In area B, a Ghoul is trapped by portcullises in a 10 × 10 section of the corridor. 
  There’s a 2-in-6 chance for each character passing through the north section of the 
  corridor of triggering a pressure plate that raises the portcullises and releases the 
  monster. It attacks immediately. 
  At area C, there’s a 2-in-6 chance for each character passing by of triggering an 
  illusory force of yellowish gas smelling of brimstone. The gas appears to release from 
  vents that line the north and south walls, and appears to obscure the entire length 
  of the tunnel.  
  7. Complete the details. Now it’s time to detail the contents of each room and provide 
  any further notes on play. This is called an encounter key or a dungeon key. The key 
  is a complete description of the dungeon, its rooms, and everything contained inside. 
  It’s all that’s needed for the referee to play. In the key for the dungeon above, 
  monsters are presented in the following abbreviated format. 
  Example Dungeon Key 
  1. ENTRY CHAMBER. This room was once the grand hall, where the regent would greet 
  dignitaries and other visitors. Debris of rotted furnishings, tapestries, useless fragments 
  of armor, and other insignificant pieces of clutter fill the room. 
  2. BEETLE PIN. This was the lavish dining hall of the regent. It now lacks any refinement 
  and is instead marked with grime, waste, and rubbish. Many makeshift bunks made of 
  straw lay about the room. 
  3. PRISON CELLS. Four Goblins (MV 60, AC 6, HD 1-1) are here. They wear Leather & 
  Shield, each carrying one of the following: Spear (×2) , Mace, and Hand Axe. They guard 
  the four cell doors in the area. In one of the cells is a prisoner who, if returned to safety, 
  will pay a reward of 1,000 GP. Among the bodies of the Goblins are 100 SP. In one of the 
  south cells, the one farthest to the east, under a loose stone in the floor, is a small 
  rotting wooden box with a velvet liner inside that contains a brooch (2,000 GP), a ring 
  (2,000 GP), and a spectacular necklace with green, yellow, and red gems (5,000 GP). 
  4. GOBLIN LEADER. A Goblin warrior (MV 60, AC 4, HD 1+1) and his five henchmen (MV 
  60, AC 6, HD 1) reside here. The warrior has Mail & Shield; the others have Leather & 
  Shield. The warrior wields a Battle Axe, the others throw Spears then engage with 
  Maces. Dilapidated dressers, beds, tables, and stools litter the area. They have nothing 
  of worth. In the northeast corner of the room, on the east wall, is a single chain with 
  manacles. Pulling on the chain opens a secret door. Beyond the door is a 10 × 10 room 
  blanketed in dust. Among the contents are eight wooden coffers the size of small human 
  children (which contain impure copper ingots), a wooden barrel reinforced with iron 
  (with worthless olive oil) , and a small weapons rack that still holds two rusted Spears. 
  One of the Spears has the end of its haft in a slot on the floor. If moved, it opens the 
  secret door to area 5.  
  
  9 
  5. GOBLIN LEADER. Three Zombies (MV 60, AC 8, HD 1) and two Skeletons (MV 60; AC 7, 
  HD ½) guard this abandoned room. The walls are lined with useable but mundane 
  shields with emblems noting once prominent families of the area. In the center of the 
  room is a standing suit of Plate Mail emblazoned with a starburst on the breast plate 
  and engraved with emblems of Elfin importance. 
  Area A. There are two teleportal traps marked with the letter “t.” When a party moves 
  in the directions of the arrows and moves to the designated letter, they see/move as if 
  they were at the other marked letter. Thus, if moving west down the corridor from where 
  the letter A is, when they move around the corner or look north down the corridor, they 
  move/see from the other “t” location. A similar but opposite situation happens if there 
  were to move east from the letter A instead. The effect happens only when moving in 
  the direction of the arrows. Nothing happens if moving in the opposite directions.  
  Area B. A Ghoul is trapped by portcullises in a 10 × 10 section of the corridor. There’s a 
  2-in-6 chance for each character passing through the north section of the corridor of 
  triggering a pressure plate that raises the portcullises and releases the monster. It 
  attacks immediately. 
  Area C. There’s a 2-in-6 chance for each character passing by of triggering an illusory 
  force of yellowish gas smelling of brimstone. The gas appears to release from vents that 
  line the north and south walls. It appears to obscure the entire length of the tunnel. 
  Suggestions for Campaign Play 
  As player-characters expunge the spaces of a dungeon of their hazards and denizens, 
  and hone their maps to a degree of certain, if not perfect, accuracy, there’s a risk of 
  continued underground exploration becoming staid. While exploration of lower levels 
  of the dungeon is always an option, refurbish exhausted levels with some of the 
  following approaches.  
  Alter the layout of the dungeon. Alter the layout by erasing areas and redrawing them. 
  End a passage that otherwise went through, make new rooms where none existed, fill-
  in rooms that existed, and so on. 
  Enlarge the dungeon. Add existing areas beyond the existing rooms and spaces.   
  Replace monsters and traps. Fill depleted areas with new monsters and treasures. 
  Replace well-known monsters in frequently traveled areas with different ones. 
  Reverse the directions of the map. Flip the map so that north is a different direction. 
  Relocate exits so they line up with the entrances to deeper levels. 
  Worry little about having a rational explanation for the changes. There’s no reason in a 
  world of fantasy that mysterious forces can be at constant work to reshape the 
  dungeons. Such changes will ensure players are always mystified, excited, and amused 
  by the ever-shifting challenges of the underground. 
  ADJUDICATING ADVENTURES IN THE UNDERWORLD 
  Follow the sequence of play below when a party explores the Underworld. 
  1. Exploration. The party moves, listens, opens doors, enters rooms, and searches. If it 
  encounters monsters, see Encounters. Otherwise, go to 2. Wandering Monsters. 
  2. Wandering Monsters. At the end of every turn, check for wandering monsters. If it 
  encounters monsters, see Encounters. Otherwise, go to 3. End of Turn. 
  3. End of Turn. Check for changes in marching order, encumbrance, light and spell 
  durations, hit points, whether rest is required. 
  
  10 
  Time & Movement 
  1 turn of Underworld exploration = 10 minutes of game time. Distances are in feet. For 
  example, a range of 60 in the dungeon is a range of 60 feet. 
  A party moves at 2 × movement rate. It generally moves at the rate of the slowest 
  character, unless faster characters want to leave them behind. For example, a party 
  whose slowest character has a move of 60 can move 120 in 1 turn (10 minutes). 
  Decide what fraction of a turn it takes to perform actions such as searching, loading 
  treasure, listening at doors, detecting thoughts, hiding, and so on. A general guideline 
  is detecting thoughts takes a quarter turn while searching a 10 × 10 section of wall for 
  secret doors takes a full turn. 
  Pursuit. Running, whether pursuing or fleeing, is 4 × movement rate. No mapping is 
  possible when running. Compare the movement rates of pursued and pursuer. The 
  faster of the two parties either close the distance or open the distance between the two 
  parties. If movement rates are equal, chase continues until the pursued evades the 
  pursuer. Encumbered character-types and human-types are free to discard items to 
  lighten their load. 
  Monsters continue to pursue fleeing characters in a straight line if they’re never more 
  than 90 feet away. There’s a 2-in-6 chance monsters continue pursuing fleeing 
  characters who momentarily become hidden, whether by turning a corner, passing 
  through a door, or taking stairs up or down. There’s only a 1-in-6 chance monsters 
  pursue through a secret door. 
  Monsters may be deterred from pursuit. Burning oil deters most monsters. Edible items 
  have a 10% chance of districting intelligent monsters, 50% chance of distracting semi-
  intelligent monsters, and 90% chance of distracting non-intelligent monsters. Treasure 
  has the reverse set of chances based on intelligence. 
  Swimming. Characters in armor have the following chances of drowning each combat 
  turn (1 minute) they’re in water.  
  Armor Type 
  None 
  Leather 
  Mail 
  Plate Mail 
  Chance of Drowning 
  * 
  20% 
  80% 
  100% 
  Must Remove? 
  — 
  No 
  Yes 
  N/A 
  * This chance is 5% if the character is thrown overboard. Otherwise, there’s no chance. 
  Failure means immediate death. Note that characters in Leather remain afloat every 
  turn without removing their armor. Those in Mail who refuse to remove it after the first 
  turn die immediately in the second combat turn. 
  While half of all sailors can swim, the chance a character can swim is up to the referee. 
  Player-characters have a swim move of 30. Those overboard can reach a ship moving 
  at slow oared movement or have a move under 150. 
  Buoyant weapons (wooden club, spear, staff, and so on) can be carried on the surface 
  of water when swimming. 
  Resting. Characters must rest for 1 turn for every 5 turns of exploration, or 2 turns after 
  pursuing or fleeing. 
  Light. Characters must have a torch, a lantern, or a spell such as a dark vision to see in 
  dungeons. A torch or lantern emits bright light up to 30 feet away and allows for 
  diminished sight into the shadows beyond. A torch burns for 6 turns (1 hour) while 1 
  flask of oil enables a lantern to burn for 24 turns (4 hours). Note which characters use 
  which light sources. The use of light in dungeons ensure monsters are never surprised. 
  Torches and lantern light can be extinguished with strong winds. 
  Doors. Doors are always stuck or locked. Characters have a 2-in-6 chance of forcing 
  open doors, and up to three human-types can do so at one time. Smaller creatures may 
  have 1-in-6 chance of success; larger creatures may have easier chances. Doors always 
  
