TEXT: Timothy Schaefer (order #5257304)
  
   
   
  Timothy Schaefer (order #5257304)
  
   
  WWW.EMPCHO.COM 
  © 2008 by EMPERORS CHOICE GAMES & MINIATURES CORP. 
  ALL RIGHTS RESERVED. 
  EMPERORS CHOICE GAMES & MINIATURES CORP. 
  All material in this book were originally created by David A. Hargrave, and are copyrights of Emperors 
  Choice Games & Miniatures Corp. 
  Arduin® Trilogy 
  ARDUIN® GRIMOIRE VOLUME 1: THE ARDUIN GRIMOIRE 
  ARDUIN® GRIMOIRE VOLUME 2: WELCOME TO SKULL TOWER 
  ARDUIN® GRIMOIRE VOLUME 3: THE RUNES OF DOOM 
  Arduin® and Swords & Dragons® are Registered trademarks of Emperors Choice Games & Miniatures 
  Corp., All rights reserved.  All illustrations and material in this book are copyrights of Emperors 
  Choice Games & Miniatures Corp.  All rights reserved.  Any reproduction or unauthorized use of this 
  work by ANY means, without the written permission of Emperors Choice Games & Miniatures Corp. 
  is prohibited. 
  Printed in the U.S.A. 
  WWW.ARDUIN.COM 
   
  WWW.WORLDOFKHAAS.COM 
  Timothy Schaefer (order #5257304)
  
   
  Timothy Schaefer (order #5257304)
  
  MASTER TABLE OF CONTENTS 
  Company Notes On The Arduin Trilogy 
  In Memoriam 
  A Few Words From The Editor 
  A Few Words From The Cover Artist 
  The Adventurer 
  The Trilogy 
  The Arduin Adventure 
  Caliban’s Seat 
  Legendary Items Of The Arduin Cycle 
  Timothy Schaefer (order #5257304)
  
  COMPANY NOTES ON THE ARDUIN TRILOGY 
  The Arduin Trilogy has been an underground fan favorite, has had a cult like following since I’ve 
  known it from the era of the 80’s, and I am quite sure it has been like that since its inception.  I am 
  pleased to bring the last redo installment of the original Arduin Grimoire material in a newer and 
  cleaner format just beyond its original 30th year of coming into being.  This book represents a lot of 
  things for Arduin and Emperors Choice Games & Miniatures Corp.  Mostly for Arduin, it marks a 
  milestone in its existence and longevity; it has survived the test of time.  For Emperors Choice 
  Games & Miniatures Corp., this book mostly represents the end of the old era and the beginning of 
  a new era with the Arduin Eternal (our 3rd edition set of rules) due out in less than a year from the 
  publication of this book.  We would like to state first and foremost that David Hargrave has brought 
  us Arduin, and that Arduin and Dave has probably influenced everyone who is reading this in some 
  way no matter how small.  He will be deeply missed in the gaming community and for many their 
  personal lives as well.  Thanks Dave for giving us this gift called Arduin! 
  It is a fitting release to have this book in hardcover format with the cover being done by none other 
  than the original cover artist of the now infamous first Arduin Grimoire – Greg Espinoza.  We are 
  extremely pleased to have commissioned Greg to do this cover; his talents have meshed the old styles 
  with the new styles of art, and have also shown just what happened next with our adventurers from 
  the first Arduin Grimoire from so long ago.  I would also like to thank Greg Espinoza for stepping in 
  at the very last moment to make this cover so special – thanks! 
  This book has been a bleeding ulcer for the company to put together, and hopefully all of the credits 
  due were given in the credit section.  If we missed anyone, I am very sorry, I can only say thanks, and 
  that the road we have traveled to get to this book compilation to this stage has been very rough 
  indeed.  We have worked laboriously on the Trilogy since we acquired it so many years ago.  The 
  original files were basically useless, and the myriad of charts and mixed information on all of the 
  pages were an enormous undertaking to type, it makes one more envious of the tasks that Mark 
  Schynert had to deal with on the creation of the “Compleat Arduin”, or Arduin II as we have come 
  to call it. 
  While the original Trilogy isn’t exactly where we had hoped it to be with organization, etc., we really 
  did try our best to bring it to light in a better format.  Quite simply, this book probably would not 
  have happened if we didn’t set our deadline for this year of 2008.  It was a difficult decision to 
  compile it more into sections rather than placing the books in the order they were published in, but 
  maybe, just maybe, you the fans will see it for the better (at least I’d like to think so).  Much of the 
  layout originally did not make sense and some of it seemed off.  If we missed the mark, then we are 
  sorry.  Either way, the information is there and at least readable (in a normal font size). 
  We are so happy that Becky stepped in at the eleventh hour earlier this year with minimal support 
  from us, and made the Trilogy happen.  She is quite an amazing talent who has made herself 
  available on very odd times of the day and night to help bring this to you.  If it were not for her, this 
  book may well have passed to another age for release.  We think she did a great job on a project that 
  no one in years has been able to even put a dent into, and our hats are off to her!  You did Arduin 
  good!  Thanks! 
  A couple of very honorable mentions must be made to include Rick Brown (a.k.a. Beardfoot), the 
  little Hobbitt still has lot of kick left in him – thanks for always being there!  To Scott Clark and 
  Mark Burton, I am not sure what we would have done without you guys – thanks!  You have always 
  been available to help out also at the oddest moments of the day or night!  To Monty St. John and 
  Josie St. John, I am never sure how they accomplish the feats they do – utterly amazing; they must be 
  superheroes – thanks you guys ROCK!  To all of the Arduin fans, ourselves included, – it has always 
  been about the fans always – thanks!  Special thanks to everyone that has offered any type of help, it 
  has been much appreciated not only for us, but for all of the other Arduin fans that wanted to help 
  but couldn’t – Dave Hargrave would have been proud!  And Adam Skipper – he got some of the 
  Timothy Schaefer (order #5257304)
  
  extra interior art done in record time – and I think it fits – he is up and coming I am sure – thanks!  
  Also I would like to give special thanks to Paul Mosher – a tried and true champion of David 
  Hargrave and Arduin for his vast amounts of help on this and all projects Arduin.  He has given us 
  many words and tales told for Arduin, many of which lend inspiration even in this very tomb.  It’s 
  been a bumpy road at times for all of us, but he has delivered the artillery strikes whenever asked to 
  do so – he steps up and is always available for Arduin, always. 
  We hope you enjoy this new format of THE ARDUIN TRILOGY, and trip down one of the most 
  legendary sets of Adventure Gaming books the world has ever set its eyes upon, I hope everyone will 
  sally forth now, and ride to Hell and back with us once again.  Into Arduin we go – for adventure, for 
  glory, for Dave! 
   
  DAVID BUKATA 
  EMPERORS CHOICE GAMES & MINIATURES CORP. 
  Timothy Schaefer (order #5257304)
  
   
  IN MEMORIAM 
   
  DAVID ALLEN 
  HARGRAVE 
   
  THE DREAM WEAVER 
   
  MAY 25, 1946 – AUGUST 29, 1988 
   
  On August 29, 1988, David A. Hargrave passed from this world to the next.  He left 
  behind many friends and thousands of gamers who sat at his table, either in his home or 
  at the numerous conventions he attended as a GM and Entrepreneur. 
  He is not and simply cannot be forgotten.  He touched lives with his presence, with his 
  thoughts, with his games and with his being.  He was not a perfect man; indeed none of 
  us are.  But he influenced people and taught a wide variety of life’s lessons just as he had 
  learned them. 
  It’s our belief that the “next world” David passed to was his own creation of Arduin.  
  He’s there right now, beyond the Gates of the Plateau of Forever, living life to the hilt and 
  scribing it all down in some great tome of knowledge that will one day be the source and 
  cause of many an adventure and many a hoary legend of peril and woe. 
  He’s walking the streets of Talismonde’; he’s in Elric’s Keep at the Tower of the Dragon 
  giving advice to the Albino with the Black Sword; he’s waving bon voyage, shouting “Bon 
  Chance” to an expedition he’s outfitted for a treasure hunt in Green Hell (Eh…No.  He 
  wouldn’t be going there himself), or he’s gazing again upon the Misty Mountains as the 
  Spring sun reveals the snowy cloak that’s settled upon the high, jagged peaks.  He’s living 
  in Arduin just as Arduin lives in him. 
  Without you David, none of it would have ever been.  But with you?  OH!  What Glories, 
  What Wonders we’ve all lived! 
  We hoist a mug of Rumble Tummy’s Ale in respectful salute to a man of extraordinary 
  talent, a good friend and fond, fond memories of games Past, Present, and Future... 
   
  Timothy Schaefer (order #5257304)
  
   
  A FEW WORDS 
  FROM 
  THE EDITOR 
   
  I am glad I’m given this chance to say a few 
  words as to why the Arduin Trilogy became the 
  way it is from the three original Arduin 
  Grimoires.  As a player, I thought that the best 
  way to do Dave Hargrave the homage due him 
  was to combine his three separate works into a 
  single masterpiece. 
  Each section of the original works had relations to other sections, and I thought that to bring them 
  together would make the final book more flowing.  Some were obvious: all new classes should go 
  together.  Many, however, were not: where should that section about space aliens go.  After much 
  deliberation, I came up with the master section as they now are. 
  I want to give a special thanks to my gaming group (John Adamus, Mike Varga, and Paul Osiecki) 
  for their help in filling in some of the blanks and getting stuff in order (because I couldn’t think 
  anymore around then) and Gabby, my pup, for making me take breaks to eat, sleep, play, etc. 
  I hope you enjoy reading and using this book as much as I enjoyed working on it. 
  BECKY OSIECKI 
  CREDITS 
  Author: David A. Hargrave 
  Art: Greg Espinoza, Erol Otus, Brad Schenk (a.k.a. Morno), Michi Okumura, Adam Skipper, Jon 
  Usiak, Roland Brown 
  Cover Art: Greg Espinoza 
  Graphic Art: Becky Osiecki, Lou Iannone, Josie St. John, Monty St. John 
  Editing: Becky Osiecki, Ben Pierce 
  Typing: Kim Kajdas, Ben Pierce, Becky Osiecki, David Bukata 
  Book Layout: Becky Osiecki 
  Support: The Arduin Fans, Becky Osiecki, Ben Pierce, Lou Iannone, Monty St. John, Josie St. 
  John, George De Rosa, Paul Mosher, Mark Burton, Rick Brown (a.k.a. Beardfoot), Scott Clark, 
  Matthew Skipper, John Adamus, Michael Varga, Paul Osiecki, Gabby Osiecki 
   
  Timothy Schaefer (order #5257304)
  
   
  A FEW WORDS 
  FROM 
  THE COVER 
  ARTIST 
   
  I met Dave Hargrave in the late 70s at his shop in Concord, CA, and he saw something in 
  an 18 year old kid’s work that compelled him to hire me to do the art for the Arduin 
  Grimoire III: The Runes of Doom.  It was a successful collaboration that led to me 
  redoing the covers for the original Arduin book, later the game modules (Caliban and The 
  Howling Tower), and the Arduin Adventure box set.  Since that time, I’ve worked 
  freelance for more than 20 years in the comics industry and animation, and I’m currently 
  drawing a graphic novel for Image Comics.  I’m grateful to David Bukata and George De 
  Rosa for giving me the opportunity to reconnect with the world of Arduin more than 30 
  years later.  A special thanks to Jimmie Robinson for his invaluable help, and to my lovely 
  wife, Karen, and her endless patience and support. 
  GREG ESPINOZA 
   
  Timothy Schaefer (order #5257304)
  
  THE ADVENTURER 
  I have traveled through the Ebon Gates on the Plateau of  Forever, seen the highest peaks of  the Misty 
  wield their deadly skills and felt the oppressive heat rising from the jungles of  Green 
  seen true honor and nobility in the bug folk 
  battle 
  handian 
  nd found the Blood of  Sorkhar.  And once...once...I saw Stormbringer 
  ho’ve been there, and to those who’ve just begun the trip...Hang on folks; you’re in for 
  the ride of  your lives! 
  Mountains, and looked down into the dark swirling mists of  The Devils Footprint. 
  I have delved deep within foul Skull Tower, wintered on the northern border of  far Ghorfar where the Blue 
  Barbarian Amazons 
  Hell far to the south. 
  I have ridden the trails with brave men and craven, mad men and priests; I have known warriors, thieves, 
  mages, treasure seekers, glory hounds, fools, and wise men.  I call Deodanths my blood enemies, Dwarves 
  stout hearted, Elves fools, and Centaurs gallant foes.  I have 
  called Phraints and courage unheard of  from Halfling bakers. 
  I know the terrors of  the Night of  the Black Solstice, the fear that grips men when Amazons close to 
  screaming like Furies from legend and the sweet thrill of  victory when the last foe dies or flees the field. 
  I’ve seen the deadly ballet of  combat between TIE fighter and Dragon played out with lethal finality over the 
  Mountains of  Madness.  I’ve fought in the blood games of  Melnibone, traded skins with a Marmac
  merchant and walked the streets of  Talismondé side by side with Vampyr and Paladin companions. 
  I’ve searched for the Yabander stone, a
  unsheathed, and lived to tell the tale! 
  I welcome home those w
  Timothy Schaefer (order #5257304)
  
   
  Timothy Schaefer (order #5257304)
  
  TABLE OF CONTENTS 
  Dedications 
  1 – 2 
   
  Dedication 
  2 
   
  Dedication 
  2 
   
  Special Dedication 
  2 
  Forwards 
  3 – 5 
   
  Forward 
  4 
   
  Forward 
  4 
   
  Opening Comments 
  4 – 5 
   
  Special Message To Fans Of Arduin 
  5 
  David Hargrave’s Words Of Wisdom 
  6 – 35 
   
  How To Play The Game 
  7 – 8 
   
  Point System 
  9 
   
  Notes On Player Character Types 
  10 
   
  Individualization Of New Player Characters 
  10 
   
  Notes On Character 
  10 
   
  New Character Hit Point System 
  11 
   
  Comments On The New Hit Point System 
  12 
   
  Notes On Natural Character AC 
  12 
   
  Notes On Character Functions, Capabilities, And Characteristics 
  13 
   
  Notes On Languages 
  13 
   
  Experience Level Chart 
  14 – 17 
   
  Notes On Treasure 
  18 
   
  Notes On Potions And The Like 
  18 
   
  Guild Fees 
  18 
   
  DM’s Versus Angry Players 
  19 
   
  The Good, The Bad, And The Ugly 
  19 
   
  Random Chance Chart For Magik Weapons 
  20 – 21 
   
  Notes On Alignment And Playability 
  22 
  Timothy Schaefer (order #5257304)
  
   
  Hargrave’s Detect Ability Chart 
  23 
   
  Random Trap Matrix 
  24 
   
  Notes On The Random Event Charts And Campaign World 
  25 
   
  Rope Breakage Chart 
  25 
   
  Resurrection And Other Notes 
  26 
   
  Notes On Travel 
  27 – 28 
   
  Movement Of Men And Monsters 
  29 
   
  Hargrave’s Magikal Equipment Saving Throw Matrix 
  30 – 31 
   
  Space Creatures And Other Aliens In Fantasy Role Playing Games 
  31 
   
  Energy Weapons In Fantasy Games 
  32 
   
  Miscellaneous Notes On Combat 
  33 
   
  Special Note On Combat 
  33 
   
  Special Note On Melee Movement 
  33 
   
  Real Medicine And Fantasy Gaming 
  34 – 35 
   
  Various Rules Changes 
  35 
   
  Rule Questions 
  35 
  Physical Character Appearance 
  36 – 48 
   
  Character Height Determination Chart 
  37 – 38 
   
  Character Weight Determination Chart 
  39 
   
  Optional Character Appearance Chart 
  40 – 41 
   
  Body Type Determination Table 
  42 
   
  Female Attributes Chart 
  42 
   
  True Strength Function Chart 
  43 – 45 
   
  Giant Strength Equivalency Chart 
  46 
   
  True Charisma And Its Meaning In Game Play 
  47 
   
  Special Physical Additional Bonuses 
  48 
  Player Character Resources 
  49 – 62 
   
  Character And Alignment Chart 
  50 
   
  Special Ability Charts 
  51 – 57 
  Timothy Schaefer (order #5257304)
  