  11 
  close immediately unless spikes or some other wedge is used; even so, there’s a 2-in-6 
  chance they slip, and the door closes. Unless doors are magically sealed or barred, 
  monsters move through them without difficulty. 
  A character can attempt to hear what’s on the other side of a door. Humans have a 1-
  in-6 chance of success, while Dwarves, Elves, and Hobbits have 2-in-6 chances. Success 
  means any monster or sound on the other side is heard. Undead never make a sound. 
  Secret doors are hidden or concealed. Characters other than Elves have a 1-in-6 chance 
  of finding a secret door. Check only if players deliberately note their characters are 
  searching for secret doors. Only if a secret door is present in the space they search do 
  characters have a chance of success. It takes 1 turn to search for a secret door. A 
  character only has one chance to find each secret door. 
  Falling. Characters have a 2-in-6 chance of suffering 1d6 damage for the first 10 feet 
  fallen, a 4-in-6 chance for the second 10 feet, and automatically suffer 1d6 damage for 
  each 10 feet fallen thereafter, up to a maximum of 20d6. If a fallen character suffers 
  damage and survives, he is stunned for 1d6 turns. 
  Traps. Traps are features of dungeons primarily; less so of wilderness. Traps can be 
  nearly anything from nuisances—dead ends, one-way doors, and moving chambers—to 
  pit traps, spring-loaded darts and spears, and vents that pump noxious fumes into 
  chambers. Player-characters find traps by searching for them. If there are traps, the 
  referee notes what traps are present. There’s a 2-in-6 chance of triggering a trap when 
  moving on or through it. Traps don’t initiate combat, and damage from traps is generally 
  automatic. Monsters may or may not trigger traps, at the discretion of the referee. 
  Wandering Monsters 
  Wandering monsters are monsters not keyed to a place in the dungeon before the 
  adventure. They have no set location but can be found nearly anywhere in a dungeon 
  as the characters explore. There’s a 1-in-6 chance each turn the party encounters a 
  wandering monster. Determine the direction of their approach randomly. Either choose 
  wandering monsters that fit the location, such as using giant rats if in the sewers of a 
  city, or determine them randomly using the Monster Level Determination Matrix and 
  Monster Level Tables (page 7). Use the formula for determining the number of monsters 
  for stocking dungeons (page 7) when determining the number of wandering monsters.  
  Example of Adjudicating an Adventure in the Underworld 
  This example begins with the party at the top of a set of stairs. The stairs descend to the 
  first dungeon level. The party comprises six characters: Ansalon (Champion), Arden 
  (Elf), Balmund (Warrior), Erkin (Warrior), Lyndon (Warrior), and Wolfgang (Wizard). 
  Referee. You stand at the top of a set of stairs that descend to the east. 
  Caller [playing Balmund]. We go down. 
  Referee. 10, 20, 30 feet. You’re on a 10 x 10 landing. Steps descend both to the north and 
  curve down southeast. 
  Caller. We head southeast. 
  Referee. 10 feet, and the stairs curve more to the south. 20 feet, and the steps end. 
  You’re in a 10-foot wide passage that runs east, west, and southeast. With your torch 
  light, you see the east-west passage heads off into darkness in either direction. There’s 
  a door to your left, across the passage on a northwest wall. Down the southeast passage, 
  you see a four-way intersection in the shadows beyond your torch light. 
  Caller. We listen at the door: Balmund, Erkin, and Arden the Elf. 
  Referee. [Rolls three d6.] You hear nothing.  
  
  12 
  Caller. We ignore the door. We head down the corridor to the southeast. 
  Referee. 10, 20, 30, 40, 50 feet. You’re in the four-way intersection, with passages to the 
  northwest, northeast, south, and southwest. The passage to the south is 20 feet wide. 
  Each passage extends beyond your light. About 20-30 feet into the south passage, there 
  are two doors—one on the east wall, one on the west wall. 
  Caller. We go down the south passage and listen to the east door. Same three 
  characters. 
  Referee. You’re at the east door. [Rolls three d6.] You hear shuffling. 
  Caller. Balmund and Erkin force the door open. Everyone else is ready for battle. 
  Referee. [Rolls two d6.] The door opens. You’re in a room with a half-dozen Gnolls! The 
  room is like a truncated pyramid, with the truncated part about 40-50 feet opposite of 
  where you entered. There’s also some litter and a couple of battered trunks. The Gnolls 
  are surprised. 
  [See the Encounters section for an example of play during combat.] 
  Caller. We check out the room. We examine walls, ceiling, floor, and its contents. 
  Referee. [Checks again for Elves and Dwarves in the party.] The room is a truncated 
  pyramid, with the east wall being the truncated wall. It’s 10 feet wide and has a door in 
  it. The walls that connect the truncated wall with the west wall are about 40 feet long. 
  The west wall itself is 40 feet wide and has the door by which you entered. Arden the 
  Elf noticed a hollow spot near the east end of the southeast wall. There seems to be 
  nothing unusual with the floor and ceiling. Among the contents of the room are the 
  bodies of the Gnolls, litter in the north corner of the west wall, and two trunks along the 
  northwest wall. 
  Caller. Arden the Elf checks out the hollow spot on the wall. Balmund looks through the 
  refuse. Ekin and Wolfgang search each of the trunks for traps and opens them if they 
  can, while Ansalon guards the door in the west wall and Lyndon guards the door in the 
  east wall. Both are listening for approaching danger. 
  Referee. [Rolls 1d6 to see if Arden finds and opens the secret door.] Arden finds a secret 
  door where the hollow spot is. It opens onto a flight of stairs down to the south. Balmund 
  finds the litter to be nothing but offal, bones, twigs, feces, and old clothes. Both chests 
  are made of heavy wood and have locks inset into them. Erkin finds nothing unusual on 
  the chest he wants to open. Wolfgang notices a poisoned needle in the lock on the chest 
  he inspected. 
  Erkin’s Player. Erkin opens the trunk he looked at. 
  Wolfgang’s Player. Wolfgang bashes the lock with his staff to destroy the needle. 
  Referee. The chest Erkin opens is empty. The lock on the other chest is made inoperable 
  after Wolfgang takes his staff to it for a few minutes. It contains about 2,000 CP.  
  Caller. We empty the chest with copper in it and search it for a false bottom or secret 
  compartments. We do the same with the empty chest. Are there any boots or cloaks in 
  the litter Balmund examined? 
  Referee. The trunk Erkin opened has a false bottom on it. In it is an onyx case, which 
  has a jeweled necklace inside. The case is worth 1,000 GP and the necklace is worth 
  5,000 GP. In the litter is a pair of old boots. The remaining items are stained tunics and 
  britches. There’s nothing like a cloak. 
  Caller. Balmund tries on the boots to see if they do anything special. Erkin holds on to 
  the onyx case and necklace. Everyone but Ansalon and Lyndon divides the 2,000 coins 
  among them to carry. 
  
  13 
  Referee. It will take four turns to divide the coins and secure them on everyone. [Rolls 
  1d6 each turn for wandering monsters. Wandering monsters are indicated at the end of 
  the fourth turn. Checks to see if the approaching monsters are heard, assigning a 4-in-
  6 chance.] After four turns, you have the loot secured. Lyndon hears heavy footsteps 
  approaching. Balmund’s movement in the boots is silent… 
  Caller. YES! Wolfgang uses hold portal on the west door. Arden the Elf leads us out the 
  secret door and down the stairs to the south.  Onward, friends, to even better fortunes! 
  WILDERNESS ADVENTURES 
  After players become acquainted with the Underworld, they might want to explore the 
  Wilderness. The Wilderness is simply any unexplored area outside the immediate 
  vicinity of the dungeon. For Wilderness play, prepare four sets of maps. 
  1. A Ground-Level Map of the dungeons. 
  2. A Settlement Map of the settlement closest to the dungeons. 
  3. A Local Wilderness Map of the terrain around the dungeons. 
  4. The General Wilderness Map, for lands outside the immediate vicinity. 
  The settlement is likely the location player-characters will base themselves to prepare 
  for explorations. For example, Yggsburg is a hamlet whose buildings and lone 
  fortification, Crag Keep, are detailed with enough information for player-characters to 
  have adventures therein, whether interacting with nonplayer-characters at the Griff & 
  Lance Inn, the Temple of the Rock, the Blacksmith’s workshop, and so on.  
  ADJUDICATING ADVENTURES IN THE WILDERNESS 
  Two kinds of play are possible when a party ventures beyond the immediate vicinity of 
  the dungeons: exploratory Wilderness adventures or general Wilderness adventures. 
  Exploratory Wilderness Adventures. This type of play happens when player-characters 
  venture into their immediate surroundings and explore the Locale Wilderness Map. 
  Generally, this is about a radius of 10-20 miles around the dungeons but can be larger 
  if desired. A hex-map works best here. When player-characters move into the locale 
  Wilderness, tell them what kind of terrain they encounter. They then mark their hex-
  paper with the corresponding terrain. This enables them to become familiar with the 
  terrain around the dungeons and prepares them for a future date when they begin to 
  consider the possible construction of a stronghold. 
  General Wilderness Adventures. Beyond the area made for exploratory Wilderness 
  adventures is the rest of the game world. While nothing prevents you from developing 
  the world beyond, such an approach takes quite a bit of time. For sake of convenience 
  and game play, conduct these kinds of Wilderness adventures on the General 
  Wilderness Map. Terrain is indicated, along with strongholds and settlements. Rivers 
  are in grey. Display the map to the players, indicate in which of the four settlements on 
  the borders of the map is their base settlement, and have at it. Each time the party moves 
  off the map, use another version of the General Wilderness Map to extend the game 
  world. (First and foremost, SWORD & SPELL is a game.) 
  Follow the sequence of play below for exploratory and general Wilderness adventures. 
  1. Becoming Lost. If the party is without aid or guidance, check to see if it gets lost. 
  2. Exploration. The party moves through hexes. If it encounters monsters, see 
  Encounters. Otherwise, go to 2. Wandering Monsters. 
  3. Wandering Monsters. Check for wandering monsters. If the party encounters 
  monsters, see Encounters. Otherwise, go to 3. End of Turn. 
  4. End of Turn. Check for changes in encumbrance, light and spell durations, hit points, 
  whether rest is required, and so on. 
  
  14 
  Time & Movement 
  1 turn of Wilderness travel = 1 day of game time. 1 hex on the General Wilderness Map = 
  5 miles. Numbers are in hexes (with equivalent miles in parentheses). Numbers after 
  the slash are for travel in swamps and bogs. 
  Wilderness Movement for Human-Type Characters, in Miles 
  Type (Ground) 
  Hexes (Miles)  
  Type (Air) 
  Hexes (Miles) 
  Foot 
  3 (15) 
   
   
   
  Cart/Wagon 
  4 (20) 
   
  Dragon 
  24 (120) 
  Horse, Draft 
  5 (25) 
   
  Griffin 
  30 (150) 
  Horse, Heavy 
  6 (30) 
   
  Hippogriff 
  40 (200) 
  Horse, Medium 
  8 (40) 
   
  Roc  
  48 (240) 
  Horse, Light 
  10 (50) 
   
  Pegasus 
  48 (240) 
  Raft 
  10/3 (50/15) 
   
  Broom 
  40 (200) 
  Boat 
  15/5 (75/25) 
   
  Carpet 
  30 (150) 
  Merchant 
  12 (60) 
   
  Efreet 
  20 (100) 
  Galley 
  20/6 (100/30)  
  Djinn/Air Elemental 
  30 (150) 
  Terrain. Apply the following movement costs when a party moves into a hex by land. 
   
  Mountain 
  No Ford (River) 
  Swamp 
  Woods 
  Desert 
  Off trail/road 
  3 (15) 
  3 (15) 
  3 (15) 
  2 (10) 
  2 (10) 
  On trail/road 
  2 (10) 
  N/A 
  0 
  0 
  N/A 
  A party stops and ends its turn when it has no move to cover full cost of moving into the 
  next hex. Assume a party travels at the move rate of its slowest member. A party with 
  over 100 members, including pack or draft animals, has a modifier of -1 hex (-5 miles) a 
  turn. A party with over 1,000 members has a modifier of -2 hexes (-10 miles) a turn. 
  Evasion. A party may attempt to avoid an encounter. Success depends on several factors, 
  such as the size of the party, the number of monsters encountered, surprise, terrain, 
  and relative movement rates. Use the table below as a guideline. 
   
  Size of Party 
  Chance of 
   
   
  1-3 
  4-9 
  10-24 
  25+ 
   
  Evasion 
  Percentage of 
  Total Possible 
  Monsters 
  Encountered 
   
  — 
  — 
  — 
  1-25% 
   
  5% 
   
  — 
  — 
  1-25% 
  — 
   
  15% 
   
  — 
  — 
  — 
  26-60% 
   
  20% 
   
  — 
  1-25% 
  26-60% 
  — 
   
  30% 
   
  — 
  — 
  — 
  61%+ 
   
  35% 
   
  1-25% 
  26-60% 
  61% 
  — 
   
  50% 
   
   
  26-60% 
  61%+ 
  — 
  — 
   
  70% 
   
   
  61%+ 
  — 
  — 
  — 
   
  90% 
  Double the chance of evasion if monsters are surprised. If the party is surprised, evasion 
  is impossible unless it’s hidden with magic or in Woods. When in Woods, the chance to 
  evade is 10% even if surprised or +25% to the listed value if fully aware. In addition, if 
  either side has a movement rate at least twice that of the other side, apply a +/-25% 
  chance to evade for the party, as appropriate.  
  Pursuit. If a party is unable to evade monsters but wants to flee, it flees in a random 
  direction to another hex. Roll 1d6 as if the party got lost (see Getting Lost later). Roll 1d6 
  for monsters: hostile monsters pursue on a result of 1-3, neutral monsters pursue on a 
  result of 1. A party successfully flees from monsters if it has an equivalent or faster 
  movement. If the monsters are faster, there’s a 50% chance it catches the party in the 
  next hex. If the monsters are faster, but they don’t catch the party, repeat the process of 
  pursuit until pursuit ends or the monsters catch the party; in which case, melee 
  happens. The chance to catch a party that flees through Woods or Swamp is only 25%. 
  A party must rest a half turn (half day) for each hex it moved when fleeing. Check twice 
  for wandering monsters: once at mid-turn and once at end of turn. 
  
  15 
  Rest. For every six days of movement, a party must rest a full day. Dragons are the 
  exception. For every three weeks they travel: they must rest one week, if they travel by 
  ground, or three weeks, if they travel by air.  
  Getting Lost  
  A party that travels along some road (track, trail, river, or so on), has a guide, or follows 
  a set of landmarks can’t get lost. Without such help, roll 1d6 before a party begins 
  moving and consult the table below. 
  Grasslands 
  Woods 
  Swamp 
  Mountains 
  Desert 
  River 
  Settlement 
  1-in-6 
  2-in-6 
  3-in-6 
  2-in-6 
  3-in-6 
  1-in-6 
  — 
  If a party becomes lost, roll 1d6 to determine the direction the party travels. Each value 
  of the die corresponds to one of the six sides by which the party exits the hex. The party 
  moves in a straight line out of the hex and can make only a single direction change. For 
  exploration Wilderness adventures, inform the party the direction in which they get lost. 
  Wandering Monsters 
  There’s a chance a party encounters wandering monsters in the Wilderness. Use the 
  following table for such a purpose when a party travels by ground. 
  Grasslands 
  Woods 
  Swamp 
  Mountains 
  Desert 
  River 
  Settlement 
  1-in-6 
  2-in-6 
  3-in-6 
  3-in-6 
  2-in-6 
  2-in-6 
  1-in-6 
  Check twice when a party is waterborne or airborne: once mid-turn, as they travel, and 
  once at the end of the turn, when they ground. The chance mid-turn is 2-in-6; the 
  chance end of turn is 1-in-6. Mid-turn encounters are on water or in air, respectively. 
  End of turn encounters are on ground. If a ship remains in water the entire turn, check 
  only once, with a 1-in-6 chance.  
  If the roll indicates a monster, use the Monster Type Encounter Matrix to determine 
  which Monster Type Table to use to identify a monster. 
  Monster-Type Encounter Matrix 
  Roll  Grasslands Woods 
  River 
  Swamps Mountains 
  Desert 
  Settlement 
  1 
   
  Human 
  Human 
  Human 
  Human 
  Human 
  Human 
  Human 
  2  
  Flyer 
  Flyer 
  Flyer 
  Flyer 
  Flyer 
  Flyer 
  Undead 
  3  
  Giant 
  Giant 
  Giant 
  Giant 
  Giant 
  Giant 
  Undead 
  4  
  Lycan. 
  Lycan. 
  Lycan. 
  Lycan. 
  Lycan. 
  Human 
  Human 
  5  
  Animal 
  Lycan. 
  Swimmer Swimmer 
  Animal 
  Animal 
  — 
  6  
  Human 
  Human 
  Swimmer 
  Undead 
  Giant 
  Dragon 
  — 
  7  
  Animal 
  Animal 
  Animal 
  Undead 
  Dragon 
  — 
  — 
  8  
  Dragon 
  Dragon 
  Dragon 
  Dragon 
  Dragon 
  — 
  — 
  Human Encounter Table 
  Roll  General 
  Mountains 
  Desert 
  Waterborne 
  1 
   Bandits 
  Bandits 
  Nomads 
  Buccaneers 
  2 
   Brigands 
  Berserkers 
  Dervishes 
  Pirates 
  3 
   Wizard (10th) 
  Brigands 
  Nomads 
  Buccaneers 
  4 
   Wizard (11th) 
  Fighter (9th) 
  Fighter (9th) 
  Pirates 
  5 
   Bandits 
  Wizard (11th) 
  Wizard (11th) 
  Buccaneers 
  6 
   Berserkers 
  Fighter (8th) 
  Nomads 
  Merfolk 
  7 
   Fighter (9th) 
  Cave People 
  — 
  — 
  8 
   Fighter (8th) 
  Wizard (10th) 
  — 
  — 
  9 
   Brigands 
  Chaotic Cleric (8th) 
  — 
  — 
  10 
   Bandits 
  Cave People 
  — 
  — 
  11 
   Chaotic Cleric (8th) 
  Lawful Cleric (8th) 
  — 
  — 
  12 
   Lawful Cleric (8th) 
  Berserkers 
  — 
  — 
  
  16 
  Clerics, Fighters, and Wizards travel with 2d6 others of the same character-type. Each 
  in their retinue has 1d4 levels and has a chance of owning magic items themselves. 
  Clerics 
   
  Fighters 
   
  Wizards 
  Item 
  Chance 
   
  Item 
  Chance 
   
  Item 
  Chance 
  Weapon 
  40% 
   
  Sword 
  50% 
   
  Wand 
  60% 
  Staff 
  30% 
   
  Shield 
  25% 
   
  Ring 
  30% 
  Shield 
  20% 
   
  Armor 
  25% 
   
  Misc. Magic 
  20% 
  Armor 
  10% 
   
   
   
   
   