   
  Character Aging 
  58 
   
  Character Social Status 
  58 
   
  Character Wealth Table 
  59 
   
  Character Legacy Chart 
  60 
   
  Owned Equipment Chart 
  61 – 62 
  New Player Character Races 
  63 – 66 
   
  Deodanths 
  64 
   
  Phraints 
  64 – 65 
   
  Saurigs 
  66 
  New Classes 
  67 – 100 
   
  Alchemist Class 
  68 
   
  Assassin Class 
  69 – 70 
   
  Barbarian Class 
  71 
   
  Bard Class 
  72 
   
  Courtesan Class 
  73 – 74 
   
  Druid Class 
  75 
   
  Forrester Class 
  76 
   
  Martial Artist Class 
  77 – 79 
   
  Medicine Man Class 
  80 
   
  Normals Class 
  81 
   
  Outlaw Class 
  82 
   
  Psychic Class 
  83 
   
  Rune Singer Class 
  84 – 85 
   
  Rune Weaver Class 
  86 
   
  Sage Class 
  87 
   
  Saint Class 
  88 – 89 
   
  Slaver Class 
  90 – 91 
   
  Star Powered Mage Class 
  92 – 93 
   
  Techno Class 
  94 – 95 
  Timothy Schaefer (order #5257304)
  
   
  Trader (Merchant) Class 
  96 
   
  True Paladin Class 
  97 – 98 
   
  Witch Hunter Class 
  99 – 100 
  Character Limitations 
  101 – 108 
   
  Character Limitation Chart 
  102 – 103 
   
  Condensed Character Limitation Chart 
  104 – 107 
   
  Condensed Character Limitation Chart 
  108 
  Character Saving Rolls 
  109 – 115 
   
  Character Saving Roll Chart By Race 
  110 – 111 
   
  Character Saving Roll Chart By Class 
  112 – 113 
   
  Character Type Saving Throw List 
  114 
   
  Saving Roll Chart For All Stoning Of The Glance Or Gaze Variety 
  115 
  Class Errata And Resources 
  116 – 122 
   
  Special Errata Notice 
  117 
   
  Clerical Spells, Healing, Regenerating, And Such Like 
  117 – 118 
   
  Black Clerics 
  118 
   
  Special Note On Thieves And Thievery 
  118 – 121 
   
  Reworking The Clerical Curing And Healing System 
  122 
   
  Techno Magik 
  122 
  The Multiverse 
  123 – 128 
   
  The Multiverse 
  124 
   
  Guilds And Societies Of The Arduinian Cycle 
  125 
   
  Rank And Royalty Chart 
  126 
   
  Principle Wild Tribes Of The Arduinian Nexus 
  127 – 128 
  Money and Valuables 
  129 – 139 
   
  Value Chart For Coinage 
  130 – 131 
   
  Precious Gems, Semiprecious Gems, And Other Valuables 
  132 – 138 
   
  Price Examples For The Arduinian Universe 
  139 
   
  Wergild 
  139 
  Timothy Schaefer (order #5257304)
  
  Multiversal Trading Company 
  140 – 152 
   
  Multiversal Trading Company Price List 
  141 – 143 
   
  Loan Rates And Other Information 
  144 
   
  Price List For Goods 
  145 – 146 
   
  Price List For Specialty Magik Items 
  147 – 148 
   
  Magik Item Price List 
  149 – 150 
   
  Magik Weaponry Value Chart 
  151 – 152 
  Weapons 
  153 – 165 
   
  General Notes On Weapons 
  154 
   
  Weapon Classification Tables 
  154 
   
  Weapon Attack Chart 
  155 
   
  Weapon Damage Table 
  156 – 157 
   
  Missile Weapon Attack Chart 
  158 
   
  Missile Damage Table 
  159 – 160 
   
  General Gunnery Charts 
  161 – 162 
   
  Non-Weapon Attack Matrix (Claws And Things) 
  163 
   
  Weapon’s Breakage Chart 
  164 – 165 
  Fighting Tools 
  166 – 175 
   
  Combat 
  167 – 168 
   
  Main Combat Table 
  169 
   
  Brawl Chart 
  170 – 171 
   
  Melee Chart 
  172 
   
  Miscellaneous Notes 
  173 
   
  Combat Rules 
  174 
   
  Notes On Fighting Men And The Use Of Weapons 
  175 
  Escape And Evasion 
  176 – 181 
   
  Escape Tables  
  177 – 180 
   
  Overland Escape And Evasion Chase Chart 
  181 
  Criticals And Fumbles 
  182 – 187 
  Timothy Schaefer (order #5257304)
  
   
  Hargrave’s Fumble Table 
  183 
   
  Hargrave’s Critical Hit Table 
  184 – 185 
   
  Critical Hit Table For Non-Weapon Wounds 
  186 – 187 
  Undead 
  188 – 190 
   
  Notes On Undead 
  189 
   
  Clerical Turn Away Chart 
  190 
  Monster Data 
  191 – 205 
   
  Notes On Monsters 
  192 
   
  Dinosaur Chart 
  193 – 194 
   
  Sea Creature List 
  195 – 196 
   
  Werecreatures Combat Chart 
  197 – 198 
   
  Overland (Water) Monster Encounter Chart 
  199 – 201 
   
  Monsters 
  202 
   
  Dragon Determination Chart 
  202 
   
  True Elementals 
  203 – 204 
   
  Experience Chart For Monster Slaying 
  205 
  New Monsters 
  206 – 258 
   
  New Monsters 
  207 – 216 
   
  New Monsters 
  217 – 228 
   
  New Monsters 
  229 – 258 
  Magik 
  259 – 269 
   
  Magik In Arduin 
  260 – 262 
   
  Prismatic Walls And Their Usages 
  262 – 264 
   
  Rune Weaver Magik’s Wondrous Webs of Power 
  265 – 266 
   
  Notes On Magik 
  267 – 269 
   
  Spells 
  269 
   
  Mana And The Cost Of Spell Power 
  269 
  New And Unusual Spells 
  270 – 307 
   
  New And Unusual Spells 
  271 – 276 
  Timothy Schaefer (order #5257304)
  
   
  New And Unusual Spells 
  277 – 285 
   
  New Spells 
  286 – 307 
  New Magikal Treasures 
  308 – 327 
   
  New Magikal Treasures 
  309 – 312 
   
  New Treasures 
  313 – 319 
   
  New Magikal Items 
  320 – 327 
  Golems 
  328 – 330 
   
  New Golem Types 
  329 
   
  Golem Construction 
  330 
  Heaven And Hell 
  331 – 367 
   
  Principal Religious Sects In Arduin And The World 
  332 – 334 
   
  Angels 
  335 
   
  Demon Lore 
  336 – 337 
   
  The 21 Planes Of Hell 
  338 – 340 
   
  Lesser Demons 
  341 – 344 
   
  New Lesser Demons 
  345 – 348 
   
  Greater Demons 
  349 
   
  Hargrave’s Demon Lore Greater (Named) Demons Of The Arduinian Cycle 
  350 – 366 
   
  Hell Spirals 
  367 
  Game Master Resources 
  368 – 382 
   
  Dungeon Master’s Solo Determination Charts And Notations 
  369 – 373 
   
  Random Encounter Chart 
  374 
   
  Encounter Reaction Roll Chart 
  375 
   
  Random Life Style Changes 
  375 
   
  Reincarnation Charts 
  376 
   
  Character Resurrection Chart 
  377 – 378 
   
  Most Malignant And Malefic Miseries Known 
  379 – 380 
   
  Notes On Fantastic Beings 
  381 – 382 
  Dungeons 
  383 – 392 
  Timothy Schaefer (order #5257304)
  
   
  Dungeons 
  384 
   
  Key To Dungeon “Sign Posts” 
  385 – 387 
   
  Dungeon Monster Encounter Chart 
  388 – 390 
   
  Random Fog And Mist Generation Chart For Dungeon Rooms 
  391 – 392 
  Notes On Hirelings 
  393 – 395 
   
  Hireling Rates 
  394 
   
  Morale Chart For Hirelings, Etc. 
  395 
  Weather 
  396 – 399 
   
  Weather In Arduin 
  397 
   
  Weather Tables 
  398 
   
  Special At Sea Weather 
  399 
   
  Weather And The Invisible 
  399 
  Arduin 
  400 – 423 
   
  Intro 
  401 
   
  Arduin, A Capsule History 
  402 – 405 
   
  Arduinian Law And Punishment 
  406 – 407 
   
  Most Wanted Highwaymen And Brigands In Arduin And Its Environs 
  408 – 413 
   
  Principle Noble Families Of Arduin 
  414 – 415 
   
  Notable Characters Of The Arduinian Cycle 
  416 – 417 
   
  Notable Denizens Of Arduinian “Undercities” 
  418 – 419 
   
  The Recorded Areas Of Treasure And Doom Within Arduin’s Borders 
  420 – 423 
  Arduin’s Inns And Road Houses 
  424 – 433 
   
  Comments On The Inns And Road Houses Of Arduin 
  425 
   
  The Inns And Road Houses Of Arduin 
  426 – 432 
   
  Independent Road Houses And Inns 
  433 
  Arduin’s Time And Seasons 
  434 – 439 
   
  Arduin’s Time References And Seasons 
  435 – 436 
   
  Notable Days Of Arduin Of Both Good And Bad Aspects 
  437 – 439 
   
  Timothy Schaefer (order #5257304)
  
  DEDICATIONS 
  DEDICATION 
  From Arduin Grimoire I 
  DEDICATION 
  From Arduin Grimoire II 
  SPECIAL DEDICATION 
  From Arduin Grimoire III 
   
   
  1
  Timothy Schaefer (order #5257304)
  
  DEDICATIONS 
  FEBRUARY 1977 
  I am deeply indebted to many people, without whom many of the ideas on these pages would have 
  died stillborn.  It has been a long, long year of trial and trouble, but made easier by friends both old 
  and new.  This supplement is dedicated to them certainly and with heartfelt gratitude, but it is also to 
  those characters that lived, loved, and died in pursuit of loot and glory that my true dedication goes. 
  Koryu, leader of the forty-seven Ronin; Elric the Hell-Lost; Daniel the True Defender of the 
  Dreaming Isles; Jothar, Champion of the House of the Rising Sun and Baron of the Realm; 
  Kazamon, the Ring Bearer, Hobbitt and changeling; Benk the Benighted; Hamal Assad’s Twelfth 
  Lancers; Mithrom, bandit turned demon; Mogadore, the drunken Dwarf; Zorella, Amazon leader of 
  the doomed Hell Raid; Lasuli, Elven and unafraid; Fredrick the Bold, slayer of Smaug and Sauron; 
  Bolo Mark Nine, destroyer of a dungeon and near slayer of an entire world; the Seven Spartans and 
  their never broken shield wall; Talso the grim Mage; all of you are forever graven in the iron legends 
  that will forever follow your steps through Alternity.  To you and the shades of near four hundred 
  dead, I lift a tankard of Rumble Tummy’s ale in respectful salute. 
  Without all of you I could never have dreamed my dreams of glory, nor beheld the beauty of the 
  Misty Mountains of Arduin. 
   
  This volume of the Arduin Grimoire has undergone a long and involved evolution, brought about 
  through many thousands of played man-hours by a couple of dozen truly dedicated fantasy role-
  playing gamers and myself.  The Arduinian Multiverse has been rocked to its very cosmic core by 
  revolutions, wars, assassinations, royal marriages, and the nearly complete and utter entropic 
  destruction of the entirety of it all in one cataclysmic confrontation between utter evil and 
  everyone/thing else that wanted to survive!  It has been a year of trial and tribulation both for me 
  personally, and for the Multiverse within which I and my friends live and dream.  We have all 
  undergone a truly amazing transformation, and have accepted the fact that constant change is 
  constant survival in reality and in Arduinian reality.  To all of those that have changed along with me, 
  and to those who have journeyed that rainbow road to Arduin, I give my sincere and humble thanks.  
  It was great knowing you, traveling with you, living and dying with you, and I am never going to 
  forget you or this year of my life.  May the Lady of the Silver Moon watch over you, and light your 
  way throughout all possible future times, my friends. 
  The Baron in Exile, Lord of the House of the Tower of the Dragon, wishes to thank formally the 
  brave and steadfast people who gave their years and their lives to return him and his from the very 
  clutches of the Lord of the Undead.  These true friends crossed three hells and seven and a half 
  long, long years to fight their way to our succor.  Our house is ever in the debt of the House of the 
  Rising Sun, the House of the Ibathene, the House of Greylorn the Patriarch, and to all of those 
  heroes that joined in that undertaking.  You who slew even the Great Lord of the Undead himself 
  know who you are, and you know that our House will give its all in your need, if ever that time 
  should come.  We who were hell lost and soul caged SALUTE YOU, our comrades and friends. 
   
  I’d like to thank Michelle McAvoy, the typist, for many long hours of hard and grueling work; Russell 
  Roe for all his long and tedious “gopher” help; and Jim Mathis for having faith, funds, and 
  friendship.  To them and several others (yes Theresa, you too!) who also helped in various capacities, 
  I give my heart-felt thanks. 
   
  DAVID A. HARGRAVE 
  A.K.A. ELRIC, BARON AND LORD OF THE HOUSE OF THE DRAGON TOWER 
  2
  Timothy Schaefer (order #5257304)
  
  FORWARDS 
  FORWARD 
  From Arduin Grimoire I 
  FORWARD 
  From Arduin Grimoire II 
  OPENING COMMENTS 
  From Arduin Grimoire III 
  SPECIAL MESSAGE TO FANS OF ARDUIN 
  From Arduin Grimoire III 
   
   
  3
  Timothy Schaefer (order #5257304)
  
  FORWARDS 
  About a year ago, this book first saw the light of day.  Since then, a lot of water has passed under the 
  bridge of time.  During that time a lot of things both good and bad have happened in the fantasy 
  gaming field.  Throughout it all, I have endeavored to maintain the high standard of honesty, 
  truthfulness, and friendliness that I laid down for myself and that you came to expect of me.  The 
  high acceptance that my book (and myself personally) have received has shown the wisdom of these 
  standards.  I promise to continue on in this way for so long as you, the readers, desire me to.  Thank 
  you for a good year, and I hope we will be sharing many more together as friends. 
  This book is offered in the spirit of sharing, and I hope you will share it with others.  For in the 
  sharing of fun and hobbies, the true meaning of friendship most often manifests itself. 
  This book is solely a product of my imagination, although many friends helped in its painful birthing.  
  Therefore I would like to thank Greg Stafford of the Chaosium, Peter Savoy, and Bill Voorhees who 
  believed enough to put up money when it was needed, and a really hardworking Francesca The 
  Bemused for typing the entire thing in one truly fantastic week.  To all of the others, players all, I too 
  give a hearty round of applause, for it was in the play and the testing that the ideas became concrete 
  and real. 
  Although we have upgraded each printing as best time and finances will allow, this book is still in 
  semi-rough form.  All questions regarding this book or any of the other products that I now produce 
  will be answered personally by me, with no middleman or other barrier between myself and you the 
  readers.  I am a one-man operation, and I appreciate all constructive criticism as well as compliments. 
  If any person, organization, company or other entity either singularly or collectively is offended by 
  any part of this book, I apologize for it now; SORRY!!! 
  The artwork contained within this book is the sole effort of a very talented young man named Erol 
  Otus.  Ten years hence, I’ll be proud to say “I knew him when…” 
   
  This volume of the Grimoire is a mixed bag of magik and rules interpretations, fine art and mystic 
  artifacts, and just a small bit of madness.  It is the result of a year’s hard labour, and a work that will 
  complement Volume I very nicely.  This volume was to be the last, and if it indeed is that, then you, 
  the readers, will know that you have all of the information you’ll ever need in this book and the first.  
  If, however, public demand requires that a third volume be penned, well, you can rest assured that I 
  will fill it with things undreamed of and most wondrous to behold.  I can draw from over a thousand 
  spell, over three hundred monsters, over a thousand magikal artifacts and weapons, and much, much 
  more. 
  So whatever happens, rest assured that I will be around for years to come with, if not another 
  volume of the Grimoire, then several new games I already have on the drawing board, more card 
  sets, and perhaps a fantasy novel or two.  You’ve been an appreciative public, and many of you have 
  become pen pals and friends.  Thanks for it all. 
  All of the beautiful art in this book is the work of Brad Schenk (a.k.a. Morno).  This is one artist 
  you’ll be hearing from in the future for sure!  Thanks Brad.  (Except for a couple of late entries by 
  our original artist Erol Otus.) 
   
  OPENING COMMENTS 
  This, the third and final volume of the Arduin Trilogy, is truly the most information packed of them 
  all.  The 100 new spells bring a variety unheard of previously to Mages, Clerics, and other magik 
  using types.  The 100 new monsters are all tough, viable in play, and add enormous scope to the 
  DM’s monster range.  The Greater Demons are intended to provide players with opponents more 
  4
  Timothy Schaefer (order #5257304)
  
  terrifying than other publications’ “gods”, yet does not force them into unplayable “god-killing” 
  situations.  Mere mortals simply could not slay Odin or Cthulhu or Set.  That is just too unbelievable 
  to play, yet that “style” of play is needed.  Thus are Arduin’s very own “Named Demons” of terrible 
  and bloody reputation.  Use them sparingly and only to guard the most valuable of treasures.  
  Speaking of which, the 37 new treasures in this volume reflect the best (and funniest) Arduin has to 
  offer in a random sampling way.  Enjoy! 
  The 6 new character classes and 5 new character race sketches add more player choice and depth of 
  play.  The “bad guys”, “good guys”, and other such lists help in this respect also, by making 
  “encounter” or “local color” type characters readily available to hard-pressed DMs. 
  The wild tribes and lists of “dungeon” type areas provide wider scope for DMs to expand their 
  “wilderness” or “overland” areas into, and the “solo determination” series of charts effectively maps 
  out the political and random fate “wilderness” that most DMs are forced to wander through. 
  The rules additions and changes have all been well thought out, massively researched, and 
  painstakingly play tested over hundreds of hours. 
  In short, this volume has enough new information and ideas to please even the hardest nosed DMs, 
  no matter how jaded they are! 
  This book is dedicated to them.  The hard-working, maniac-minded souls who make fantasy role-
  playing games the best damn games in the entire world! 
  You deserve the best, and I humbly hope this book is just that: The Best. 
  The imaginative and beautifully executed artwork in this volume is due to the efforts of the talented 
  Greg Espinoza (again, except for two late entries by our original artist – Erol Otus). 
   
  SPECIAL MESSAGE TO FANS OF ARDUIN 
  OCTOBER 1978 
  These three volumes are in themselves a complete and playable game system.  They represent four 
  years of hard work, many tears, and hundreds of newfound friends. 
  The dreams and hopes of my life are poured into these pages, as well as the lifeblood of my soul.  
  This trilogy represents, for me, my mountain, my insurmountable goal.  Well I have climbed my 
  mountain, and have seen the joyous vistas of new lands ahead! 
  So journey with me as I design new games (some of which I’ve been researching and play testing for 
  nearly two years now), and go forward to new things, new times, and new worlds.  Together, we will 
  travel on. 
  I love all of you who have known me, either in person or through my work.  I will never forget you 
  or these years of my life.  You have been The Best. 
  I will continue to run the Arduinian Multiverse for all who wish to venture there, and I look forward 
  to decades of death and glory therein!  Up Arduin! 
  Due to financial considerations, I have sold the rights to these three books (and only to someone I 
  trust as a true friend).  I hope you will give the new publisher all of the support you gave me.  Rest 
  assured, he will maintain the high standards I’ve set. 
  Look for my first new game sometime after March of 1979, with at least one other following shortly 
  thereafter. 
  My best to you all, and may Our Lady of the Silver Moon watch over your every footstep. 
   
  DAVE HARGRAVE 
  MULTIVERSAL TRADING COMPANY 
  5
  Timothy Schaefer (order #5257304)
  
  DAVID HARGRAVE’S WORDS OF WISDOM
  HOW TO PLAY THE GAME 
  From Arduin Grimoire I (Page 1) 
  POINT SYSTEM 
  From Arduin Grimoire I (Page 2) 
  NOTES ON PLAYER CHARACTER TYPES 
  From Arduin Grimoire I (Page 30) 
  INDIVIDUALIZATION OF NEW PLAYER 
  CHARACTERS 
  From Arduin Grimoire III (Page 1) 
  NOTES ON CHARACTER 
  From Arduin Grimoire II (Page 74) 
  NEW CHARACTER HIT POINT SYSTEM 
  From Arduin Grimoire III (Page 24 – 25) 
  COMMENTS ON THE NEW HIT POINT 
  SYSTEM 
  From Arduin Grimoire III (Page 26) 
  NOTES ON NATURAL CHARACTER AC 
  From Arduin Grimoire III (Page 6) 
  NOTES ON CHARACTER FUNCTIONS, 
  CAPABILITIES, AND CHARACTERISTICS 
  From Arduin Grimoire II (Page 1) 
  NOTES ON LANGUAGES 
  From Arduin Grimoire II (Page 74) 
  EXPERIENCE LEVEL CHART 
  From Arduin Grimoire I (Page 3 – 4) 
  NOTES ON TREASURE 
  From Arduin Grimoire II (Page 74) 
  NOTES ON POTIONS AND THE LIKE 
  From Arduin Grimoire I (Page 49) 
  GUILD FEES 
  From Arduin Grimoire III (Page 27) 
  DM’S VERSUS ANGRY PLAYERS 
  From Arduin Grimoire II (Page 99) 
  THE GOOD, THE BAD, AND THE UGLY 
  From Arduin Grimoire III (Page 11) 
  RANDOM CHANCE CHART FOR MAGIK 
  WEAPONS 
  From Arduin Grimoire I (Page 36) 
  NOTES ON ALIGNMENT AND PLAYABILITY 
  From Arduin Grimoire I (Page 48) 
  HARGRAVE’S DETECT ABILITY CHART 
  From Arduin Grimoire I (Page 32) 
  RANDOM TRAP MATRIX 
  From Arduin Grimoire I (Page 77) 
  NOTES ON THE RANDOM EVENT CHARTS 
  AND CAMPAIGN WORLD 
  From Arduin Grimoire III (Page 7) 
  ROPE BREAKAGE CHART 
  From Arduin Grimoire II (Page 42) 
  RESURRECTION AND OTHER NOTES 
  From Arduin Grimoire III (Page 23) 
  NOTES ON TRAVEL 
  From Arduin Grimoire II (Page 76 – 77) 
  MOVEMENT OF MEN AND MONSTERS 
  From Arduin Grimoire I (Page 52 – 53) 
  HARGRAVE’S MAGIKAL EQUIPMENT SAVING 
  THROW MATRIX 
  From Arduin Grimoire I (Page 33) 
  SPACE CREATURES AND OTHER ALIENS IN 
  FANTASY ROLE PLAYING GAMES 
  From Arduin Grimoire II (Page 99) 
  ENERGY WEAPONS IN FANTASY GAMES 
  From Arduin Grimoire III (Page 31) 
  MISCELLANEOUS NOTES ON COMBAT 
  From Arduin Grimoire III (Page 29) 
  SPECIAL NOTE ON COMBAT 
  From Arduin Grimoire III (Page 30) 
  SPECIAL NOTE ON MELEE MOVEMENT 
  From Arduin Grimoire III (Page 30) 
  REAL MEDICINE AND FANTASY GAMING 
  From Arduin Grimoire II (Page 29 – 30) 
  VARIOUS RULES CHANGES 
  From Arduin Grimoire II (Page 66 – 67) 
  RULE QUESTIONS 
  From Arduin Grimoire II (Page 74) 
   
  6
  Timothy Schaefer (order #5257304)
  
  HOW TO PLAY THE GAME 
  It seems that most new players are uncertain as to the sequence of play in a fantasy game so here is a 
  rundown of most play situations. 
  OVERLAND TRAVEL 
  If the route is off marked primary or secondary roads, it goes like this: 
  Step 1. 
  Move for one hour 
  Step 2. 
  Roll to see if you encounter random monsters 
  Step 3. 
   Move for an hour 
  Step 4. 
  Repeat the roll (see Step 2) for random monsters 
  During daylight, there should only be one chance in six (d6) of meeting monsters, unless you are in 
  woods, marshes, or jungle, in which case it is two chances in six (2d3).  At night, however, all chances 
  are doubled. 
  At any rate, if a monster is encountered, then the sequence of events goes as follows.  Please note 
  that all these ranges are halved at night. 
  Step 1. 
  Determine the distance between you and the monster 
  o from 20’ – 240’ (20d12) in open terrain 
  o from 10’ – 120’ (10d12) in semi-covered or hilly terrain 
  o from 10’ – 60’ (10d6) in thick forest or other vision restricted terrain 
  Step 2. 
  Decide who can see it and who can’t (simple line of sight) 
  Step 3. 
  Determine the monster’s reaction to seeing you (roll a twelve sided die (d12) using 
  this scale of reactions 
  o roll of 1 – 3, the monster is frightened off 
  o roll of 4 – 6, the monster shies back a bit and appears hesitant and nervous 
  o roll of 7 – 9, the monster warily approaches the party 
  o roll of 10 – 12, the monster launches itself in a screaming attack upon your party 
  without regard to its own safety. 
  Step 4. 
  For intelligent foes, the table is as follows: 
  o roll of 1 – 4, they flee 
  o roll of 5 – 8, they indecisively stand around and debate on what to do 
  o roll of 9 – 12, there is an unhesitating attack upon the party 
  Once the distance to the monster and its initial reaction are determined, then it goes like this: 
  Step 1. 
  If the monster is charging and he is less than 30’ away, this constitutes a surprise 
  attack, and your party may not react until the monster has completed his movement and 
  attack. 
  Step 2. 
  Thereafter it is a very simple matter of the fastest dexterity attacking first, and the 
  next fastest next, and so on down the line. 
  This is covered more completely in the section on combat, but a short description would be all 
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  Timothy Schaefer (order #5257304)
  
  attacks are made, all movement is made, and then the process repeats itself.  Because it is dexterity 
  that determines which attacks go first, it quite frequently happens that a warrior will strike his 
  opponent just before he is struck in turn by a blast of magik, and his weapon is caught in the effects, 
  or he himself is.  Such is the stuff melees are made of. 
  After the battle is over, and all of the healing that is possible is done, then the movement process is 
  repeated until the night camp is made.  One point here: it is recommended that you have ten hours 
  each of daylight and night, with two hours each of semi-light at dawn and dusk.  This will be 
  maintained year round unless you decide to do what I did and have a set of seasons and the like, at 
  which point you’re on your own brother! 
  So there you have it.  Move an hour, roll for monsters, and move another hour and roll, ad infinitum.  
  The only change you may wish to add into your game is a die roll once an hour to see if you are lost 
  (one chance in six (d6) of this happening).  However, I recommend that this rule only be used in 
  extremely difficult or overgrown terrain, outside of the boundaries of the lands where all of your 
  adventures take place, or in pursuit situations at night. 
  Expeditions inside dungeons are just the same, only it is always dark, so bring your own light. 
  It is also recommended that guards be posted at night and with the party’s mounts while they are 
  down in the dungeons.  Always remember, a good umpire will always hit you when you least expect 
  it. 
  If you are at a loss as to how you can decide just what type and how many monsters came up on the 
  random monster roll, other similar role-playing games have a fair list, but you’re better off compiling 
  a list of your own, and then rolling percentile dice to see which kind pops up.  Consider one to three 
  people as a base unit for a dungeon run, and add more monsters for every three people on the run 
  (if you have a party of three, then only one red dragon shows up, if you have 4 – 6, then it’s two and 
  so on).  It’s really very simple if you want it to be. 
  8
  Timothy Schaefer (order #5257304)
  
  POINT SYSTEM 
  In the Arduin universe, the ability to advance to higher levels is based on earned merit and not on 
  acquisition of treasure.  Therefore, points are given for many reasons, but NOT for gold or other 
  treasure.  After all, it is the act of robbery, not the amount stolen, which gives the Thief his 
  experience. 
  The following chart is a guideline, not a firm law, for each situation is different and merits individual 
  adjudication. 
  POINTS GIVEN 
  REASON GIVEN 
  400 
  Death (with successful revival), reincarnation, changed into another type of 
  entity via a curse, etc. 
  375 
  Being sole survivor of an expedition, acquiring the mightiest of artifacts (Satan’s 
  own pitchfork, nuclear weapons, phasers, etc.) 
  350 
  Defeating, in single combat, demi-gods or major Demons (above and beyond the 
  normal points) 
  325 
  Defeating, in single combat, any creature that is four times your size or is 20 hit 
  dice or larger (whichever is greater) 
  300 
  Acquiring a major artifact (machine guns, explosives, staves of Black Wizardry, 
  wish rings with more than 5 wishes, etc.) 
  275 
  Casting spells of tremendous magikal import (the conjuring of a Major Demon, 
  using a gate spell, raising the dead fully and the like) 
  250 
  Being cursed, acquiring a cursed item, dying but being regenerated back to life, 
  using spells of major magikal import (astral body, teleporting, prismatic wall, etc.)
  225 
  Acquiring most staves, major rods (lordly might) , using a single wish, acquiring 
  +5 weapons or armor, and casting heavy magik spells (Wind Walk, Phase Door, 
  Cure Disease, Raising The Dead, etc.), regenerate Mana points or limbs, etc. 
  200 
  Acquiring items that are +4, magikal items that are unusual (Wands Of Wizardry, 
  Slaver’s Lash, etc.), doing difficult spells (like Limited Wishes), all psychically 
  draining ones (like ESP), and the like 
  175 
  Acquiring +3 items, wands, most rings and amulets, and doing spells such as 
  Transmute Rock To Mud, Monster Summoning, and the like 
  150 
  Being point man *, acquiring +2 items, lesser rings, amulets, etc., doing spells like 
  Dimension Door, Deactivate Traps, Polymorph Self, and the like. 
  125 
  Acquiring single or limited use items (single-shot, spell storing rings, etc.), +1 
  items, doing spells like Wizard Eye, or throwing a lightning bolt that kills the 
  BEM just in time to save the party 
  100 
  Being expedition leader, coming within 1 point of dying, acquiring potions (100 
  points per dose,) scrolls (100 points per level per use), and for doing spells like 
  Create Food And Water, Mass Invisibility, etc. 
  75 
  Being rear guard *, doing simple detection spells 
  50 
  Figuring out a trap, tripping one and taking damage, all lesser spell use (locks, 
  knocks, winds), going over half damage, doing extra dangerous and uncalled-for 
  acts (checking for secret places when you know there are traps, etc.) 
  * – Means up to 3rd level, 4th gets half the value, above 4th gets zero. 
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  Timothy Schaefer (order #5257304)
  