   
  Flyer, Undead, and Giant Encounter Tables 
  Roll 
   Flyer 
  Undead 
  Giant 
  1 
   Pegasi 
  Skeletons 
  Kobolds 
  2 
   Roc 
  Zombies 
  Goblins 
  3 
   Chimera 
  Ghouls 
  Orcs 
  4 
   Hippogriffs 
  Wights 
  Hobgoblins 
  5 
   Griffins 
  Wraiths 
  Gnolls 
  6 
   Manticores 
  Mummies 
  Ogres 
  7 
   Rocs 
  Specters 
  Trolls 
  8 
   Wyverns 
  Vampires 
  Giants 
  9 
   Dragons 
  — 
  Gnomes 
  10 
   Pegasi 
  — 
  Dwarves 
  11 
   Hippogriffs 
  — 
  Elves 
  12 
   Griffins 
  — 
  Treants 
  Lycanthrope, Swimmer, Dragon Encounter Tables 
  Roll 
   Lycanthrope 
  Swimmer 
  Dragon 
  1 
   Werewolves 
  Giant Crabs 
  Black 
  2 
   Wereboars 
  Nixies 
  White 
  3 
   Weretigers 
  Giant Octopi 
  Green 
  4 
   Werebears 
  Giant Squid 
  Blue 
  5 
   — 
  Sea Monster 
  Red 
  6 
   — 
  Giant Snakes 
  Gold 
  7 
   — 
  Crocodiles 
  Cockatrices 
  8 
   — 
  Giant Leeches 
  Basilisks 
  9 
   — 
  Merfolk 
  Wyverns 
  10 
   — 
  Nixies 
  Chimera 
  11 
   — 
  Giant Fish 
  Hydra (7-9 HD) 
  12 
   — 
  Dragon Turtle 
  Hydra (10-12 HD) 
  Animal and Optional Encounter Tables 
  Roll 
   Giant-Type 
  Animals 
  Optional  
  Woods 
  Optional 
  Swamps 
  Optional 
  Deserts 
  Optional 
  Mountains 
  1 
   Spiders 
  Centaurs 
  Tyrannosaurus Apts 
  Cave Bears 
  2 
   Centipedes 
  Unicorns 
  Pterodactyl 
  Banths 
  Dire Wolves 
  3 
   Lizards 
  Minotaurs 
  Triceratops 
  Thoats 
  Sabre-Toothes 
  4 
   Toads 
  Gorgons 
  Brontosaurus Calots 
  Mastodons 
  5 
   Ants 
  Pixies 
  Stegosaurus 
  White Apes 
  Spotted Lions 
  6 
   Weasels 
  Manticores 
  Tyrannosaurus Thoats 
  Woolly Rhinos 
  7 
   Apes 
  Dryads 
  Pterodactyl 
  Orluks 
  Titanotheres 
  8 
   Beetles 
  Medusae 
  Triceratops 
  Sith 
  Cave Bears 
  9 
   Scorpions 
  — 
  — 
  Tharks 
  Mammoths 
  10 
   Lions 
  — 
  — 
  Darseen 
  Sabre-Toothes 
  11 
   Boars 
  — 
  — 
  Banths 
  Dire Wolves 
  12 
   Snakes 
  — 
  — 
  Tharks 
  Spotted Lions 
  Monsters on the optional desert list are from Martian monsters found in the Barsoom 
  series of books by Edger Rice Burroughs.  
  
  17 
  Strongholds (General Wilderness Map) 
  Use the following table to determine the occupants of strongholds (on the General 
  Wilderness Map) and their retainers. Roll 1d6 for occupants and 1d4 for their retainers. 
   
   
   
  Roll 1d4  
  Roll Occupant 
  1 
  2 
  3 
  4 
  1 
  Fighter8th 
  1d8 Fighters7th 1d6 Griffins* 
  1d10 Fighters6th 1d4 Giants 
  2 
  Fighter9th 
  1d8 Fighters6th 1d4 Rocs* 
  1d4 Ogres 
  1d10 Fighters5th 
  3 Wizard11th 
  1d4 Dragons 
  1d4 Chimera 
  1d4 Wyverns 
  1d4 Basilisks 
  4 
  Wizard10th 
  1d4 Chimera 
  1d6 Manticores 1d12 Lycan. 
  1d12 Gargoyles 
  5 Lawful Cleric8th 1d20 Fighters4th 1d6 Fighters8th  1d10 Treants 
  1d8 Hippogriffs 
  6 Chaotic Cleric8th 1d10 True Trolls 1d6 Vampires 1d20 White Apes 1d10 Specters 
  The superscript is the level of the inhabitant.  
  * Griffins and Rocs have the same number of 4th-level riders. 
  Use the following table to determine if occupants and their retainers venture from their 
  strongholds to engage the party when the party passes near to the stronghold.  
  Same Hex 
  Adjacent Hex 
  2-Hexes Away 
  3-in-6 
  2-in-6 
  1-in-6 
  See below for the chance that there are others in the force that ventures forth. 
  Clerics 
  Fighters 
  Wizards 
  50% 1d6 Clerics 
  Each has 1d4+3 levels 
  25% 1 Wizard 
  Has 1d4+4 levels 
  25% 1 Fighter 
  Has 1d4+4 levels 
   
  50% 1 Cleric 
  Has 1d3+3 levels 
  50% 1 Wizard 
  Has 1d4+3 levels 
  Occupants always venture forth if a party peaceable and not too strong enters the hex 
  of the stronghold and hails the occupants. Lawful Clerics and Chaotic Clerics react to the 
  party based on alignment. All other occupants have a 50%-50% chance of being are 
  either hostile or neutral. Occupants and their retainers, if able to ride, are mounted. 
  Clerics require passersby to give 10% of all their money, gems, and jewelry. If the party 
  is unable or unwilling to tithe the amount, the Cleric uses the quest spell to send them 
  on a Lawful or Chaotic task, though Chaotic Clerics are more likely to slay Lawful or 
  Neutral types who fail to tithe. 
  Fighters demand to joust passing Fighters. Otherwise, they demand a toll of 1d6 × 100 
  GP from a party. Use the following guidelines to conduct jousts. 
  1. Each contestant is equipped with Lance, Shield, and a Warhorse. 
  2. Each contestant secretly determines an attack and defense. 
  3. Compare the attack of each rider to the defense of each rider on the table below. 
  Do this until a rider is unhorsed or two more rides are made. A rider without Lance or 
  Helm must assume the Steady Seat defense. 
   
  Defense 
  Attack 
  Lower 
  Helm 
  Lean  
  Right 
  Lean  
  Left 
  Steady 
  Seat 
  Shield 
  High 
  Shield 
  Low 
  Helm 
  M 
  M 
  M 
  H 
  U 
  M 
  Shield-Upper Left 
  U 
  B 
  M 
  B 
  B 
  M 
  Shield-Upper Center 
  B/U/I 
  U 
  G 
  B 
  B/U 
  U/I 
  Shield-Upper Right 
  G 
  M 
  B 
  G 
  G 
  U 
  Shield-Middle Left 
  B 
  B/U 
  M 
  B 
  M 
  B 
  Shield-Middle Center 
  B/U 
  G 
  B 
  B/U 
  B/U/I 
  B 
  Shield-Middle Right 
  G 
  M 
  B/U 
  G 
  G 
  G 
  Shield-Base 
  B 
  G 
  U 
  B 
  B/U/I 
  B 
  B = breaks lance, G = glances off, H = dishelmed, I = injured, M = miss, U = unhorsed 
  
  18 
  If the occupant wins, he takes the armor of the loser. If a player-character wins, the 
  occupant hosts the party for up to a month. When the party leaves, the occupant supplies 
  them with two weeks of rations and Heavy Warhorses, if the party requires. 
  Wizards use the geas spell to send non-hostile passersby after treasure. Wizards take 
  no less than half of all treasure the party returns, choosing first among magical items. 
  Wizards choose, in order of preference, Miscellaneous Magic, Wands and Staves, or 
  Rings before any other items. For all other passersby, Wizards require a magical item 
  as a toll. If the party has no suitable items for Wizards, Wizards require a toll of 1d4 × 
  1,000 GP. 
  Guards are defenders of a stronghold. They are additional to the retainers mentioned 
  earlier. Every stronghold has 3d6 x 10 guards to walk the walls. Half have Leather and 
  Shield (AC 6) with Crossbow, the other half have Mail and Shield (AC 4).   
  Example of Adjudicating an Adventure in the Wilderness 
  This example begins with the party ready to head out of their base settlement for an 
  exploratory Wilderness adventure. The party comprises six characters: Ansalon 
  (Champion), Arden (Elf), Balmund (Warrior), Erkin (Warrior), Lyndon (Warrior), and 
  Wolfgang (Wizard). The referee has mapped a 20-mile radius area around the 
  settlement. The area is divided into numerous 5-mile hexes, most of which contain hills, 
  with mountains rising in the north and plains appearing in some of the hexes at the 
  bottom of the map to the south. Roads head north, south, and east out of town. 
  Referee. The morning is clear and crisp. The winds from the north blow down from the 
  hills, which lead north to mountains in the distance. 
  Caller [playing Balmund]. We head east out of town along the High Road. 
  Referee. [Normally, the party can move three, 5-mile hexes a day (1 turn). The referee 
  rules the hilly region equates to mountainous terrain, which applies a cost of 3 hexes 
  for each hex moved. On a road, the cost becomes 2 hexes each hex. The party can travel 
  1½ hexes a turn. Because the party follows the road, it has no chance of becoming lost. 
  A “blasted hill,” with a dungeon complex underneath, lies 15 miles east of the 
  settlement, along the High Road. A mile or so before the blasted hill is a remote cottage 
  all but abandoned, hidden off the road in a wooded cleft in the hills.] 
  The High Road is an old but well-worn earthen route. Outside the usual small animal—
  birds, squirrels, and the like—the trip eastward through evergreen trees is a dull one. 
  [Rolls 1d6 once for possible encounters during the trip to the hill. No encounters are 
  indicated.] The party travels through 1½ hexes of forested mountain the first day. [Rolls 
  1d6 to see if the party notices the hidden cleft leading to the cottage.] With just a few 
  miles to go the Blasted Hill, Arden the Elf notices an easily overlooked trail heads off 
  the road to the south. It heads into a small cleft of hills  filled with trees. The trail and 
  cleft are easily missed were it not for the keen vision of the Elf. 
  Caller. We follow the trail south off the road. 
  Referee. 10, 20, 30 yards along the trail and into the cleft area. A 50-yard radius clearing 
  surrounds a small, dilapidated wooden cottage here. Rocky terrain encloses the entire 
  cleft, and there seems to be no other exit except for back the way you came.  
  Caller. We explore the outside of the cottage. What do we discover? 
  Referee. This will take about three turns. [Rolls 1d6. A 1 indicates Lyndon has found a 
  hidden exit out of the cleft.] You hear and see nothing unusual coming from the cottage. 
  The cottage is in state of disrepair. It’s a single story with an intact chimney on top, a 
  thatch roof, two wooden doors—one in the front, one in the back—and several shuttered 
  windows. Lyndon finds a crude set of stone steps carved into a steep climb along the 
  rocky terrain to the south of the cottage. The stairs rise about four or five stories above 
  the floor of the cottage.   
  