  NOTES ON PLAYER CHARACTER TYPES 
  The classical fantasy game almost always uses a Tolkienian cast of characters to a greater or lesser 
  extent.  This is not in and of itself bad, but it does tend to limit the scope of a game if they are all 
  that is available.  The people who create other games put much more than that into the game, but it 
  has been my experience that most players are highly reluctant to utilize unconventional characters.  
  So to all of you who always seem to play Elven Mages or white Anglo-Saxon Paladins, this paragraph 
  is dedicated to you.  For you will never see your Phraint Warrior leap 15’ over the heads of your more 
  mundane comrades to get at the giant spider, nor will you ever thrill to the sight of your Centaur 
  knight being followed through the passages of a dungeon by his Sancho Panza holding a whisk 
  broom, dust pan, and large sack.  Never will you hear the complaints of the Brownie infantry squad 
  as they whine about that stupid Ogre’s Cheshire Cat, who keeps looking at them and licking his 
  chops.  And ‘never’ is such a lonely word.  Don’t be lonely, take a Troll to lunch.  The world is a 
  smaller place, but is smaller still in relationship to the myriad worlds of the entire Alternity (alternate 
  eternities).  Do not be a small player from a small world.  Embrace the whole Almanity, and give the 
  different types a chance.  I think you will find that the world your game is in will become a lot more 
  fun if you do. 
  INDIVIDUALIZATION OF NEW PLAYER CHARACTERS 
  The following charts are used to bring individuality and reality to all new player characters.  To utilize 
  them, simply roll a d100 on the Character Legacy Chart, cross-indexing the number rolled along 
  the column appropriate to your racial type.  This will be your social status.  Then roll a d12 on the 
  Character Wealth Table to determine how much money you have.  Finally, roll a d20 on the 
  Owned Equipment Chart to see how you were outfitted for your venture into life.  Remember, you 
  may purchase more gear using the money you have and from the charts found in this book. 
  These new charts and tables will expand the individualization of each new character into all the areas 
  previously ignored or ad libbed.  With these final touches, your character will be truly unique. 
  NOTES ON CHARACTER 
  A problem quite a few fantasy gamers seem to have is an inability to grasp the fact that they must 
  play each individual character as just that, an individual.  Further, the character must be played within 
  the confines of the social, economic, and cultural realities of the world within which they play.  To 
  remedy this, I have a simple suggestion.  Read a fictional story and pattern your character after one 
  of the characters within it.  For instance, if you are no sure how a Hobbitt is supposed to act, read 
  Tolkien’s The Hobbit, and have your character act like one of the main characters in the story.  Of 
  course, you can add and subtract characteristics as you please, but it is a base from which to work. 
  In order to get the feel of how a character might react in certain situations, place yourself in a 
  situation foreign to your normal range of experience (in your mind), and see how it affects you.  For 
  example, you are playing a “Barbarian” Warrior, and he has just entered a huge walled city for the 
  first time, just chock full of thousands of people from many weird and foreign places.  There are 
  bright colors, tall buildings, strange smells, and much, much more.  How would he react?  To get an 
  idea, imagine yourself at the White House for dinner with the President, and all around you are 
  ambassadors from strange and faraway nations, all talking in languages you’ve never heard of.  Then 
  imagine that all of a sudden you are at Cape Canaveral, and have to make a Moon shot.  Would you 
  feel embarrassed and ill mannered at the White House?  Would you be bewildered and overwhelmed 
  at the space launching complex?  You are now getting the idea.  These little tricks can be used to help 
  think out any situation where you are at a loss for proper reaction.  I hope this will help. 
  10
  Timothy Schaefer (order #5257304)
  
  NEW CHARACTER HIT POINT SYSTEM 
  Up till now, there has been absolutely no satisfactory system for designating the hit points for 
  characters.  In Arduin, we have devised a way that we think will work not only well as a game system, 
  but fairly for the characters.  It is outlined below. 
  Each character will get 1 point per Constitution point that they have, plus a base amount of points 
  according to their own type (see the chart).  In addition, each person will get 1 point for each of the 
  initial 3 levels in experience that they acquire (according to the class of the character and not 
  including first level). 
  1. All Warriors, Barbarians, Thieves, Assassins, Paladins, Outlaws, Forresters, Martial Artists, 
  Slavers, and Normals get 1 hit point added to their total for each and every level of 
  experience that they acquire. 
  2. All Clerics, Druids, Medicine Men, Rune Singers, Bards, Rune Weavers, or “split *” 
  characters get 1 hit point added to their total for each 2 levels of experience they acquire. 
  3. All Mages, Illusionists, Saints, Psychics, Courtesans, and others will acquire 1 hit point for 
  each 3 levels of experience. 
  4. Star Powered Mages never acquire additional hit points for experience levels.  This is due to 
  the nature of their symbiosis with their “star crystals”. 
  * – Split characters are those with dual occupations (i.e. Wizard-Warrior Elves).  Note also that dual 
  types get the extra hit point for each class level they are. 
  BASE CHARACTER HIT POINTS 
  Race 
  Base HP 
  Race 
  Base HP 
  Race 
  Base HP 
  Amazons 
  16 
  Goblins 
  12 
  Kobolds 
  11 
  Cave Men 
  15 
  Haggorym 
  15 
  Mermaids 
  17 
  Centaurs 
  22 
  Half Elves (f) 
  15 
  Mermen 
  18 
  Deodanths 
  20 
  Half Elves (m)
  16 
  Nixies 
  10 
  Dwarves (f) 
  18 
  Half Orcs 
  13 
  Ogres 
  24 
  Dwarves (m) 
  19 
  Hobbitts (f) 
  11 
  Orcs 
  16 
  Elves (f) 
  20 
  Hobbitts (m) 
  12 
  Phraints 
  12 
  Elves (m) 
  21 
  Hobgoblins 
  13 
  Pixies 
  10 
  Gnolls 
  15 
  Humans (f) 
  15 
  Saurigs 
  18 
  Gnomes 
  16 
  Humans (m) 
  14 
  Throon 
  23 
  Gnorcs 
  14 
  Kobbitts 
  13 
  Urukk Hai 
  18 
  Note: Warriors and the other types listed in point 1 above get +5 additional base points.  This 
  reflects their rigorous training and exercise.  Elves and other “split” Warrior types get +3 base hit 
  points.  Clerics and the other types listed in point 2 above get +3 additional base points, and 
  Mages and the like get none. 
  NEW CONSTITUTION NOTES 
  The Constitution bonus has been changed to better fit into the new hit point system.  Characters 
  now receive +1 extra hit point per Constitution point they have over 12.  Thus, a character with a 
  Constitution 18 would get +6 additional hit points one time only.  That would increase or decrease 
  according to the character’s Constitution, and never because of increased experience or for any other 
  reason! 
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  Timothy Schaefer (order #5257304)
  
  COMMENTS ON THE NEW HIT POINT SYSTEM 
  A few of the players (most notably those of the “Monty Hall” variety) with 150th level Paladins that 
  carry blaster swords (after 2 weeks of play!) and have +100 armor have screamed “my high level 
  characters will all die!  They’ll go from 500 hit points to 55!  Your system stinks!” 
  Well you can’t please everyone, nor do I try to do so any longer.  The new hit point system makes 
  physiological, as well as intellectual sense, but above all, it plays so very, very well (and the overall 
  game is much better because of it). 
  People now have a chance to run a character or characters on any expedition they choose without 
  regard to difference in levels of experience.  They can have their 1st level Warrior stand shoulder to 
  should with a 10th level Lord and hold the gate together!  Just as in real life, young and inexperienced 
  Warriors accompanied older, more experienced fighters.  They fought and died together. 
  Yet the higher levels have their own rewards, more (but not grossly so) hit points, better fighting 
  ability, and the like. 
  Each now has a more secure place in game play, because each can now play each and every game.  
  No more will there be “high level” and “low level” expeditions.  A player can recruit from all 
  available characters, not just a few!  No one is left out.  The danger of death is equalized for all, no 
  matter how high level a character becomes. 
  No more will there be characters practically unkillable because of their hundreds of hit points (in 
  some cases Warriors had triple the hit points of the Dragons they faced!!), who were virtually demi-
  gods!  Those days are over if you use the new hit point system.  Game test it, I’m sure you’ll 
  appreciate its fairness and playability.  After all, it was over 3 years in the making! 
  NOTES ON NATURAL CHARACTER AC 
  Many racial types, due to their magikal or near magikal nature, have skins with an AC other than 9.  
  Sometimes this reflects its toughness, and sometimes it shows how hard to hit they axe (as for Elves).  
  Whatever the reason, they have AC’s better than “normal”. 
  NATURAL AC CHART 
  TYPE 
  AC 
  Elf 
  5 
  Half Elf 
  7 
  Great Orc 
  4 
  Orc 
  5 
  Half Orc 
  6 
  Kobold 
  7 
  Goblin 
  6 
  Hobgoblin 
  5 
  Dwarf / Gnome 
  4 
  Hobbitt 
  8 
  If you don’t see your character type listed, check the “monster” listings in herein. 
  Remember!  If an Elf (with a natural AC of 5) wears chainmail, his AC is 3.  That’s due to the adding 
  of 2 to his own natural AC. 
  12
  Timothy Schaefer (order #5257304)
  
  NOTES ON CHARACTER FUNCTIONS, CAPABILITIES, 
  AND CHARACTERISTICS 
  Constitution plays an important part in determining the hit point value of a character.  Essentially, 
  the higher the Constitution, the higher the bonus possibility for players.  The hit point bonus starts at 
  15.  At that point, it is one extra hit point per level of the character.  At a constitution of 16, the 
  bonus is two per level; at 17, it is three per level; and at 18 it is four per level.  Remember, however, at 
  no time can the total Constitution point bonus exceed the actual rolled up hit dice according to level.  
  All bonus points in excess of that normally rolled for by level is simply lost.  So, if a Mage of the 
  fourth level rolled his 4d4, and got 9 hit points, and if he had a Constitution of 18 which entitled 
  him to 4 extra hit points per level, he could only take up to what he rolled on his hit dice (i.e. an 
  additional 9 hit points, losing the other 7 he was entitled to), for a total hit dice of 18.  Simple, and to 
  the point. 
  Constitution has another function in the game that directly relates to a character’s ability to survive.  
  It works thus: for every Constitution point over 14, that person can travel, on foot, an additional mile 
  each day, but only if he/she has a matching Strength point!  Thus, a character with a Constitution of 
  17 and a Strength to match can go an additional 3 miles on foot each day.  Additionally, for each 
  Constitution point over 14 that a character is, a resuscitation try may be made (everyone gets one 
  chance at least).  This is for drowning victims and the like.  The percent chance of success is based 
  on multiplying the character’s Constitution by 3% and then trying to match the results with a d100 
  roll.  For instance, a character has a Constitution of 17, and he has just drowned.  You would 
  multiply his constitution (17) by 3%, and get a base chance of success of 51%.  Because his 
  Constitution was 3 points over 14, there would be 4 chances to revive him (the basic chance plus 1 
  for each point over 14).  All that has to be done to succeed is to roll that 51% or less on the first try.  
  For every try after the first, the base percentile chance is halved (to the nearest lower percentile)! 
  There still seems to be quite a bit of concern over just what role alignment plays in fantasy games 
  and in fact much confusion on just what alignment is.  Well folks, I have the one true answer!  
  Alignment 
  is 
  WHATEVER 
  THE 
  RULING 
  GOD(S) 
  OF 
  ANY 
  PARTICULAR 
  UNIVERSE/WORLD SYSTEM DEEM IT TO BE!  Simple, short, concise, and to the point!  It is 
  what each DM sees it to be.  End of debate, end of problem. 
  Ego is really misunderstood by many players, even though it is a simple and functional part of every 
  character (or should be).  Here is what it does: for every point of Ego over 14 that a character has, 
  add +1 to his save versus Fear or other psychic probes or attacks.  Why is this so, you ask?  Well, 
  simply put, Ego is the measure of “self” that a character has.  It is his manifestation of his “strength 
  of existence”, much like Intelligence is his manifestation of his knowledge and ability to learn and 
  retain it.  It is the power of his “persona”.  Remember, this shows his resistance to all forms of 
  psychic probes or attacks, including, hypnosis, mesmerism, “charm magik”, telepathy, and the like.  It 
  is his ability to deny outside influence and to assert “Himself”. 
  NOTES ON LANGUAGES 
  As far as my Multiverse is concerned, Common Tongues are simply that, language that is spoken by 
  each culture or country.  The only exceptions are the polyglot or pidgin tongues of Chaotic, Neutral, 
  and Law.  These are Esperanto like languages put together from languages that usually are spoken by 
  those of the said alignments.  Thus Orcs, Goblins, Kobolds, and other assorted uglies can converse 
  with one another as the need arises (as can Elves, Dwarves, Kobolds, etc.).  There is no single 
  Common Tongue. 
  13
  Timothy Schaefer (order #5257304)
  
  EXPERIENCE LEVEL CHART 
  These are the experience points needed to improve the character level.  See the section on points to see some of the ways they're earned.  Please note 
  that Traders, Psychics, and Witch Hunters are covered on the sections pertaining to them. 
  LEVEL 
  WARRIOR 
  CLERIC 
  MONK 
  MAGE 
  ILLUSIONIST
  DRUID 
  SINGER / BARD RANGER
  NORMAL
  BARBARIAN
  1st 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  2nd 
  2,000 
  1,500 
  3,100 
  2,500 
  2,250 
  2,100 
  2,250 
  2,400 
  1,000 
  1,850 
  3rd 
  4,000 
  3,000 
  6,000 
  5,000 
  4,500 
  4,200 
  4,500 
  4,800 
  2,000 
  3,700 
  4th 
  8,000 
  6,000 
  9,000 
  10,000 
  9,000 
  6,300 
  9,000 
  7,200 
  3,000 
  7,400 
  5th 
  12,000 
  9,000 
  12,000 
  15,000 
  13,500 
  8,400 
  13,500 
  9,600 
  4,000 
  9,250 
  6th 
  16,000 
  12,000 
  15,000 
  20,000 
  18,000 
  10,500 
  18,000 
  14,400 
  5,000 
  12,950 
  7th 
  20,000 
  15,000 
  18,000 
  25,000 
  22,500 
  12,600 
  22,500 
  19,200 
  7,000 
  16,650 
  8th 
  24,000 
  18,000 
  24,000 
  30,000 
  27,000 
  16,800 
  27,000 
  24,000 
  9,000 
  24,050 
  9th 
  28,000 
  21,000 
  30,000 
  35,000 
  31,500 
  21,000 
  31,500 
  28,800 
  11,000 
  31,450 
  10th 
  32,000 
  24,000 
  36,000 
  40,000 
  35,000 
  25,200 
  36,000 
  33,600 
  13,000 
  38,850 
  11th 
  40,000 
  30,000 
  42,000 
  45,000 
  44,000 
  33,600 
  40,500 
  43,600 
  15,000 
  46,250 
  12th 
  48,000 
  36,000 
  48,000 
  50,000 
  53,000 
  42,000 
  45,000 
  53,600 
  20,000 
  53,650 
  13th 
  56,000 
  42,000 
  54,000 
  55,000 
  62,000 
  50,400 
  49,500 
  63,600 
  25,000 
  61,050 
  14th 
  64,000 
  48,000 
  66,000 
  60,000 
  71,000 
  67,200 
  54,000 
  73,600 
  30,000 
  68,450 
  15th 
  72,000 
  54,000 
  78,000 
  65,000 
  80,000 
  84,000 
  59,500 
  83,600 
  35,000 
  75,850 
  14
  Timothy Schaefer (order #5257304)
  
  EXPERIENCE LEVEL CHART (CONTINUED) 
  LEVEL 
  WARRIOR 
  CLERIC 
  MONK 
  MAGE 
  ILLUSIONIST
  DRUID 
  SINGER / BARD RANGER
  NORMAL
  BARBARIAN
  16th 
  80,000 
  66,000 
  90,000 
  70,000 
  89,000 
  100,000 
  68,500 
  93,600 
  40,000 
  83,250 
  17th 
  88,000 
  78,000 
  102,000 
  80,000 
  98,000 
  117,600 
  77,500 
  103,600 
  45,000 
  90,650 
  18th 
  96,000 
  90,000 
  114,000 
  90,000 
  107,000 
  134,400 
  86,500 
  113,600 
  50,000 
  98,050 
  19th 
  104,000 
  102,000 
  126,000 
  100,000 
  116,000 
  151,200 
  95,500 
  123,600 
  60,000 
  105,450 
  20th 
  120,000 
  114,000 
  144,000 
  120,000 
  125,000 
  168,000 
  123,500 
  133,600 
  70,000 
  120,250 
  25th 
  200,000 
  204,000 
  234,000 
  220,000 
  180,000 
  252,000 
  213,500 
  233,600 
  120,000 
  194,250 
  30th 
  280,000 
  294,000 
  324,000 
  320,000 
  255,000 
  336,000 
  303,500 
  333,600 
  170,000 
  268,250 
  35th 
  360,000 
  384,000 
  414,000 
  420,000 
  385,000 
  420,000 
  393,500 
  433,600 
  245,000 
  342,250 
  45th 
  440,000 
  474,000 
  504,000 
  520,000 
  510,000 
  504,000 
  483,500 
  533,600 
  320,000 
  416,250 
  55th 
  520,000 
  564,000 
  594,000 
  620,000 
  635,000 
  588,000 
  573,500 
  633,600 
  395,000 
  490,250 
  65th 
  840,000 
  804,000 
  834,000 
  1,202,000 
  1,135,000 
  756,000 
  753,500 
  833,600 
  545,000 
  638,250 
  75th 
  1,160,000 
  1,044,000 
  1,074,000 
  1,420,000 
  1,635,000 
  944,000 
  1,113,500 
  10,336 
  695,000 
  786,250 
  85th 
  1,480,000 
  1,284,000 
  1,314,000 
  1,820,000 
  2,135,000 
  1,280,000 
  1,473,500 
  1,233,600
  845,000 
  1,082,250 
  95th 
  1,800,000 
  1,644,000 
  1,554,000 
  2,220,000 
  2,635,000 
  1,616,000 
  1,883,500 
  1,633,600
  995,000 
  1,378,250 
  105th 
  2,120,000 
  2,004,000 
  2,034,000 
  2,620,000 
  3,135,000 
  1,952,000 
  2,193,500 
  2,033,600
  1,145,000
  1,970,000 
  thereafter 
  per level 
  64,000 
  72,000 
  100,000 
  100,000 
  65,000 
  67,200 
  72,000 
  60,000 
  25,000 
  60,000 
   
  15
  Timothy Schaefer (order #5257304)
  
  EXPERIENCE LEVEL CHART (CONTINUED) 
  LEVEL 
  THIEF 
  SLAVER 
  TECHNO 
  COURTESAN 
  ASSASSIN 
  ALCHEMIST 
  RUNE WEAVER
  SAINT 
  ALL OUTLAWS
  1st 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  2nd 
  1,750 
  2,400 
  5,000 
  3,500 
  7,500 
  6,500 
  3,500 
  1,750 
  2,200 
  3rd 
  3,500 
  4,800 
  10,000 
  7,000 
  15,000 
  13,000 
  7,000 
  3,500 
  4,400 
  4th 
  7,000 
  7,200 
  15,000 
  10,500 
  22,500 
  19,500 
  10,500 
  7,000 
  6,600 
  5th 
  10,500 
  9,600 
  20,000 
  14,000 
  30,000 
  26,000 
  17,500 
  14,000 
  8,800 
  6th 
  14,000 
  12,000 
  25,000 
  17,500 
  37,500 
  32,500 
  24,500 
  21,000 
  11,000 
  7th 
  17,500 
  15,600 
  30,000 
  21,000 
  45,000 
  39,000 
  31,500 
  28,000 
  15,000 
  8th 
  21,000 
  19,200 
  35,000 
  28,000 
  52,500 
  45,500 
  38,500 
  35,000 
  19,000 
  9th 
  24,500 
  22,800 
  40,000 
  35,000 
  60,000 
  52,000 
  45,500 
  42,000 
  27,000 
  10th 
  28,000 
  26,400 
  45,000 
  42,000 
  67,500 
  58,500 
  52,500 
  49,000 
  35,000 
  11th 
  35,000 
  33,600 
  50,000 
  49,000 
  75,000 
  65,000 
  59,500 
  56,000 
  43,000 
  12th 
  42,000 
  40,800 
  55,000 
  56,000 
  82,500 
  71,500 
  66,500 
  63,000 
  51,000 
  13th 
  49,000 
  48,000 
  60,000 
  63,000 
  90,000 
  78,000 
  73,500 
  70,000 
  59,000 
  14th 
  56,000 
  55,200 
  65,000 
  70,000 
  97,500 
  84,500 
  80,000 
  77,000 
  75,000 
  15th 
  63,000 
  62,400 
  70,000 
  84,000 
  105,000 
  91,000 
  87,000 
  84,000 
  91,000 
  16th 
  77,000 
  69,600 
  75,000 
  98,000 
  122,500 
  104,000 
  94,000 
  91,000 
  107,000 
  17th 
  91,000 
  94,000 
  80,000 
  112,000 
  120,000 
  117,000 
  101,000 
  98,000 
  123,000 
  16
  Timothy Schaefer (order #5257304)
  
  EXPERIENCE LEVEL CHART (CONTINUED) 
  LEVEL 
  THIEF 
  SLAVER 
  TECHNO 
  COURTESAN 
  ASSASSIN 
  ALCHEMIST 
  RUNE WEAVER
  SAINT 
  ALL OUTLAWS
  18th 
  105,000 
  108,400 
  85,000 
  126,000 
  127,500 
  130,000 
  108,000 
  105,000 
  139,000 
  19th 
  119,000 
  122,800 
  90,000 
  140,000 
  135,000 
  143,000 
  115,000 
  112,000 
  155,000 
  20th 
  133,000 
  137,200 
  100,000 
  154,000 
  150,000 
  156,000 
  122,000 
  126,000 
  171,000 
  25th 
  203,000 
  208,200 
  150,000 
  224,000 
  225,000 
  286,000 
  192,000 
  196,000 
  261,000 
  30th 
  273,000 
  279,200 
  200,000 
  294,000 
  300,000 
  416,000 
  262,000 
  266,000 
  351,000 
  35th 
  343,000 
  350,200 
  250,000 
  364,000 
  375,000 
  546,000 
  332,000 
  336,000 
  441,000 
  45th 
  413,000 
  421,200 
  350,000 
  504,000 
  525,000 
  806,000 
  402,000 
  476,000 
  621,000 
  55th 
  483,000 
  492,200 
  450,000 
  644,000 
  675,000 
  1,066,000 
  472,000 
  616,000 
  801,000 
  65th 
  763,000 
  634,000 
  550,000 
  784,000 
  825,000 
  1,326,000 
  612,000 
  756,000 
  981,000 
  75th 
  1,043,000 
  776,200 
  750,000 
  924,000 
  975,000 
  1,586,000 
  752,000 
  896,000 
  1,161,000 
  85th 
  1,323,000 
  1,060,200 
  950,000 
  1,064,000 
  1,275,000 
  1,846,000 
  892,000 
  1,036,000
  1,341,000 
  95th 
  1,603,000 
  1,334,200 
  1,150,000 
  1,204,000 
  1,575,000 
  2,106,000 
  1,032,000 
  1,176,000
  1,521,000 
  105th 
  1,883,000 
  1,618,200 
  1,350,000 
  1,344,000 
  1,875,000 
  2,366,000 
  1,172,000 
  1,456,000
  1,701,000 
  thereafter 
  per level 
  56,000 
  57,600 
  40,000 
  28,000 
  60,000 
  52,000 
  56,000 
  56,000 
  36,000 
   
  17
  Timothy Schaefer (order #5257304)
  
  NOTES ON TREASURE 
  A lot of people want charts for the distribution of random treasure and the like, but I won’t bore you 
  with my version (I seldom use it anyway, preferring to hand set my stuff).  However, I will tell you 
  that in Arduin if a NPC is permanently killed, I rolled percentile dice, and for 25%, or less I sweeten 
  the pot, for I feel a permanent deader merits a little extra consideration.  For those that die but 
  regenerate or are assured of foolproof Raise Dead, I lower the percentage to 10% or 15%, 
  depending on the circumstances.  I don’t seem to hit those percents very often, but when I do, it 
  seems to help.  The Extra Goodies are simply put in a secret compartment of the treasure chest or 
  the like and included in the normal find when the players get around to checking the treasure area. 
  It seems a lot of people like Power Swords, Energy Sabers, Monomolecular Filament Edged Swords, 
  and the like.  Well, I guess that I am as guilty as anyone else on this account, because a couple of 
  years ago I gave out a sword that had an edge of Mu Mesons which cut across the magnetic lines of 
  force that bind atoms together.  George, the character that received the damn thing, then went on his 
  nonchalant way, wreaking utter havoc wherever he went, on friends as well as foes.  One DM after 
  another saw his most cherished ugly blown away without even a “fare thee well”!  In addition, more 
  than one friend was sliced neatly in two as George’s sword lopped off the attacking uglies’ arm, and 
  his arm, still holding the sword, continued around its arc right through anyone standing near him!  It 
  got to be so that nearly no DM or other player in the area wanted to see George headed his way.  It 
  was obviously not a good situation, but as it turned out, one of my fellow DMs had the answer.  
  George was sent on a terrible quest by his patron god: he must fight his way down thirteen levels to 
  the very bottom of a dread and feared dungeon.  If he survived, he would be enlisted into the ranks 
  of demigods that surround all of the more mighty of the gods, and if he failed, well, that would be 
  that.  To everyone’s surprise, George succeeded, and is now among the ranks of the demigods.  
  There are also a couple of scrolls that summon George, and the possessors of them are rightly 
  feared by all!  George is happy, the DMs are happy, and I think I learned my lesson.  Now where did 
  I put my light saber…? 
  NOTES ON POTIONS AND THE LIKE 
  Another sore point with some players and umpires is the use of potions and other things that make 
  the body perform unnaturally.  The answer is simple, for if a person is hasted and moving at double 
  his normal speed, then his body is working twice as hard, aging twice as fast, tiring twice as fast, and, 
  well, you get the point.  If a person has swallowed a giant strength potion, that’s fine, but that same 
  person’s bone structure has not changed to compensate for the increased muscular power, and 
  broken bones, weapons, and the like will result unless the user is damn careful. 
  GUILD FEES 
  CLASS 
  INITIATION COST 
  CLASS 
  INITIATION COST 
  Thieves 
  10/level, .5 GS/month 
  Traders 
  50/level, 1 GS/month 
  Mages / Alchemists 100/level, 1.5 GS/month
  Assassins 
  100/level, .25 GS/month
  Clerics / Sages 
  20/level, .5 GS/month 
  Technos 
  25/level, .5 GS/month 
  These fees are paid whenever adventurers come into Arduin from “elsewhere”.  The monthly cost is 
  paid by all guild members.  The monthly dues entitles the payee to Guild hall hospitality (room and 
  board), legal counsel, library privileges, and the like.   
  Failure to pay results in legal inability to practice one’s own profession.  Practicing said profession 
  without paying results in being outlawed by the Guild, with all attendant penalties. 
  18
  Timothy Schaefer (order #5257304)
  
  DM’S VERSUS ANGRY PLAYERS 
  (OR WHAT DO YOU DO WHEN THE PLAYERS REFUSE TO FOLLOW 
  THE RULES) 
  There comes a time when every DM must handle players that are disrupting the game and ruining 
  the play for all concerned.  They may feel they have a grievance that is legitimate, or they may just be 
  egocentric megalomaniacs exercising their own brand of stupidity.  Whatever the reason, the DM 
  MUST BE PREPARED TO EVICT THE OFFENDING PLAYER FROM THE GAME, either 
  temporarily or permanently.  Once the people who play in your world realize you mean business, they 
  will be much more ready to act in a proper manner, and refrain from disruptive and childish temper 
  tantrums. 
  Harsh language, you say?  Not really, because in my several years of play, I have seen actions that 
  have really appalled me by supposed adult and intelligent people.  It seems this type of game makes 
  people truly identify with their characters, which is as it should be, but it also seems to make some 
  people think that their character being killed is a personal attack on themselves.  A DM must clearly 
  state his “House Rules” of personal conduct, as well as having his own variation of the rules of the 
  game, as he plays it, all written up nice and neat for all of his players to read and understand.  The 
  DM should make every player aware of his rules and of the fact that he, and he alone, is “The God” 
  of his world, and that only his Rules are what count.  The DM should also let every player know, in 
  no uncertain terms, what the penalties are for giving him a hard time.  It’s OK to air a gripe in a calm 
  and logical manner, but temper tantrums only earn their doer a quick and very permanent exit from 
  play.  Once a DM rules on a gripe or rules question, THAT IS THE END OF IT!!  If anyone can’t 
  handle this PRIME LAW OF A DM, then that player should not play games in which said law is in 
  effect.  A DM must be as heartless as one of his monsters if order is to be maintained, and fun is to 
  be had for all.  For a game with clear and permanently consistent rules is a game where everyone 
  knows the way, so to speak, and the way always leads to fun and adventure! 
  THE GOOD, THE BAD, AND THE UGLY 
  (OR THOUGHTS ON CHARACTER CLASSES) 
  Many people question the value of having many new and different (even esoteric) character classes to 
  play. 
  For instance, in Arduin, we have not only the common Warrior, Cleric, Mage, and Thief, but some 
  two dozen other types including such classes as Slavers, Witch Hunters, Barbarians, and Saints just to 
  name a few. 
  The reason is quite simple: variety and game playability.  Game playability you ask?  Yes!  The fact is 
  that most players want individuality in their characters, so they do things like making them ‘Conan’ 
  type Barbarians, Traders, Runic Bards, or the like.  Until I play tested and codified (in the various 
  Grimoires) the many varied classes, the DM or player could only ad lib the character’s differences 
  from the other more normal ones.  With guidelines and basic rules ideas outlined in print, the 
  individualization of characters was now easy and playable within the entire scope of the game rules.  
  No one had to fake it, so the game became better, faster, easier, and definitely much more enjoyable! 
  The new character classes, all of which I’ve seen in play, add color, life, real variety, and depth to a 
  game.  Play test a couple of the new classes, and I think you’ll appreciate their challenge and the way 
  they add more scope to your play. 
  19
  Timothy Schaefer (order #5257304)
  
  RANDOM CHANCE CHART FOR MAGIK WEAPONS 
  (ROLL FOR EACH COLUMN AS REQUIRED) 
  DIE 
  ROLL 
  TYPE OF WEAPON 
  ATTACK 
  PLUS 
  DAMAGE 
  PLUS 
  INT EGO
  NORMAL POWERS * 
  SPECIAL ATTRIBUTES ** 
  01 – 03 
  Dagger 
  1 
  1 
  1 
  1 
  Detect Magik 
  100% cold proof 
  04 – 06 
  Shortsword 
  1 
  1 
  2 
  2 
  Detect Life 
  100% fire proof 
  07 – 10 
  Broadsword 
  1 
  1 
  3 
  3 
  Detect Alignment 
  100% lightning proof 
  11 – 13 
  Rapier 
  1 
  1 
  4 
  4 
  Detect Poison 
  100% disintegrate proof 
  14 – 16 
  Saber 
  1 
  1 
  5 
  5 
  Detect Distance 
  100% acid proof 
  17 – 20 
  Cutlass 
  2 
  1 
  6 
  6 
  Detect Mechanical Traps
  Anti-cleric magik shell 
  21 – 23 
  Falchion 
  2 
  1 
  7 
  7 
  Detect Magikal Traps 
  9 Step life draining 
  24 – 26 
  Hand and a Half 
  Broadsword 
  2 
  1 
  8 
  8 
  Detect Undead 
  Ability to function under water as in air 
  27 – 30 
  Two Handed Broadsword 
  2 
  2 
  9 
  9 
  +1 to Dexterity 
  100% stoning proof 
  31 – 33 
  Javelin (light or heavy) 
  2 
  2 
  9 
  10 
  +2 to Dexterity 
  100% dragon breath proof 
  34 – 36 
  Spear 
  3 
  2 
  9 
  11 
  +3 to Dexterity 
  Flaming weapon *** 
  37 – 39 
  Lance 
  3 
  2 
  10 
  12 
  +1 versus X 
  Cold weapon (as Flame) 
  40 – 42 
  Mace 
  3 
  2 
  10 
  13 
  +2 versus X 
  Paralyze all hit 
  43 – 46 
  Maul 
  3 
  2 
  10 
  14 
  +3 versus X 
  Treat all armor classes hit as AC 9 
  47 – 49 
  Morningstar 
  3 
  2 
  11 
  15 
  +4 versus X 
  Weapon becomes invisible (+5 to attack) 
  50 
  Bolo 
  4 
  2 
  12 
  15 
  Detect all Traps 
  Weapon can polymorph to any type 
  51 – 55 
  Halberd 
  3 
  3 
  13 
  16 
  Haste (20% its cursed) 
  Cursed Weapon 
  56 – 60 
  Battleaxe 
  3 
  3 
  14 
  16 
  Speed 
  Elemental conjuring power (roll/type) 
  61 – 65 
  Two Handed Battleaxe 
  2 
  3 
  15 
  16 
  Flight 
  Spell turning ability 
  66 – 70 
  Throwing Axe 
  (light or heavy) 
  2 
  3 
  16 
  17 
  Levitation 
  Spell storing ability (d6 spells, any level, roll) 
  20
  Timothy Schaefer (order #5257304)
  