  19 
  Caller. We investigate the interior of the cottage. Ansalon remains outside near the front 
  door of the cottage to keep watch. 
  [A quick dungeon-like exploration reveals an abandoned but usable two-room cottage 
  that can be used for rest and recuperation.] 
  Caller. How much daylight is left? I’d like to find the Blasted Hill before nightfall. 
  Referee. There’s time enough to trek another quarter mile and return before nightfall. 
  Caller. We head east along the High Road for about a quarter mile. 
  [The referee describes the trip, including the Blasted Hill seen in the waning light of the 
  day. The party decides to head back to the cottage where they will rest for the evening 
  before returning the next day to explore the ruins underneath the hill.] 
  ENCOUNTERS 
  After players become acquainted with the Underworld, they might want to explore the 
  Wilderness. The Wilderness is simply any unexplored area outside the immediate 
  vicinity of the dungeon. For Wilderness play, prepare four sets of maps. 
  ADJUDICATING ENCOUNTERS 
  When a party encounters monsters, follow the sequence below. 
  1. Surprise. Circumstances usually determine surprise; otherwise roll 1d6. 
  2. Distance. Circumstances usually determine distances too; otherwise, roll. 
  3. Initiative. Again, circumstances usually determine who can act first; otherwise roll 
  1d6. The side with the highest result acts first. Reaction checks for monsters may help 
  determine their actions. Members of a side can take one of the following actions.  
  • 
  Wait to see what the other side does. 
  • 
  Attempt to communication. 
  • 
  Either evade or pursue the other side. 
  • 
  Fight the other side. 
  Surprise 
  Determine if circumstances dictate surprise. Light, noise, and some spells negate the 
  chance for a side to surprise. Otherwise, there’s a 2-in-6 chance of surprise, unless a 
  monster’s description says otherwise. It’s possible for all sides to be surprised. 
  If both or neither sides are surprised, determine which side has initiative and can act 
  first. If one side is surprised, that side can’t act (but can defend) for a turn (1 minute). 
  The side that can act can flee, use a spell, move to engage a foe in combat (but not 
  attack), or attack (if within 10 feet of a foe). 
  There’s a 25% chance surprised characters drop some item held in hand. 
  Distance 
  The circumstances of an encounter inform the distances between sides. For example, if 
  monsters come around a corner 20 feet ahead, the encounter distance is 20 feet. 
  In the Underworld, encounter distance is 1d3 × 10 feet when at least one side is 
  surprised. Otherwise, when it’s uncertain, distance is 2d4 × 10 feet. 
  In the Wilderness, terrain is often a factor: a monster seen coming over a ridge 20 yards 
  away is encountered at that distance. When a side is surprised, the encounter distance 
  
  20 
  is 1d3 × 10 yards. When it’s unclear, the distance is 4d6 × 10 yards. Three or more 
  monsters will surround a surprised party. 
  Initiative 
  The referee determines which side has the initiative in combat based on circumstances. 
  If a random determination is needed, the referee should roll 1d6 for each side. The side 
  with the highest result has the initiative, and its members act before another side in 
  each combat phase. In the case of ties, the referee rerolls or has actions happen 
  simultaneously. 
  When a side has the initiative, its members can take actions before members of the 
  other side. Below are a few of those actions. 
  Fight. The party may engage in combat. See the section on Adjudicating Combat. 
  Talk. The party may choose to talk with the monsters. Should the monsters listen, the 
  referee plays their part. Conversation can include boasts, threats, pleads, bribes, 
  questions, praise, and so on. The referee should determine the reaction of monsters 
  based on their nature, the demeanor of the party, and use of the Monster Action table.  
  Flee! The party flees. Pursuit happens until the party escapes or is caught. 
  Wait. The party may choose to wait and see what the monsters do. The referee decides 
  how the monsters act. 
  Monster Actions 
  The referee plays monsters according to the circumstances. Some monsters act in 
  particular ways, such as Zombies, which always attack. For more intelligent monsters, 
  decide actions randomly with the following table. 
  2d6 Roll Result 
  2-5 
  Negative reaction 
  6-8 
  Uncertain reaction 
  9-12 
  Positive reaction 
  Modify these results for bribes offered, fear, alignment, and so on. 
  ADJUDICATING COMBAT 
  When a party fights monsters, decide on whether to use the move/counter-move system 
  or the simultaneous-move system. Both are outlined below. 
  Move/Counter-Move System 
  1. Initiative. Roll 1d6 for all sides. The side with the highest result chooses to move first 
  or last. The side with the next highest result chooses to move next or next to last, and 
  so on, for as many sides there are in combat.  
  2. First Move. The side with first move moves first. It makes any split-fire and any missile 
  fire if can. It takes any pass-through fire from foes now. 
  3. Next Move. The side with the next move moves. It makes any split-fire and any missile 
  fire it can. It takes any pass-through fire from foes now. 
  4. Artillery, Missile, & Magic. Artillery, missiles, and magic on all sides happen. Use 
  Dexterity to help determine which spells happen before others.    
  5. Melee. All melee blows are resolved by those engaged. First movers resolve blows 
  first in every combat turn. 
  Repeat steps 1 through 5 for the remainder of combat.  
  
  21 
  Simultaneous Move System 
  1. Declarations. Secretly note the intent of monsters, then ask player-characters their 
  intentions and those of hirelings. Require exacting detail only when needed.  
  2. Move. Members of all sides do the following. 
  • 
  Make half of their intended move. 
  • 
  Conduct split-fire, if possible, and missile fire. 
  • 
  Take pass-through fire. 
  • 
  Make the remainder of their move, if not already engaged in melee. 
  3. Artillery, Missile, & Magic. Artillery, missiles, and magic attacks from all sides are 
  resolved. Use Dexterity to help determine which spells happen before others.   
  4. Melee. All melee blows are resolved by those engaged. First movers resolve blows 
  first in every combat turn. 
  Repeat steps 1 through 4 for the remainder of combat. 
  Time & Distance 
  A turn of combat = 1 minute of game time. Distances are in feet when inside or 
  underground, or in yards when outside. 
  LAND COMBAT 
  Movement 
  Terrain is generally stable in a dungeon  and doesn’t affect movement. However, when 
  outdoors, the move rate of combatants in ditch and rampart, hill, wooded, and swamp 
  conditions is 50% normal. Mountainous or rough terrain prevents charge moves; 
  wooded areas prevent formation of troop units; and swampland prevents entrance of 
  heavy equipment and catapults. Streams reduce movement by 50% and prevent 
  charges, while rivers require characters to stop before entering, expend their entire 
  move, and then stop after exiting. 
  Charging enables combatants to move into melee at a greater movement rate. Except 
  for those in Plate Mail and those using any Crossbow, combatants on foot can make a 
  charge with an additional 30 move. For example, a combatant with a move of 120 can 
  make a charge move of 150 (120 + 30 = 150). Horses add 60 to their charge. 
  Fatigue applies to combatants in the following situations. 
  • 
  Move 5 consecutive turns. 
  • 
  Move 2 consecutive turns, charge, then melee. 
  • 
  Move 1 turn, charge, then melee for 2 rounds. 
  • 
  Melee 3 rounds. 
  Movement up an incline counts as two moves. Fatigued combatants attack and defend 
  at the next lower value and have -1 to morale checks. A turn of inaction removes fatigue. 
  Missile Fire 
  Rates of fire for Bows and Crossbows follow. Heavy Crossbows have +1 to hit. 
  Move 
  Bows 
  Light Crossbow 
  Heavy Crossbow 
  None 
  2 
  1 
  1–every other turn 
  Up to half 
  1 
  1 
  1 (or reload) 
  Over half 
  1-with initiative 
  1-with initiative 
  1-with initiative (no reload) 
  “1-with initiative” means the user must be able to act before their foes to be able to fire.  
  “1-every other turn” means the user must spend a turn reloading the weapon. 
  