  RANDOM CHANCE CHART FOR MAGIK WEAPONS (CONTINUED) 
  DIE 
  ROLL 
  TYPE OF WEAPON 
  ATTACK 
  PLUS 
  DAMAGE 
  PLUS 
  INT EGO
  NORMAL POWERS * 
  SPECIAL ATTRIBUTES ** 
  71 – 75 
  Longbow 
  1 
  3 
  17 
  17 
  ESP 
  Ogre strength 
  76 – 80 
  Shortbow 
  1 
  3 
  18 
  17 
  Mindblank 
  Stone Giant Strength 
  81 – 85 
  Composite Bow 
  1 
  3 
  18 
  18 
  Detect Enemies 
  Hill Giant Strength 
  86 – 90 
  Heavy Crossbow 
  4 
  3 
  18 
  18 
  Clairvoyance 
  Fire Giant Strength 
  91 – 92 
  Light Crossbow 
  3 
  4 
  18 
  18 
  Clairaudience 
  Frost Giant Strength 
  93 – 94 
  Sling 
  2 
  4 
  18 
  19 
  Invisibility 
  Storm Giant Strength 
  95 – 96 
  Staff Sling 
  1 
  4 
  19 
  20 
  Pass Wall 
  Drain 1 life level per hit 
  97 
  War Pick 
  2 
  4 
  20 
  21 
  Dimension Door 
  Anti-magik shell 
  98 
  War Hammer 
  3 
  5 
  21 
  22 
  Teleport 
  Etherealness 
  99 
  Bullwhip (12’ – 24’) 
  4 
  5 
  21 
  23 
  Dancing Weapon 
  All Djinn powers 
  100 
  Special Oddities 
  (nun chunks and like 
  exotic weaponry) 
  5 
  5 
  22 
  24 
  Vorpal Weapon 
  All Efreet powers 
   
  Roll another d100 to determine character and alignment of  weapon. 
  01 – 10 = Amoral 
  11 – 25 = Chaotic 
  26 – 50 = Neutral 
  51 – 100 = Lawful 
  01 – 25 = Good 
  26 – 76 = Average 
  76 – 100 = Evil 
  * – roll one per each two INT levels over 12 
  ** – roll one per each three levels over 12 when both INT and EGO are 12 or more 
  *** – doll d4 to determine die for damage (1 = d6, 2 = d8, 3 = d10, 4 = d12) 
  X – Undead, Paralysis, and Life Drain attacks 
  Note – If the same value is rolled twice, that will result in the ability listed under Normal Powers being at double strength. 
  21
  Timothy Schaefer (order #5257304)
  
  NOTES ON ALIGNMENT AND PLAYABILITY 
  For whatever reason, many people are afraid to use Chaotic characters in a game.  This was almost 
  too silly to think about, or so I thought until I saw so many people who never used anything but 
  Lawful types. 
  Investigating, I found that the most frequently given reason was this: the old rule about what percent 
  of the treasures was what alignment.  Well, the simplest way to fix that was to make the treasures 
  30% Lawful, 30% Neutral, 30% Chaotic, and 10% Amoral and/or Unaligned.  Still, I saw people 
  literally afraid to venture on an expedition with a Chaotic party.  So, for all of those people, here is a 
  little “reality” concerning alignments: 
  • 
  Law does not mean good, and Chaos does not mean bad, and Neutral certainly does not 
  mean deliberately in between. 
  Law is a state of mind that has many meanings to many people, the only sure definition being that it 
  is order.  That is to say that Lawful beings adhere to a set of rules and regulations that are generally 
  (but not always) laid down by a seat of power, either political or religious.  As it is to the benefit of 
  that power for there to be peace, order, and servitude among those whom they oversee, those rules 
  generally prohibit murder, mayhem, rape, arson, muggings, and the like.  In fact, those laws usually 
  try to maintain equanimity among the people, either by strict equality for all as in socialist Sweden 
  here on Earth, or by strict class distinction as in feudal England.  One must also remember that in 
  Nazi Germany there were strict laws, and that the German people as a whole were what you would 
  have to call Lawful.  So, too, were the Inquisitors of the holy Roman church during the reign of 
  terror in Europe in the 16th century.  So when you use a Lawful character in future, think about just 
  what that means and in what context as far as the game is concerned. 
  By simple reversal, we then see that Chaos is merely a lack of order, and, as such, is not inherently 
  bad.  Imagine a truly democratic society, and you have the archetypical chaotics.  As for Neutrals, well 
  they have some rules but not a lot, and are open to suggestion and amenable to change.  They adapt 
  to all situations. 
  If, however, you insist on a hard and fast rule, go by this little story: 
  A party of  three went into a dungeon.  One was Chaotic, one was Neutral, and one was Lawful.  During 
  the course of  the expedition, they caught a Troll, and were discussing what to do with him.  The Lawful 
  adventurer said, “Tie him up, and let’s move on”.  The Neutral said, “No, let’s put a rope around his neck, 
  let him be our point man and open all the doors and test for all the traps”.  The Chaotic said, “Phooey!  
  Let’s torture him, and see if  he knows where there’s some treasure”.  At this point, an Amoral spider came 
  around the corner, and ate all of  them. 
  Just remember, though, that things are never so cut and dried, as each character will have limiting 
  factors which will probably change with dismaying rapidity during the course of a few expeditions. 
  Evil is a measurement not of how bad a person is, but of what the prevailing society says is bad.  
  Societies change with time and geographical distances.  If your government says that pornography is 
  evil and you believe in what your government says, then to you, pornography is evil.  Remember, too, 
  that at one time it was evil for a person to be a Christian; at least, that’s what the Romans believed. 
  Besides, wouldn’t you really like to go on a run where, if you really get tired of that turkey cleric bad 
  mouthing you for goosing the Amazon, you could step up behind him and pop his lights out with 
  your family heirloom, a genuine nickel plated war hammer?  Try it!  Who knows?  You may like it.  
  The use of characters that are Chaotic or exotic is just another way to put life back into a game that 
  could get boring if played too cautiously and similarly all the time.  So be a little adventurous, and 
  take a Troll to lunch today! 
  22
  Timothy Schaefer (order #5257304)
  
  HARGRAVE’S DETECT ABILITY CHART 
  TYPE 
  MAGE 
  CLERIC
  PSYCHIC MEDICINE MAN
  AMULET
  RING 
  WAND
  ROD 
  STAVE
  OTHER ARTIFACTS
  Poison 
  25 
  45 
  33 
  60 
  50 
  52 
  60 
  70 
  80 
  55 
  Evil 
  33 
  70 
  33 
  50 
  50 
  50 
  50 
  50 
  50 
  50 
  Magik 
  70 ** 
  35 * 
  33 
  45 
  45 
  45 
  45 
  45 
  45 
  45 
  Masked Magik 
  50 
  15 
  15 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  Curses 
  40 
  65 
  10 
  66 
  66 
  66 
  66 
  66 
  66 
  66 
  Disease 
  20 
  66 
  45 
  70 
  70 
  70 
  70 
  70 
  70 
  70 
  Hidden Injury 
  20 
  66 
  55 
  60 
  60 
  60 
  60 
  60 
  60 
  60 
  Alignment 
  45 
  66 
  70 
  35 
  35 
  35 
  35 
  35 
  35 
  35 
  Weather 
  55 
  50 
  45 
  66 
  66 
  66 
  66 
  66 
  66 
  66 
  Enemies 
  50 
  33 
  70 
  66 
  66 
  66 
  66 
  66 
  66 
  66 
  Undead 
  66 
  70 
  33 
  60 
  60 
  60 
  60 
  60 
  60 
  60 
  Treasure 
  65 
  45 
  25 
  45 
  45 
  45 
  45 
  45 
  45 
  45 
  Mechanical Traps 
  45 
  60 
  50 
  55 
  55 
  55 
  55 
  55 
  55 
  55 
  Magikal Traps 
  66 ** 
  33 * 
  35 
  45 
  45 
  45 
  45 
  45 
  45 
  45 
  Secret Doors 
  66 
  33 
  45 
  45 
  45 
  45 
  45 
  45 
  45 
  45 
  Invisible Objects 
  66 
  50 
  45 
  33 
  33 
  33 
  33 
  33 
  33 
  33 
  “Gates” 
  45 
  25 
  80 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  Actuality (True Sight) 
  70 
  70 
  33 
  33 
  33 
  33 
  33 
  33 
  33 
  33 
  All Other 
  33 
  25 
  25 
  30 
  30 
  30 
  30 
  30 
  30 
  30 
   
  * – Indicates that the percentage refers to clerical magik only. 
  ** – Indicates that the percentage refers to non-clerical magik only. 
  These are base figures only, and in the case of spoken spells, the percentages increase each level of experience gained in these amounts: Mages = 3%, 
  Clerics = 4%, Psychics = 4%, Medicine Men = 4%, and Druids = 5%.  A person can combine a spoken detect spell with the detect ability of an amulet 
  or any other item to get the combined percentage, but in all cases where the totals exceed 100%, there is still a 10% chance for failure. 
  23
  Timothy Schaefer (order #5257304)
  
  RANDOM TRAP MATRIX 
  DIE ROLL 
  FLOOR TRAPS 
  CEILING TRAPS 
  01 
  10’ fall onto 7’ steel spears 
  Sex Change Ray (no saves!) 
  02 
  10’ drop to emerald ooze slime 
  Disintegrate Ray 
  03 
  3’ fall into 7’ deep acid 
  Magik Negation Ray (all magik must save!) 
  04 
  20’ fall onto 10’ steel spears 
  Teleport Ray to ? 
  05 
  10’ long teleport shaft to ? 
  hydraulic roof smashes to floor 
  06 
  1,000’ drop to underground river 
  buzz saw snaps down to 4’ off floor 
  07 
  d20’ deep unfinished shaft 
  10 cubic feet of dragon crap pours down 
  08 
  10’ fall to mechanical grinder 
  stoning liquid pours down 
  09 
  10’ fall to molten lava (100% fatal) 
  hot oatmeal drops down 
  10 
  10’ fall to 5’ deep grey ooze 
  red slime drops down 
  11 
  10’ fall to boiling mud 20’ deep 
  random monster drops down 
  12 
  30’ greased chute to 30’ deep water 
  black Slime drops down 
  13 
  20’ drop to Moutharm 
  Polymorph Ray flashes down 
  14 
  3’ drop into 17’ deep quicklime 
  Heat Ray (2 dice damage per level) 
  15 
  magik floor over Ibathene’s mouth 
  Cold Ray (2 dice damage per level) 
  16 
  hydraulic lift smashes floor to ceiling 
  Paralysis Ray (lasts d20 days) 
  17 
  20’ drop to purple mold 
  10 cubic feet of plain mud pours down 
  18 
  10’ drop into 20’ room with monster 
  Life Draining Ray (-1 level / dungeon level)
  19 
  5’ drop into 5’ deep dragon crap! 
  random monster teleports to spot 
  20 
  Umpire special!  Anything goes! 
  Whimsy Ray!  Anything goes! 
  NOTES 
  1. There is a 10% chance per level of dungeon that there is poison on the spear points.  That 
  means 10% chance on the 1st level or 50% on the 5th. 
  2. All poison or acid does d8 points of damage per level (i.e. 3 dice on the 3rd level, 7 dice on 
  the 7th, etc.).  For acid, that is per melee turn. 
  3. For every 10’ of fall, there is a 33.3% chance of impalement (for double damage) and +2 on 
  the spear “attack”, as well as d6 points of damage just from said fall. 
  4. Roll a d6 to see if a trap has sprung.  The number starts at one on the 1st level and increases 
  1 each two levels thereafter.  So that on the 9th level only a roll of 5 or 6 fails to spring the 
  trap. 
  5. All monster rooms have monster(s) commensurate with the level of dungeon it’s on.  Spider 
  webs with tenants are real fun attention grabbers! 
  6. All magik floors disappear from d10 seconds after the first person steps on them.  That way 
  half the party can pass over it before it springs! 
  7. All rays, beams, etc. cover the exact size of the ceiling trap on the floor. 
  24
  Timothy Schaefer (order #5257304)
  
  NOTES ON THE RANDOM EVENT CHARTS AND 
  CAMPAIGN WORLD 
  The following charts are generally used for non-player characters in campaign style play, although all 
  players (especially those in positions of power) may use them. 
  Practically speaking, a DM that runs a campaign type world, in which several different players run 
  their own countries, etc., must have a chronological system that is common to all of those nations, as 
  well as common rules.  The easiest way is to use real (our earth) time on a 3 to 1 ratio.  That is, for 
  every real month that passes, 3 months pass in the game (or vice versa).  That way characters who’ve 
  been out of play for a while will still know the exact game time elapsed (and current date).  This is 
  important especially for religious holidays, politics, and other such “color” or “depth” for a world.  It 
  also puts players in the position of having to get off their chubby buns and do whatever is necessary, 
  when it is necessary.  No more procrastination and “Gee do I havta’s”! 
  The urgency of time will add a new feel of reality to play, and will become, I think, very enjoyable to 
  all as a part of their gaming. 
  ROPE BREAKAGE CHART 
  WEIGHT 
  1’ – 10’ 
  DROP 
  11’ – 20’ 
  DROP 
  21’ – 30’ 
  DROP 
  31’ – 40’ 
  DROP 
  41’ – 50’ 
  DROP 
  51’+ 
  DROP 
  500 pounds 
  50% 
  60% 
  70% 
  80% 
  90% 
  100% 
  450 pounds 
  40% 
  50% 
  60% 
  70% 
  80% 
  90% 
  400 pounds 
  30% 
  40% 
  50% 
  60% 
  70% 
  80% 
  350 pounds 
  25% 
  35% 
  45% 
  55% 
  65% 
  75% 
  300 pounds 
  20% 
  30% 
  40% 
  50% 
  60% 
  70% 
  250 pounds 
  15% 
  25% 
  35% 
  45% 
  55% 
  65% 
  200 pounds 
  10% 
  20% 
  30% 
  40% 
  50% 
  60% 
  150 pounds 
  7% 
  15% 
  25% 
  35% 
  45% 
  55% 
  100 pounds 
  4% 
  10% 
  20% 
  30% 
  40% 
  50% 
  50 pounds 
  1% 
  5% 
  15% 
  25% 
  35% 
  45% 
  Remember, this is for a common rope tied to a person/weight.  There is a weight penalty for the 
  various armor classes worn; see below: 
  • 
  AC 2 or 3 is 75 pounds. 
  • 
  AC 4 or 5 is 50 pounds. 
  • 
  AC 6 or 7 is 30 pounds. 
  Other equipment, such as full back packs and the like, should also be considered on the breakage 
  chart. 
  This chart is for use in instances like when a roped-off point man falls through a trap door in a 
  corridor, or when a party is roped  off and climbing a cliff, etc.  Common sense should be exercised 
  in the DM’s adjudication at all times. 
  25
  Timothy Schaefer (order #5257304)
  
  RESURRECTION AND OTHER NOTES 
  Resurrection may be attempted upon a character only up to and including 30 days after death.  For 
  each day’s delay, there is a reduction of 3% in the probability of success.  There may only be a 
  maximum of three attempts (except for Elves who get only one try) during that time period.  The 
  first attempt has all listed percentages for success, but the second attempt has a 20% additional 
  failure chance, and the third attempt has a 50% additional chance of not working.  For example, a 
  character (using the Resurrection Tables), with a base of 75% chance for success in being raised, 
  has been slain.  The party has no surviving Cleric, so they trek overland to a city where a patriarch is 
  located.  It took 18 days to arrive, so the character’s base chance of resurrection has been reduced to 
  24% (on the first day of death, there is no penalty, thus 17 days times 3% is 51% subtracted from the 
  75% base).  The patriarch tries and fails on the first attempt, but tries again.  However, with the 
  second attempt penalty of 20%, the hapless character’s chances are now only 4%! 
  Remember also that each death subtracts -1 from the character’s Constitution permanently.  Thus, a 
  character with a Constitution of 15 will have his Constitution lowered by -1 (to 14) if raised on the 
  first attempt.  Each and every attempt (to the maximum allowed) will also reduce the character’s 
  Constitution by -1 permanently.  This is due to the tremendous shock and stress put upon a body by 
  death and resurrection. 
  Every character that has been brought back to life (usually regardless as to how it was done) must 
  take 20 days of full and complete rest afterwards.  This is reduced by -1 day per Constitution point 
  the character has, but multiplied by the number of resurrection attempts it took to revive him.  Thus, 
  the character with a Constitution of 15 is raised on the first attempt, so now has a Constitution of 
  14, and has a 6 day recuperation period (20 - 14 = 6). 
  A “raise the dead fully”, limited wish, regeneration, or other similar operation reduces the resting 
  time to 20 hours, less 1 hour per Constitution point.  A full wish or godly grant will reduce that time 
  to 20 minutes, less 1 minute per Constitution point. 
  Any death listed as “irrevocable”, “permanent”, or some other similar way (as in the Critical Hit 
  Tables) can only be negated with a limited wish powered “raise dead fully”, a full wish, or by a godly 
  grant. 
  Any character that is disintegrated, or 100% destroyed (a character is 100% destroyed whenever he 
  takes 200% damage from a tissue destroying means such as acid, fire, or the like), may be resurrected 
  only by using a full wish to reunite the mind with the body, a second full wish to reunite the body 
  with the soul, and a third full wish to gather the component atoms of the body, and then rebuild 
  them into its old pattern.  Thus three full wishes are required (or only one godly grant).  However, 
  the wishes must all be used within one hour of each other, and the DM must make sure that the way 
  the wishes are worded is correct. 
  If the incorrect wording is used, then the gods (which grant those wishes), will be free to interpret 
  the request as they see fit.  That can be disastrous for a character. 
  Note also that any person that has been chewed up, chopped up, or similarly mangled is required to 
  take a random roll on the Spinal Hits Chart in Real Medicine And Fantasy Gaming to see how 
  much recuperation time is required.  The quadriplegic penalties and such like do not apply, just the 
  time required to get well.  Thus, once again the massive effects upon a body’s nervous system are 
  taken into proper account (unlike other role playing names and rules). 
  Whenever an eye is destroyed, it takes a full 25 hours to restore the sight completely.  How much 
  vision each hour healing time brings may easily be prorated.  Ditto for hearing, smelling, and tasting.  
  However, speech (as in voice box ruined) takes twice as long. 
  26
  Timothy Schaefer (order #5257304)
  