  22 
  Split-fire is possible by Elves on foot and riders who use Bows. They can move up to 
  half their normal movement, make missile fire, and continue their move, up to one half 
  their normal movement.  
  Pass-through fire from unmoving combatants is possible against foes within range after 
  the first half-move of the turn. 
  Arc of fire for missile users is unlimited when not in units on a battlefield; otherwise, 
  those on foot can fire up to 45 degrees to the left and right, and those mounted can fire 
  up to 45 degrees to their “trigger/pull” side and up to 180 degrees to their “grasp” side.  
  Second rank fire is possible if allies in the first rank also use missile fire. More ranks of 
  missile users can fire if significantly higher than the first two ranks. 
  Indirect fire is possible by users of Bows (but not Crossbows). They can fire over 
  intervening obstacles, including other combatants, if 30 or more distant from the 
  obstacles. Range is reduced by one-third. Attackers have -2 to hit. 
  Cover comes in two types: hard and soft. Hard cover is near total cover from solid 
  structures like walls with arrow slits, mobile mantlets, wooden roofs, and so on. Soft 
  cover is partial cover, such as brush, woods, waist-high fences, and so on. Targets 
  behind hard cover are impervious to missile fire. Targets behind soft cover take only half 
  normal damage.  
  Range modifiers include +1 to hit at medium range and +2 to hit at short range. Divide 
  weapon ranges into thirds to get short, medium, and maximum ranges. 
  Melee Weapons as Missiles. Treat such attacks as thrown axes, thrown hammers, and 
  thrown spears as any other missile weapon, except they’re used but once each turn, 
  they can be used against a charging foe, and indirect fire is impossible with them. 
  Firing When in Melee. Missile fire is impossible for those in melee. 
  Firing into Melee. Missile fire into melee is impossible, unless a combatant is uncaring 
  whether the attack hits an ally or foe; then determine targets randomly, proportional to 
  the size of the combatants. 
  Magic Items. Modify attack rolls by the modifier of the magical item, when relevant. For 
  example, using a +2 bow gives +2 to hit. Magical effects from items such as Wands, 
  Staves, Swords, Rings, and so on, occur at the same time as missile fire. 
  Damage. A hit from a normal missile inflicts 1d6 hit points of damage. If the arrow or 
  bolt is magical, apply their modifier to the damage roll. 
  Artillery Fire 
   
  Catapults 
   
  Range 
   
   
  Minimum 
  Maximum Area of Effect 
  Light 
  150 
  300 
  20-diameter 
  Heavy 
  240 
  480 
  35-diameter 
   
  Any target completely or partially in the area of effect takes damage. 
  Rates of fire are every second turn for Light Catapults and every third turn for Heavy 
  Catapults, if they have a full crew (4 operators) and were stationary the prior two or 
  three turns, respectively. With 3 operators, engines require 1 extra turn to fire; with 2 
  operators, engines require 2 extra turns to fire; and with 1 operator, engines require 3 
  extra turns to fire. No additional benefits derive from having more than 4 operators. 
  Operators must be trained to use siege engines. 
  Arc of fire for catapults is 45 degrees left or right.  
  
  23 
  Indirect fire is the nature of all catapult fire, so there’s no penalty. 
  Cover is like that for missile fire. Any substantial overhead cover negates the effect of 
  catapult fire. 
  This optional mechanic incorporates short and long shots. Roll two different d6. One die 
  indicates the distance of an undershot and the other indicates the distance of an 
  overshot. Apply the highest result, which is in 10s of units. Ties indicate a direct hit. 
  Magic Spells 
  See Might and Magic (Bk 1) for details on using magical spells. 
  Saving Throws. Any spell or magic effect that harms the target allows for a saving throw. 
  A saving throw represents a last-minute chance to avoid harm. If a saving throw fails, 
  targets experience the full effect. If the saving throw succeeds, the target either avoids 
  the entire effect—such as paralysis, petrification, poison that kills outright, and so on—
  or suffers half the effect—such as hit points of damage from Dragon Breath, spells, 
  poisons, and so on. 
   
  Fighter 
  Death Ray 
  Poison 
  Wands 
  Polymorph 
  Paralysis 
  Petrification 
  Dragon Breath 
  Spells 
  Staves 
   
  1-3 
  12 
  13 
  14 
  15 
  16 
   
  4-6 
  10 
  11 
  12 
  13 
  14 
   
  7-9 
  8 
  9 
  10 
  10 
  12 
   
  10-12 
  6 
  7 
  8 
  8 
  10 
   
  13+ 
  4 
  5 
  5 
  5 
  8 
   
  Cleric 
   
   
   
   
   
   
  1-4 
  11 
  12 
  14 
  16 
  15 
   
  5-8 
  9 
  10 
  12 
  14 
  12 
   
  9-12 
  6 
  7 
  9 
  11 
  9 
   
  13+ 
  3 
  5 
  7 
  8 
  7 
   
  Wizard 
   
   
   
   
   
   
  1-5 
  13 
  14 
  13 
  16 
  15 
   
  6-10 
  11 
  12 
  11 
  14 
  12 
   
  11-15 
  8 
  9 
  8 
  11 
  8 
   
  16+ 
  5 
  6 
  5 
  8 
  3 
  Melee 
  Melee is hand-to-hand battle between foes within 30 feet (10 yards) of each other. Use 
  the table below for monster attacks. All damage is 1d6 for each hit. 
  Hit Dice of   
  Armor Class of Defender 
  Monster  
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  Up to 1 
   
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  1+1 
   
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  2 to 3  
   
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  3+ to 4 
   
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  4+ to 6 
   
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  6+ to 8+  
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  9 to 10 
   
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  11 and up  
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  Modifiers to Hit-Rolls. The referee may apply the following modifiers in combat. 
  • 
  Attacks from the rear have +1 to hit and ignore shields. 
  • 
  Shields defend against only two or three attackers. The referee may decide more 
  than that number of attackers can ignore a Shield. 
  • 
  When attacking surprised foes, combatants have +1 to hit. 
  
  24 
  AIRBORNE COMBAT 
  The Simultaneous Move System works best for airborne combat. Intentions need only 
  include direction, distance moved, and any altitude change.  
  Movement 
  Turning. Creature size generally informs how many 90-degree angles can be made 
  during a turn and the distance necessary between each angle. An angle can be less 
  than, but no more than, 90 degrees. 
  Flyer Category 
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  Nº of 90° Turns 
  5 
  4 
  3 
  6 
  4 
  3 
  2 
  Distance before Turn 
  10 
  20 
  30 
  30 
  40 
  50 
  60 
  A = Sprites, large birds, large insects; B = Humans, Undead, magic brooms; C = Cockatrices, 
  Gargoyles; D = Pegasi, Hippogriffs, Air Elementals; E = Manticores, Wyverns, magic carpets; F = 
  Chimeras, Dragons, Rocs, giant insects, G = Giant reptiles. 
  Diving. A creature may make 90-degree turns and dive if altitude lose doesn’t exceed 
  half total distance moved. A sharp dive is 150% movement, though diving prevents turns 
  and movement forward is at a rate of 10 for every 100 dived. 
  Climbing. A creature can climb 10 for every 10 it moves ahead; however, it costs double 
  to move 10 and total distance moved can be no more than Speed – Distance before Turn 
  [above].  For example, a Dragon with speed 150 has a flyer category of F. It can move a 
  total distance of (150 – 50) ÷ 2 = 50 up and straight ahead in a turn. 
  Missile Fire 
  All missile fire happens at the very end of the turn; thus, there’s no need to declare 
  intent to use missile weapons. 
  For attacks between air and ground, use the guidelines for Missile Fire for Land Combat. 
  Likewise for air-to-air attacks, but supplement hits with the following tables. First roll 
  1d10 determine whether rider or mount is hit. Roll damage and then roll d% to see if 
  the hit is a critical hit. If it’s a critical hit, roll d% again to determine the effect. 
  Direction 
  Hit Location 
  of Attack 
  Rider 
  Head 
  Wing 
  Body 
  Rear 
  Front 
  1-2 
  3-4 
  5-6 
  7-10 
  — 
  Side 
  1 
  2-3 
  4-5 
  6-9 
  10 
  Top 
  1 
  2-3 
  4-7 
  8-9 
  10 
  Bottom 
  — 
  1-2 
  3-5 
  6-9 
  10 
  Rear 
  1-2 
  3 
  4-5 
  6-8 
  9-10 
  Chance of Critical 
  25% 
  20% 
  20% 
  10% 
  None 
  Effect of Critical Hit 
  Rider 
  Head 
  Wing 
  Body 
  Rear 
  Half Move Rate 
  — 
  10% 
  50% 
  30% 
  — 
  Dive & Land 
  — 
  30% 
  20% 
  30% 
  — 
  Out of Action 
  100% 
  40% 
  30% 
  30% 
  — 
  Crash/Dead in Air 
  — 
  20% 
  — 
  10% 
  — 
  Bombardment. The largest of flying creatures can bomb foes with missiles equivalent to 
  Large Catapults. Smaller creatures can release proportionately smaller bombs. Move 
  rate is two-third normal when carrying such loads. To bomb a target, flying creatures 
  must either fly straight or dive. Roll 2d6 and consult the following table. 
  2d6 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  Result 
  left or short of target  
  Hit 
  right or long of target 
  Distance in 10s 5d6 
  4d6 
  3d6 
  2d6 
  1d6 
   
  1d6 
  2d6 
  3d6 
  4d6 
  5d6 
  
  25 
  Roll 1d6 for Left or Short: 1-2 = left, 3-4 = left and short, 5-6 = short. 
  Roll 1d6 for Right or Long: 1-2 = right, 3-4 = right and long, 5-6 = long. 
  “Distance is 10s” is how far off from the target the missile hit. For example, a result of 5 
  is “left or short” by 2d6 x 10. 
  Artillery Fire 
  Use the following guidelines for siege engine attacks against airborne targets.  
  • 
  Typical catapult fire is impossible.  
  • 
  Counterpoised sling-type catapults can fire “buckshot” with an apex of half total 
  range and a height equal to total range. 
  • 
  Other types of catapults can fire “buckshot” with an apex of half total range and 
  a height equal to half total range. 
  • 
  For targets in the curve, use a spherical area of effect. 
  • 
  Tension-type catapults can fire darts to maximum range at an incline as steep 
  as directly overhead. These darts inflict 2d6 hit points of damage. 
  WATERBORNE COMBAT 
  Movement 
  Ships in water combat have the following movement rates. 
   
   
  Oared/Poled 
   
  Sailing 
  Type 
   
  Slow Cruise Fast 
   Running 
  Broad 
  Quarter Beating 
  Galley, Large 
   
  100 
  150 
  250  
  200/250 150/200 100/150 
  — 
  Galley Small 
   
  150 
  200 
  300  
  250/300 200/250 150/200 
  — 
  Longship 
   
  120 
  180 
  250  
  300/350 250/300 200/250 
  — 
  Merchant, Large 
   
  — 
  — 
  — 
   
  200/300 180/270 
  15/240 
  100/200 
  Merchant, Small 
   
  — 
  — 
  — 
   
  250/350 220/320 200/300 150/250 
  Warship 
   
  — 
  — 
  — 
   
  250/350 220/320 200/300 150/250 
  Boat 
   
  100 
  150 
  200  
  150/200 120/170 
  100/150 
  50/100 
  Raft 
   
  — 
  100 
  — 
   
  100/150 
  60/100 
  — 
  — 
  Galleys can’t operate on open water (seas, ocean). Longships can operate in open water. 
  For move rates separated by a slash, the first is in light to moderate wind, while the 
  second is in fresh or strong wind. For winds weaker than light, ships must be 
  oared/poled. For winds stronger than strong, sailing is impossible and must run before 
  the wind at a move of 30.  
  Move rates on rivers are half normal.  
  Oared ships have +50 to movement with a current or -50 to movement against a current. 
  Size of Crews. The following table notes the typical number of crew members necessary 
  to operate a ship. Oared ships with fewer rowers have reduced speeds. Crew size can 
  affect movement rates of ships. 
  Type 
   
  Rowers 
  Marines 
  Sailors 
  Galley, Large 
   
  100 
  50 
  20 
  Galley Small 
   
  50 
  20 
  10 
  Longship 
    
  75 crew (64 rowers max)  
  Merchant, Large 
    
  20 crew 
  Merchant, Small 
    
  15 crew 
  Warship 
    
  15-20 crew, 40-60 mercenaries 
  Large galleys can have catapults on fore and aft, while small galleys can have catapults 
  on fore. Reduce move rates proportionately to the number of rowers lost (ignore 
  
  26 
  fractions). For galleys and longships, it takes 3 turns for 10 crew to step/unstep masts. 
  For rowed ships, 3 crew can make/take sails; other ships require 6 crew. 
  Oared Speed. A full and rested crew is required for these speeds. A fully rested crew can 
  expend 30 fatigue points. Each turn resting or rowing exacerbates or alleviates fatigue.  
  Speed Category 
  Rest 
  Slow 
  Cruise 
  Fast 
  Fatigue Points 
  +1 
  -2 
  -3 
  -10 
  Backing speed is half forward speed. Any ship can slow one or two steps (Cruise to Slow, 
  or Cruise to Rest, for example) in a turn. All ships must accelerate one step at a time. 
  Wind Speed. If not evident, roll for wind speed. Storms have +1 to the roll. 
  2d6  
  2-3 
  4-8 
  9-11 
  12 
  Result 
  Calm 
  Light to Moderate Fresh to Strong 
  Gale 
  Galleys in a fresh to strong wind have a 10% chance each turn of shipping water. Each 
  time water is shipped, move is reduced by 25%. A ship that loses 75% of move sinks. 
  Roll 1d8 to determine wind direction. 
  Turning. Oared ships may turn up to 45 degrees for every 100 moved. Sailed ships may 
  turn up to 30 degree for every 120 moved. 
  Ramming. Use the following rules to resolve ramming. 
  • 
  Ships must lower mast (if any). 
  • 
  Speed must be fast. 
  • 
  Striking ships must immediately back-oar after striking. 
  • 
  Rammed ships incur 1d6 x 10% of their maximum hit points. There’s a 1-in-6 
  chance it takes on water and sinks in 3d6 turns unless patched. 
  • 
  10 people can patch a breach in 5 turns. There’s a 1-in-6 chance the effort fails, 
  and another 5 turns is required to repair the hole. 
  • 
  Rammed ships lose 20% of its crew if hit from the side. If oared, 15% are rowers. 
  Rammed ships lose 5% of its crew if hit astern or bow. None are rowers.  
  • 
  Ramming has no effect on grappling. 
  Sheering Oars. A ship that moves parallel and adjacent to an oared ship shears the oars 
  on both ships and kills half the crew on both ships. Both sheering and deaths are 
  prevented if orders indicate oars on that side are to be shipped (drown into the ship). 
  Ships with sheared oars remain at rest for three turns. Thereafter, they move at ½ speed. 
  If oars are sheered again, the ship is unable to move by rowing. 
  Grappling. Ships within 10 of each other may attempt to grapple. There’s a 1-in-6 chance 
  of success, and three attempts can be made each turn. Likewise, there’s a 1-in-6 chance 
  to cut/remove a grapple, and three attempts can be made each turn to do so. A grappled 
  ship is at rest, can’t move, and can be boarded. 
  Boarding. Grappled ships may be boarded. If deck plans are available, place them 
  adjacent to each other according to the situation. Each 3 feet of parallel space enables 
  1 combatant each turn to board. Swimmers can climb the sides of ship also, but foes 
  have an advantage of elevation. Conduct combat normally between combatants on 
  ships. See the section on command control for more on morale and discipline. 
  Artillery Fire 
  Use the guidelines for Artillery Fire for Land Combat earlier. Ships hit by catapults take 
  1d6 hit points of damage. Large ships can sustain up to 18-24 hit points, small ships 9-
  15 hit points, and boats 3 hit points before sinking.  
  
  27 
  Melee 
  Use the guidelines for Melee for Land Combat earlier, with these additions. 
  1. Use command and control principles detailed in Might & Magic (Bk 1). Combatants 
  take actions other than retreating and looting only if under the command of a leader 
  or a lieutenant. 
  2. Combatants forced to retreat without a way to do so go overboard, fall from a deck or 
  rigging, and so on, or surrender, if no other alternative applies. There’s a 1-in-6 
  chance for every 10 feet fallen that a combatant suffers 1d6 hit points of damage for 
  every 10 feet fallen, or 1d6 hit points for every 20 feet fallen. 
  3. Size and strength of a combatant should factor into how long it takes to break down 
  doors, chop through walls or decks, cut rigging, and so on. Generally, a Giant suffers 
  a penalty of half move when breaking down a door, while 10 human-types require a 
  full turn to break it down. Likewise, someone with a battle axe and a strong back 
  might find it easy to cut through rigging, while a Giant might rip through it with no 
  thought to it at all. 
  Example of Adjudicating Combat 
  The player-characters comprise Arlanni, a 2nd-level Cleric (Mail & Shield); Aggro, a 4th-
  level Fighter (Leather & Shield); Arkayn, a 4th-level Fighter (Mail); and Abner, a 5th-
  level Wizard. They race down a 10-foot wide dungeon corridor, away from Goblins. 
  Aggro, Arkayn, Arlanni are in a three-person front rank, followed by Abner.  
  They round a corner and encounter a party quarreling over treasure. The party 
  comprises Balto, a 2nd-level Fighter (Leather & Shield); Barjin, a 4th-level Figher/5th-
  level Wizard Elf (+1 Plate); Blastum, a 4th-level Wizard (unarmored); Burug, a 6th-level 
  Dwarf (Shield). 
  The referee first determines if either party is surprised with the roll of 1d6 for each side. 
  The results are 4 for PCs and 2 for the monsters. The monsters are surprised. 
  First turn 
  Because one side is surprised, the referee rolls 1d3 × 10 feet to find that 10 feet separate 
  the two parties. This enables player-characters to close strike in melee. Player-
  characters recognize the monsters to be a collection of evil marauders of whom they 
  were warned. The referee is using the simultaneous move system. 
  Intentions & Initiative. The referee begins by asking each of the players to quickly decide 
  what they do. Aggro engages the group in melee, Arlanni uses a Sling, Abner uses a 
  wand, and Arkayn uses a Short Bow. Since the PCs have surprised the others, the referee 
  resolves actions immediately for the PCs.  
  Movement & Missiles. Arlanni, whose player had previously noted she had her Sling 
  ready, fires a shot into his foes. The referee randomly determines Blastum to be the 
  target. Blastum is unarmored (AC 9), and 2nd-level Clerics require 10 to hit. There’s no 
  modifier for range, but surprise grants +1 to hit. The referee rolls a 6 + 1 = 7, which 
  means the attack fails to harm the Wizard. 
  Arkayn had his Short Bow ready and shoots into the foes too. The referee randomly 
  determines Burug (AC 8) is the target. There’s no modifier for range, but there’s +1 for 
  surprise. A result of 8 or better is needed to hit. The referee rolls 9 + 1 = 10: a hit. A roll 
  of 3 on 1d6 means Burug sustains 3 hit points of damage. He can sustain 20 hit points 
  before falling, so the referee says the Shield of the staggered Dwarf deflects the arrow. 
  Abner uses a small wand to command Burug to surrender. The referee rolls a saving 
  throw vs Wand for Burug. Burug saves as a 10th-level Fighter. A 7 or better on 1d20 is 
  success. The referee rolls 15. Burug easily shrugs off the magical effect. 
  Artillery, Missiles, and Magic Spells. There are no magic spells this turn. 
  