  NOTES ON TRAVEL 
  When reading the list for distances that various steeds may travel per day, remember the listed 
  distances are for travel on good roads.  On poor or secondary roads, the rate is reduced by 25%, and 
  across open terrain, it is reduced by 33%.  Travel through a forest cuts the distance by 50%, and 
  travel through mountains cuts it by 75%.  Travel on a regular road through a civilized country or area 
  should have very little chance of danger.  The DM should roll percentile, and a result of 10% or less 
  in an encounter.  Then to determine the nature of the encounter, the DM should roll a d12 with the 
  following results: a roll of 9 – 12 means that some of the country’s own troops or sheriff, etc., has 
  been encountered; a roll of 5 – 8 means that some of the area’s own population may have been met 
  (a farmer on his way to the market or fellow travelers…); and a roll of 1 – 4 means the encounter is 
  of an inimical nature.  If this is rolled, the DM should roll one final time to determine what has been 
  encountered, using any encounter chart or table desired. 
  Travel on foot is a slow and difficult process, even on the best of roads, and the following chart is an 
  indicator on how far individual types can travel each day.  Remember, however, that this is for 
  unencumbered people only, and camping gear and the like reduce the distance that can be traveled by 
  a rate of one mile daily for each amount of weight carried that is equal to 20% of the listed 
  maximum weight you may carry (see the True Strength Chart). 
  FOOT TRAVEL CHART 
  TYPE 
  DAILY DISTANCE
  MAXIMUM DAY’S TRAVEL ABILITY 
  DAILY RESTS 
  Male Humans 
  18 miles 
  three 
  three 
  Female Humans 
  16 miles 
  three 
  three 
  All Elves 
  25 miles 
  five 
  two 
  All Half Elves 
  20 miles 
  four 
  three 
  Dwarves, Etc. 
  24 miles 
  seven 
  one 
  All Orcs 
  25 miles 
  ten 
  one 
  Hobbitts, Etc. 
  15 miles 
  two 
  four 
  Phraints 
  28 miles 
  eight 
  none 
  Saurigs 
  15 miles 
  six 
  one 
  Goblins 
  20 miles 
  six 
  two 
  Hobgoblins 
  22 miles 
  seven 
  one 
  Trolls 
  28 miles 
  ten 
  none 
  Kobolds 
  16 miles 
  two 
  three 
  Ogres 
  33 miles 
  five 
  one 
  Lesser Giants 
  40 miles 
  seven 
  one 
  Greater Giants 
  55 miles 
  ten 
  one 
  Deodanths 
  30 miles 
  six 
  one 
  Amazons 
  20 miles 
  four 
  two 
  27
  Timothy Schaefer (order #5257304)
  
  Notes – This chart must be used in all overland situations.  However, the DM must make all 
  allowances for terrain (see Overland Escape And Evasion Chart for details) and season (is 
  snow on the ground?  is it a hot desert?  etc.) for each day traveled.  After the listed maximum, 
  reduce further travel by 20% and all attacks and defenses by two each.  This is a guide; find the 
  type closest to your character, and use those statistics.  Remember, for every combined Strength 
  and Constitution point over 30, add 1 mile per day to your travel, but adjudicate for terrain as 
  steeds do above. 
  There is a way to travel in most civilized areas that most DM’s and players overlook with great 
  regularity.  That is by regular coach service.  Like most medieval areas, Arduin has an efficient and 
  fairly inexpensive daily coach service between all major cities and less regular service to lesser 
  populated areas.  To a major city, coaches leave, in pairs, three times each morning.  To lesser areas, it 
  is usually but one coach each morning.  To areas really small, they leave perhaps once or twice a week 
  depending upon passenger demands.  Each coach has room for six passengers inside and two on the 
  top outside, but luggage is limited to whatever they can wear, carry, or put into a 2’ square (each) 
  travel box (which has a 50 pound load limit for each person).  Coaches can travel up to 40 miles per 
  day on good roads or up to 25 miles per day on lesser roads.  Coaches never travel cross country if it 
  can be helped, as they are not constructed for it.  The cost of travelling via coach is usually one silver 
  penny per each five miles travelled, plus any ferry, bridge, or other charges that may be necessary due 
  to the route.  Coaches usually travel in pairs five minutes apart, in order to thwart robbery attempts 
  by outlaws and other bad guys. 
  NOTES ON STEEDS 
  Riding steeds have a variety of dependability and daily travel range.  This is expressed in the 
  Multiversal Trading Company’s Price List.  You pay for what you get. 
  STEED CHART 
  ANIMAL 
  BASE DAILY 
  TRAVEL RANGE
  EXCELLENT
  VERY 
  GOOD 
  GOOD 
  BELOW 
  AVERAGE 
  POOR 
  Light Horse 
  40 miles 
  +10 miles 
  +8 miles 
  +6 miles
  -10 miles 
  -20 miles
  Medium Horse 
  30 miles 
  +8 miles 
  +6 miles 
  +4 miles
  -7 miles 
  -15 miles
  Heavy Horse 
  25 miles 
  +6 miles 
  +3 miles 
  +1 miles
  -5 miles 
  -10 miles
  Destrier 
  20 miles 
  +4 miles 
  +2 miles 
  +1 miles
  -4 miles 
  -8 miles
  Draft Horse 
  20 miles 
  +4 miles 
  +2 miles 
  +1 miles
  -3 miles 
  -10 miles
  Pony 
  20 miles 
  +6 miles 
  +4 miles 
  +2 miles
  -4 miles 
  -8 miles
  Mule 
  20 miles 
  +5 miles 
  +3 miles 
  +1 miles
  -3 miles 
  -5 miles
  Pack Horse 
  25 miles 
  +10 miles 
  +6 miles 
  +3 miles
  -3 miles 
  -6 miles
  Camel 
  25 miles 
  +15 miles 
  +10 miles
  +5 miles
  -5 miles 
  -10 miles
  Ox 
  10 miles 
  +4 miles 
  +3 miles 
  +2 miles
  -3 miles 
  -5 miles
   
  28
  Timothy Schaefer (order #5257304)
  
  MOVEMENT OF MEN AND MONSTERS 
  One of the big drawbacks of the most often used system of movement is its inaccuracy.  If you take 
  the listed movements as true speeds, you will find that dragons flying at 24” per turn are flying at 
  about 0.56 mph!  This figure is arrived at as follows: if your dungeon is drawn on ten squares to the 
  inch graph paper, with each square representing 10’, then you have a movement rate of 240’ per turn 
  as listed in their books.  The first problem is that they never tell you if they mean one of their 10 
  minute or one of their 5 minute turns, both of which are used in the game.  Taking the 5 minute turn 
  as a base (which makes that 24” per turn twice as fast as if we used the 10 minute turn), we simply 
  divide 240’ by 5 and come up with 49’ moved every minute.  Therefore, multiplying that figure by 60 
  means we come up with 2,940’ every hour!  Now that’s .56 miles by any arithmetic.  So how fast is 
  that poor man moving at 6” per turn?  At 0.14 mph, that’s how fast!  It is obvious that a new system 
  is needed to compute realistic movement in our fantasy game. 
  The simple way is to make each movement turn only one minute long.  Thus, that dragon now moves 
  at 240’ per minute or (60 times 240’) at 14,400’ per hour.  Now, that only comes out to 2.74 mph 
  which is really not that fast.  So once again we will have to upgrade the speed and say that as a rule 
  movement rates are actually five times those listed.  That will give our friendly dragon a speed of 
  13.70 mph in steady level flight, and taking the listed speed of 6” per turn for men, that works out to 
  3.43 mph – almost exactly the speed at which a man walks.  So, using all of the preceding 
  information, we find out that a man will move 300’ per minute if he walks at a fast steady pace.  This 
  will be reduced if he is wearing armor at the following rate: AC 8 reduces movement by 15%, AC 7 a 
  further 10%, AC 6 another 5%, AC 5 another 10%, AC 4 another 5%, AC 3 a full 20%, and AC 2 
  another 5%.  So a man wearing full plate armor with a shield (AC 2) could only move at 30% of 
  normal speed, or 90’ per turn.  These speeds are further reduced if you are tapping on the floor, 
  mapping, and checking for traps as you move along, so that fully armored man would only cover 60’ 
  a minute if he did that.  You can adjudicate your own party depending on the heaviest armor class in 
  the group using this system. 
  Another factor is that in combat a person’s (or monster’s) body is running pumped full of adrenaline 
  or its equivalent.  To take that into account, just assume that all men or humanoid types can operate 
  at five times full combat speed for ten full melee turns, at two-thirds that for another ten full melee 
  turns, and then at normal full speed for an additional ten full melee turns, thereafter losing 10% 
  efficiency each and every melee turn until he or she has to sit down and rest from exhaustion. 
  Monsters will fight at the same fast pace, but based on a full, three-quarter, half, quarter, then full 
  normal pace, and then losing 15% each round thereafter. 
  Now this means that a man in full armor can travel the full 120’ each and every full melee turn, as 
  long as he is operating at his peak adrenaline induced efficiency. 
  So how long is a melee turn, you ask?  Melee turns are six seconds long, ten to every one minute 
  melee turn.  That’s very fast, but melees are just that rapid.  Don’t worry about people zipping out of 
  sight during melees in dungeons, because I guarantee you that people neither think that fast during 
  the game, nor can they get turned around and past their slower comrades fast enough to get away.  
  They’ll have to fight in most cases, or get gobbled up from the rear as they try to turn and run.  Even 
  if they do manage to get a running start, just remember that all of the monsters are just as 
  proportionately fast as they are now, and can still run them down! 
  There will be further restrictions that will be illustrated on the Melee Chart (see Fighting Tools) 
  showing the hex grid system of movement and the facing costs. 
  29
  Timothy Schaefer (order #5257304)
  
  HARGRAVE’S MAGIKAL EQUIPMENT SAVING THROW MATRIX 
  ITEM 
  HEAT 
  COLD 
  ENERGY
  DISINTEGRATE
  NEGATION
  TRIGGERS
  ELECTRICITY
  ACID 
  CRUSH
  ALL OTHER
  Swords [a] 
  10 
  11 
  12 
  13 
  14 
  N/E 
  9 
  9 
  7 
  10 
  Other Weapons [a] 
  11 
  12 
  13 
  12 
  13 
  N/E 
  9 
  8 
  8 
  11 
  Shields [a] 
  8 
  9 
  10 
  11 
  12 
  N/E 
  10 
  10 
  9 
  10 
  Other Armour [a] 
  9 
  10 
  11 
  12 
  13 
  N/E 
  8 
  10 
  12 
  9 
  Amulets [b] 
  13 
  14 
  15 
  16 
  17 
  17 
  17 
  16 
  15 
  14 
  Rings [b] 
  12 
  13 
  14 
  15 
  16 
  17 
  16 
  15 
  14 
  13 
  Wands [b] 
  12 
  13 
  16 
  16 
  15 
  15 
  17 
  17 
  15 
  14 
  Rods [c] 
  11 
  12 
  15 
  15 
  14 
  14 
  16 
  16 
  14 
  13 
  Staffs [c] 
  10 
  11 
  14 
  14 
  13 
  13 
  15 
  15 
  13 
  12 
  Robes [a] 
  18 
  12 
  18 
  17 
  16 
  N/E 
  15 
  14 
  4 
  12 
  Scrolls 
  20 
  16 
  19 
  18 
  17 
  17 
  16 
  19 
  6 
  12 
  Books 
  18 
  14 
  17 
  16 
  15 
  15 
  14 
  17 
  9 
  11 
  Potions [b] 
  16 
  20 
  17 
  18 
  16 
  N/E 
  18 
  20 
  20 
  12 
  Elemental Gear [b] 
  15 
  15 
  15 
  15 
  10 
  10 
  15 
  14 
  13 
  12 
  Mirrors/Balls [c] 
  15 
  15 
  5 
  16 
  6 
  N/E 
  20 
  15 
  20 
  15 
  Musical Gear [b] 
  14 
  14 
  15 
  15 
  16 
  N/E 
  17 
  18 
  19 
  12 
  Statues, etc. 
  7 
  12 
  11 
  12 
  N/E 
  N/E 
  16 
  10 
  9 
  10 
  All Other [d] 
  12 
  13 
  14 
  15 
  16 
  17 
  17 
  16 
  15 
  14 
   
  30
  Timothy Schaefer (order #5257304)
  
  HARGRAVE’S MAGIKAL EQUIPMENT SAVING THROW 
  MATRIX KEY 
  [a] – reduce necessary saving throw by one for each “plus” the weapon has. 
  [b] – like attributes give reduced saves (as each indicates, +2 versus fire, etc) as above.  If it saves 
  100% versus fire, then fire can never destroy it. 
  [c] – for each power related to an attack, it receives one point of the save necessary (if it can shoot 
  thunder bolts and fire balls, then it gets one point of each of them, etc.) 
  [d] – this simply means that the umpire must use discretion and the above for a base 
  N/E – No Effect 
  The item must make its saving roll whenever the host body is killed, or takes enough damage to put 
  him down and out of the fight.  However this last part holds true only for highly vulnerable items 
  such as books, scrolls, and glass potion bottles. 
  Special Note: All frangible (breakable) items made of a very brittle or easily resonating substance 
  (like glass mirrors or crystal balls), must roll a 20 to save versus all sonic or vibratory attacks. 
  ALSO remember that even though the mage was totally carbonized by the fire ball, an item that 
  he may have carried in his pack (which was under him when he fell) may have been protected 
  enough to rate a lower saving roll than would ordinarily be the case. 
  SPACE CREATURES AND OTHER ALIENS IN FANTASY 
  ROLE PLAYING GAMES 
  Some purists do not like to introduce any character types or monsters into their game world unless 
  they have a medieval or “Tolkienian” flavor or base.  This really limits their play possibilities as far as 
  I am concerned, for what better worlds to accept aliens than ones that already have a myriad of other 
  strange and weird creatures as residents?  Sure, it would be hard for a town like Peoria or Indianapolis 
  to accept strange alien creatures, but would it be so hard for people that probably have Elves, 
  Dwarves, Hobbitts, and the like living down the street from them?  I think not, for what is stranger, 
  the alien with the blaster or the multi-tinted dragon that breathes fire?  Think about it, and I think 
  you’ll find that logic supports the use of aliens in fantasy games, and that playability supports their 
  inclusion as well.  They are fun, challenging, and very novel as characters and as monsters.  I can still 
  visualize the pair of Vegan space travelers trying to figure out how a wand of fireballs worked after 
  they had traded their stunner for it.  They ran every test imaginable, and their computer kept telling 
  them “this item does not compute”!  Still, it worked when that funny looking guy in the purple robes 
  sold it to them… 
  You get the point, I think, but let me just say one final thing on the subject, and we’ll go on to other 
  things.  The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in 
  its content and in its appeal to people of all ages, races, occupations, or whatever.  So don’t limit the 
  game by excluding aliens for any other type of character or monster.  If they don’t fit what you feel is 
  what the game is all about, don’t just say NO, whittle on them a bit until they do fit. 
  31
  Timothy Schaefer (order #5257304)
  