  28 
  Melee. Aggro moves into melee and strikes at Balto (AC 4) with a Sword. Aggro has 
  surprise, so he has +1 to hit and Balto can’t use his Shield (AC 5). A 12 or better on 1d20 
  is needed to hit. The referee rolls 10 + 1 = 11: no harm. Balto survives. 
  Second turn 
  In the second combat turn, the monsters gather their wits and act. 
  Intentions & Initiative. The referee secretly decides Balto will attack with his Battle Axe, 
  Burug will attack with his Spear, Barjin will attack with his Sword, and Blastum, who is 
  behind his companions and outside of melee, will use a special spell, shocking touch.  
  The referee asks for the actions of the player-characters. Arlanni will attack the foes in 
  melee with her Sword, Arkayn will strike similarly as well with his Mace, Arggo will 
  strike in melee with his Sword, and Abner, who is safely behind his companions out of 
  melee, will use a hold person spell from the scroll. 
  Movement & Missiles. The two parties are within melee distance, so mass melee ensues. 
  Artillery, Missiles, and Magic Spells. Blastum can use his spell immediately, while 
  Abner begins reading his scroll and will finish after the Melee phase. Blastum uses his 
  spell and steps forward to touch a foe (AC 9). The referee rolls 17: a hit. Arlanni gets no 
  save and can take as many as 8 hit points of damage. The referee rolls 9 hit points of 
  damage. Arlanni dies! 
  Melee. Because the player-characters have the advantage, they continue to strike first. 
  With Arlanni down, Arkayn has a Mace and Arggo has a Sword, which they use against 
  Barjin, who has a Sword, Balto, who has a Battle Axe, and Burug, who has a Spear. The 
  referee randomly determines Arkayn will strike at Burug and Aggro will strike at Balto. 
  Arkayn hit Burug, Aggro hit Balto. Both survive and counterstrike. Burug hits Arkayn, 
  but Balto misses Aggro. 
  Finally, the spell from the scroll takes effect. Abner directs it against all four enemies. If 
  there’s even just one failed saving throw, the battle could turn drastically in favor of the 
  player-characters! 
  CAMPAIGNS 
  Several guidelines follow to help adjudicate an ongoing campaign. 
  Healing 
  For every day after the first full day of complete rest, time alleviates 1 hit point. Only new 
  experience can restore lost levels. 
  Tracking Time 
  Use the following guidelines for tracking time for each player-character. 
  Underworld Adventure 
  Wilderness Adventure 
  Actual Time 
  1 week 
  1 turn = 1 day 
  1 week = 1 week 
  Time suggested for Underworld adventures consists of preparations only and one day 
  in the dungeons. Time suggested for Wilderness adventures includes days of rest and 
  recuperation. Real time equates to the same amount of game time for all characters 
  who hole-up in their lairs, dens, base camps, keeps, strongholds, inns, and so on, as 
  well as those who rest and recuperate within the Underworld.  
  Rumors, Information, and Gossip 
  Several kinds of activities can help find and generate rumors and gossip. Advertising for 
  hirelings will initiate gossip among locals. As do any other unusual behaviors. Locals of 
  smaller settlements are apt to notice the departure of a party of characters. If there are 
  
  29 
  rumors and gossip to be discovered, player-characters can come across them by 
  frequenting public establishments (inns, taverns, bathhouses, and so on), buying food 
  and drink for others (1d6 x 10 GP), slipping proprietors money (1d10 GP), and so on. 
  Misinformation is at your discretion. Circulate folklore to impel player-characters to 
  action or warn them on pending events. 
  Angry Village Rule 
  Feel free to have an entire settlement of angry inhabitants harass and threaten player-
  characters who commit unforgivable outrages. Among such a horde of the displeased 
  there can be thieves, town watch, and the occasional barbarian of great fame. 
  Constructing Strongholds 
  Player-characters can select land in a settlement or Wilderness at any time to build a 
  stronghold. Clerics who build at 8th level or above enjoy certain benefits when they do. 
  Rulership & Domains. Both Fighters of 9th level (and above) and Clerics of 8th level (and 
  above) who have strongholds in the Wilderness may become rulers of the surrounding 
  territory. Player-characters must first clear the territory of monsters. They do this by 
  moving to each hex and ridding it of any monsters therein. Hexes free of monsters are 
  considered cleared already. Once cleared, territory of up to 20 miles from a stronghold 
  can be kept clear just with the sheer presence of stronghold occupants. 
  Territory once established attract enough inhabitants to settle 2d4 villages of 1d4 × 100 
  each. Fighters who are rulers collect 10 GP per inhabitant annually; Clerics collect 20 GP 
  per inhabitant annually.  
  Rulers may also invest in their territory to increase their income. Some possible areas 
  of investment include road building, armories, ship building, canals, animal breeding, 
  sea trade, inns, farming, land trade, hunting, fishing, trapping, religion, exploration, 
  and tourism. The amount of revenue from these investments is at referee discretion 
  based on the amount invested and the potential benefit in such environments. 
  Investments also have the possibility of increasing the population. 
  Costs for constructing strongholds. Player-characters incur the following costs when 
  building strongholds. Towers can be heightened (+20% cost per 10 feet) or shortened 
  (-10% cost per 10 feet). Buildings comprise a total of 120 feet of wall, two stories, an 
  attic, a cellar, and two doors per floor. 
  Component 
  Cost (GP) 
  Component 
  Cost (GP)
  Barbette (10-ft wide) 
  1,000 
  Tower, Round (15×30 ft.) 
  4,500
  Barbicon 
  14,000 
  Tower, Square (30×30 ft.) 
  4,000
  Bastion 
  3,000 
  Wall (10-ft. high), per 90 feet 
  3,500
  Building, Stone 
  2,500 
  Palisade, per 90 feet 
  1,500
  Building, Wood 
  500 
  Earthworks, per 90 feet 
  2,500
  Ditch, per 90 feet 
  2,000 
   
  Single Double 
  Gate 
  3,000 
  Door, Wooden 
  10 
  15 
  Gatehouse 
  4,000 
  Door, Reinforced 
  20 
  30 
  Portcullis & Drawbridge 
  2,000 
  Door, Iron 
  50 
  75 
  Tower, Gate 
  4,500 
  Stairs, Wood (10 ft.) 
  30 
  45 
  Tower, Round, (40×40 ft.) 
  10,000 
  Stairs, Stone (10 ft.) 
  90 
  140 
  Tower, Round (30×30 ft.) 
  5,000 
  Slit or Window 
  10 
  15 
  Specialist. Those who build strongholds can attract, employ, and earn benefits from 
  specialists. Use the guidelines for finding hirelings in Might & Magic (Bk 1). Descriptions 
  of typical specialists follow. 
  Specialist (GP per Month) 
   
  Specialist (GP per Mission) 
  Alchemist  
  1,000 Sage  
  2,000 
  Assassin 
  2,000
  Animal Trainer 
  500 Sailor 
  10 
  Spy 
  500
  Armorer 
  100 Ship Captain 
  250 
   
   
  
  30 
  Alchemists can duplicate a potion at one-half the original cost to craft it. They can 
  conduct poison research too, but the cost and time are double those listed. 
  Animal Trainers are needed to train any animal other than a Horse or Mule. They can 
  train only one type of animal, though they can train up to six such animals at a time. 
  The time it takes to completely train the animals is referee discretion. 
  Armorers are necessary to maintain the arms and armor for every 50 troops employed. 
  If they don’t have maintenance duties, they can craft arms and armor. See the following 
  for what can be made in a month. 
  Alone 
  A suit of armor, OR three shields, OR five weapons 
  + 1 Assistant and 1 Smith 
  Double the above 
  + 4 Assistants and 2 Smiths 
  Triple the above 
  Assassins murder people. Decide the chance of success on precautions a victim takes. 
  Assassins are rare. Enforce a limit on their use in a game year. 
  Engineers must oversee construction of major strongholds, participate in sieges, and 
  supervise any tunneling. 
  Sages work for Fighters only in an advisory capacity. The number of possible Sages is 
  limited only to the willingness of the referee, who must have the greatest discretion 
  when acting in this role. 
  Sailors must operate any ship, other than raft or boat. See the section on Waterborne 
  Combat for crew sizes. Generally, they don’t fight. Those that do fight cost a combined 
  total of what a Sailor and Mercenary costs. 
  Ship Captains are necessary to command a crew of Sailors. 
  Smiths, as noted already, can aid Armorers. They’re required  for maintenance of every 
  50 Horses or Mules. 
  Spies gather and convey hard-to-get information. Player-characters can employ them 
  in two ways. One way is to first hire them and then insert them into the desired force, 
  stronghold, or region. The other way is to sway a nonplayer-character who is already a 
  member of the force, stronghold, or region to give the information. The latter method 
  requires bribe or threat just for the nonplayer-character to consider becoming a spy. If 
  accepted, the chance is great the spy faithfully performs his duties. Chance of success 
  for each mission is referee discretion. 
  Mercenaries 
  These hirelings can be Human, Dwarf, or Elf. Chaotic characters might employ Orcs. Use 
  the guidelines for finding hirelings in Might & Magic (Bk 1). Costs for upkeep follow. 
  Monthly Cost (GP) 
  Type  
  Human 
  Dwarf 
  Elf 
  Orc 
  Untrained  
  1 
  — 
  — 
  — 
  Leather & Shield 
  2 
  — 
  — 
  1 
  Mail & Shield 
  3 
  4 
  5 
  1½  
  Bow 
  5 
  — 
  10 
  3 
  Crossbow 
  4 
  5 
  — 
  — 
  Long Bow 
  10 
  — 
  — 
  — 
  Light Horseman  
  10 
  — 
  — 
  — 
  Medium Horseman  
  15 
  — 
  — 
  — 
  Heavy Horseman  
  20 
  — 
  — 
  — 
  Other Worlds 
  Create these worlds with sheer imagination and without reliance on any certain natural 
  laws. The void of space might be filled with breathable air. Stars could be pinpricks in 
  the sheet of night just several hundred miles away. Regions of land could be gateways 
  to other planets, times, dimensions, and so on.  
  
  31 
  GENERAL WILDERNESS MAP 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Woods 
  River 
  Mountains 
  Desert 
  Swamp 
  Stronghold 
  Smaller Settlement 
  Larger Settlement 
  
  32 
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYWRITE NOTICE.  
  Sword & Spell. Copyright 2019, OSR Hobbies; Authors J. Alexander Lloyd.  
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  Williams, based on material by E. Gary Gygax and Dave Arneson 
  
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