  ENERGY WEAPONS IN FANTASY GAMES 
  For those of you who do use technology end technological weapons in your game, here is a simple 
  chart to use. 
  WEAPON TYPE 
  POINTS 
  DAMAGE *
  RANGE 
  (IN METERS)
  AC PENETRATION 
  ** 
  NOTES 
  Laser 
  Hand 
  12 
  500 
  2+2 
  Will 
  reflect 
  off 
  highly 
  polished 
  metallic 
  or 
  glass 
  surfaces. 
  Rifle 
  20 
  1,500 
  2+4 
  Semi-Portable 
  30 
  4,500 
  2+6 
  Sonic 
  Stunner 
  Special ***
  50 
  N/A 
  Regardless of any 
  Armor. 
  Sonic 
  Disrupter 
  Hand 
  16 
  75 
  2 
  Metal Type armor 
  takes very heavy 
  damage 
  due 
  to 
  vibration, etc. 
  Rifle 
  24 
  375 
  2+2 
  Semi-Portable 
  36 
  975 
  2+2 
  Blaster 
  Hand 
  18 
  575 
  2+3 
  All damage is as 
  “disintegrate”, and 
  heals at 1 point per 
  week only.  All 
  critical hits is per 
  Character 
  Type 
  Saving Throw List 
  rules 
  (Character 
  Saving Rolls) apply 
  for the disintegrate.
  Rifle 
  30 
  1,575 
  2+5 
  Semi-Portable 
  48 
  4,750 
  2+7 
  Needler 
  Hand 
  15 
  375 
  2+5 
  Rifle 
  25 
  1,250 
  2+7 
  Semi-Portable 
  35 
  3,750 
  2+7 
  Lightning 
  Gun 
  Hand 
  20 
  85 
  N/A 
  Does 
  electrical 
  shock 
  damage.  
  Metal Armor just 
  helps! 
  Rifle 
  31 
  275 
  N/A 
  Semi-Portable 
  45 
  500 
  N/A 
  Icer 
  Hand 
  10 
  55 
  N/A 
  Freezes the target.  
  All who take 100% 
  damage are frozen 
  solid. 
  Rifle 
  18 
  300 
  N/A 
  Semi-Portable 
  30 
  900 
  N/A 
  Anti-Matter Projector 
  (5,000 pound mount) 
  100 
  5,000 
  ALL 
  Anything that hits it 
  causes 
  it 
  to 
  detonate 
  Note: All energy weapons that “fail to penetrate”, only do a third of their damage.  However, all 
  armor, shields, etc. is heavily damaged. 
  * – Decreases 10% in value per 10% in range (100% value at 10%, 90% at 20%, etc.) 
  ** – Decreases by 1 per each 15% in range. 
  *** – A Mark I Stuns all up to 4d8+1, a Mark II all up to 6d8+1, and so on (rising 2d8 per “Mark” 
  each time). 
  32
  Timothy Schaefer (order #5257304)
  
  MISCELLANEOUS NOTES ON COMBAT 
  1. All “vorpal” weapons have a base 20% chance of causing a random critical hit each and 
  every time that they hit.  However, all hits on a roll of 20 are automatically “head severed”. 
  2. Weapons of “sharpness” also cause random critical hits each and every time that they hit, 
  but only on a 10% base.  A hit on a roll of 20 is random rolled normally. 
  3. Any armor (leather, chain mail, plate mail, etc.) that a player wears will take damage as the 
  player does.  Thus, for every 20 points in damage a player takes (unless the damage is taken 
  on an area not covered by the armor), then it loses one of its magikal plusses until such time 
  as it can be repaired (usually about 1,500 GS and one week time per “plus”, but only if a 
  Dwarven (or other qualified) smith is available).  There should be about a 5% chance of 
  finding a smith capable of doing the job for every 100,000 population of the area the 
  character’s in. 
  4. If a character is trying to hold a corridor or other area in a rearguard or other action 
  requiring him to stand fast, and he is facing a creature more massive than he is, then he will 
  have to give ground or be run over, trampled, crushed, or otherwise knocked flat!  A man in 
  full plate armor with a battle axe and shield just cannot stop a charging dragon, Manticore, 
  bull, lion, bear, or other similarly larger opponent.  He may get first strike in, but he’ll go 
  down under the onslaught nonetheless.  Players should try to exercise common sense when 
  adjudicating knock downs and such in situations such as these, but adjudicate you must: the 
  good old days of one lone thief holding the door for ten melee turns against the charging 
  wyvern are over, and reality has reared its ugly (but so much more playable) head. 
  5. An alternate rule that may be used in melee concerns firing or striking when a character has 
  not moved the preceding movement phase and his opponent has.  It is short and simple.  If 
  your target moved and you didn’t, you get first strike.  If he is slower, but has reach, or is 
  faster with or without superior reach, then the melee is simultaneous.  This reflects the fact 
  that the non-mover has time to get set and line up his/her best shot. 
  6. Prior to any melee, all characters must state for the DM each and every magikal booster or 
  item that they have prepared or activated (i.e. “haste”, “strength”, “I took my wand of cold, 
  and put it in my left hand, and have drawn my magik sword with my right”).  This is to 
  insure that players cannot hindsight a situation, or DMs can’t disallow something that will eat 
  their favorite ugly because he didn’t hear the player “declare it”. 
  SPECIAL NOTE ON COMBAT 
  All weaponry that leaves the hand of the firer (such as arrows, bullets, rays beams, etc.), and have a 
  listed maximum AC penetration and range, will attack at +5 against all ACs it can penetrate. 
  Thus, a laser that can penetrate AC 2+5 at 100 meters is +5 to hit AC 2+5 at that range, If the range 
  was more or the AC penetration less, then it would attack the AC at zero on.  This holds true even 
  for variable ranges and AC penetration devices. 
  SPECIAL NOTE ON MELEE MOVEMENT 
  To determine who moves first during a melee movement, simply add the character’s Agility and 
  Dexterity to come up with an “impetus number”.  The highest number moves first, the next highest 
  moves second, and so on down the line. 
  Although in Arduin, I simply declare “melee phase one (three or whatever) is over, you have 40 
  seconds to move!”  The above system is used to determine who got through the door first (after 
  adjudicating for individual speed and distance to cover) and such like.  It’s simple, handy, and 
  realistically playable. 
  33
  Timothy Schaefer (order #5257304)
  
  REAL MEDICINE AND FANTASY GAMING 
  The following section was researched and written by my close friend Doctor William Voorhees.  As a 
  specialist in internal medicine, he has a remarkable insight into rationalizing game magik and medical 
  facts. 
  This is reflected in his True Critical Hit Effects Chart (Supplemental), which may be used in 
  conjunction with the Critical Hit Table under Criticals And Fumbles.  It accurately reflects the 
  devastating effects of certain types of hits, and the attendant difficulty in healing such wounds.  It 
  has been officially adopted into the Arduin Multiverse, and I can only hope it will be as useful to all 
  of you.  Just substitute the new chart where applicable. 
  SPINAL CRITICAL HITS 
  DIE 
  ROLL 
  ACTUAL AREA 
  OF IMPACT 
  SPECIAL EFFECTS 
  HEALING PROBLEMS 
  1 
  High Neck 
  Instant death. 
  After being “raised”, the victim is 
  quadriplegic for d6 months.  With 
  regeneration, it’s d6 weeks. 
  2 
  Mid Neck 
  50/50 chance of instant death or 
  stunned 
  for 
  d6 
  hours 
  and 
  quadriplegic thereafter. 
  Only a “full raise” or regeneration 
  will heal this hit, and the victim is 
  quadriplegic for d6 months. 
  3 
  Low Neck 
  As above, but only a 25% chance of 
  instant death. 
  As above. 
  4 
  High Back 
  Stunned for d10 minutes and 
  quadriplegic thereafter. 
  As above, but arm functions will 
  return 
  in 
  half 
  the 
  time 
  if 
  regeneration is in effect. 
  5 
  Mid Back 
  Stunned for d6 melee turns, and 
  paralyzed from the waist down. 
  As above, but regeneration cuts the 
  time down to d6 weeks. 
  6 
  Low Back 
  Stunned for d3 melee turns, and 
  paralyzed as above. 
  As above, but regeneration cuts the 
  recuperation time to d3 weeks. 
  GENERAL CRITICAL HITS 
  CRITICAL HIT 
  HEALING PROBLEMS 
  Severed hand or wrist 
  A “Heal Critical Wounds” will reattach the dismembered appendage, but it 
  will take d6 months to regain full functioning.  Regeneration will cut the 
  time to d6 weeks. 
  Cut artery in leg or arm There is a 25% chance of a nerve being cut with the above problems and 
  healing time; otherwise as stated in the Critical Hit Table. 
  Severed toes or fingers A “Heal Critical Wounds” heals with full function, but they will be 
  permanently numb (only for d6 weeks with regeneration). 
  Eyes torn out 
  Healable only by regeneration or full raise dead, but regeneration takes d6 
  months, and full raises take d2 months to regain full functioning. 
  Ear torn off 
  A 25% hearing loss in that ear regardless of healing efforts. 
  Loss of buttock(s) 
  Regardless of healing effort, a -6 loss in Agility, halving of speed and 
  endurance for d6 months. 
  Punctured lung 
  25% chance of death in d6 melee turns, and -4 off all attack or defense 
  until healed with regeneration (d6 weeks) or by a full raise dead 
  (recuperation time is d3 months), but in any circumstance a permanent 
  halving of Constitution. 
  Head severed or pulped 
  or body split in twain 
  Regeneration takes d6+1 months, and with a raise dead fully, the 
  recuperation is d4 years. 
  34
  Timothy Schaefer (order #5257304)
  
  GENERAL CRITICAL HITS (CONTINUED) 
  CRITICAL HIT 
  HEALING PROBLEMS 
  All other head injuries 
  As in the Critical Hit Table, except there is a 25% chance of the victim 
  developing epilepsy in d6 months (a “Cure Disease” will not heal this). 
  “No Result” head injury 
  There is a 50% chance of hemorrhage and death in d12 hours, a 40% 
  chance for gradual mental and physical enfeeblement over a d6 month 
  period that permanently halves all abilities, and a 10% chance of 
  permanent memory damage where the victim can’t remember more than 
  his own name, or his friends, for more than 10 minutes. 
  VARIOUS RULES CHANGES 
  CLONING 
  1. No person may have more than one clone at any given time.  If more than one is in 
  existence, they both will gradually go insane and attempt to slay the real person, as well as 
  each other.  This process takes 1 month per each level of the clone (e.g., a 10th level clone 
  would take 10 months to go 100% insane).  However, the insanity would have been 
  steadily manifesting itself right along.  If the clones are magikally “slept” or otherwise 
  incapacitated, the process will still happen, but at half the normal rate. 
  2. Clones take 1 month per each year’s growth wanted to complete; thus a 30 year old man’s 
  clone would take 30 months to grow to fruition.  However, in the meantime, the man 
  would have aged a further two years; thus the clone would be two years behind the owner.  
  If the clone is “triggered” by the owner’s death before the full desired growth, the clone 
  will activate at the age it is currently at, but because it was not as it was keyed for, a 
  resurrection roll will be necessary.  The unfortunate who died too soon is stuck with the 
  body and mind of a much younger person.  This is because the clone ages and matures as 
  it is grown, and will not reach the full cloned potential until it has grown to the proper age.  
  Absolutely no experience transfers to the clone from the original owner’s body upon 
  transferral. 
  3. Clones will cost 20,000 GS for the initial investment and 1,000 GS per month thereafter 
  until completion. 
  TIME STOPS 
  1. Time stops affect the time around a victim, thus allowing no normal saving roll. 
  2. Any being that has an innate resistance to magik (e.g., Balrogs, Demons, etc.) will get their 
  normal magik resistance roll for all non-technological time stops. 
  3. Any ethereal, phased, astral, or non-corporeal being or item is 100% immune to all forms 
  of time stops. 
  4. Major demons caught in time stops (as well as gods and the like) have a 25% chance of 
  “gating” away automatically. 
  REGENERATION 
  1. All who regenerate and are killed for any reason must make a normal resurrection roll to 
  see if they survived the trauma of death.  Failure to make it by regeneration is not 
  considered to be the normal resurrection try which can follow a failed regeneration try. 
  2. Acid, fire, and other cell destroying damage is only regenerated at half the listed rate, and 
  technological damage (like lasers and the like) regenerate at only one point per hour. 
  RULE QUESTIONS 
  Please try some of the rules that you have doubts about in game situations and game play.  Only 
  through actual play testing can a rule or situation be fully explored.  We have been doing that for 
  years now.  Anyone can pontificate on rules and worlds that they have never tried, and can never be 
  proved wrong because the proof is only in the play. 
  35
  Timothy Schaefer (order #5257304)
  
  PHYSICAL 
  CHARACTER 
  APPEARANCE 
  CHARACTER HEIGHT DETERMINATION 
  CHART 
  From Arduin Grimoire I (Page 8) 
  CHARACTER WEIGHT DETERMINATION 
  CHART 
  From Arduin Grimoire I (Page 9) 
  OPTIONAL CHARACTER APPEARANCE 
  CHART 
  From Arduin Grimoire II (Page 7) 
  BODY TYPE DETERMINATION TABLE 
  From Arduin Grimoire I (Page 10) 
  FEMALE ATTRIBUTES CHART 
  From Arduin Grimoire II (Page 4) 
  TRUE STRENGTH FUNCTION CHART 
  From Arduin Grimoire II (Pages 2 – 3) 
  GIANT STRENGTH EQUIVALENCY CHART 
  From Arduin Grimoire II (Page 4) 
  TRUE CHARISMA AND ITS MEANING IN 
  GAME PLAY 
  From Arduin Grimoire II (Page 5) 
  SPECIAL PHYSICAL ADDITIONAL BONUSES 
  From Arduin Grimoire II (Page 17) 
   
   
  36
  Timothy Schaefer (order #5257304)
  
  CHARACTER HEIGHT DETERMINATION CHART 
  HEIGHT HUMAN 
  (MALE) 
  HUMAN 
  (FEMALE) AMAZON
  ELF 
  (MALE)
  ELF 
  (FEMALE)
  HALF ELF 
  (MALE) 
  HALF ELF 
  (FEMALE) DWARF
  HOBBIT
  ORC 
  HALF 
  ORC 
  URUK HAI
  2’ 2” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2’ 4” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2’ 6” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2’ 8” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2’ 10” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  01 – 10 
  – 
  – 
  – 
  3’ 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  11 – 25 
  – 
  – 
  – 
  3’ 2” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  26 – 45 
  – 
  – 
  – 
  3’ 4” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  01 – 10
  46 – 55 
  – 
  – 
  – 
  3’ 6” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  11 – 25
  56 – 65 
  – 
  – 
  – 
  3’ 8” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  26 – 35
  66 – 75 
  – 
  – 
  – 
  3’ 10” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  36 – 50
  76 – 90 
  – 
  – 
  – 
  4’ 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  51 – 60
  91 – 98 
  01 – 20
  – 
  – 
  4’ 2” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  61 – 70
  99 
  21 – 30
  – 
  – 
  4’ 4” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  71 – 80
  100 
  31 – 40
  – 
  – 
  4’ 6” 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  81 – 85
  – 
  41 – 50
  01 – 20
  – 
  4’ 8” 
  – 
  01 – 03 
  – 
  – 
  – 
  – 
  – 
  86 – 90
  – 
  51 – 60
  21 – 30
  – 
  4’ 10” 
  – 
  04 – 06 
  – 
  – 
  – 
  – 
  – 
  91 – 95
  – 
  61 – 70
  31 – 40
  – 
  37
  Timothy Schaefer (order #5257304)
  
  CHARACTER HEIGHT DETERMINATION CHART (CONTINUED) 
  HEIGHT HUMAN 
  (MALE) 
  HUMAN 
  (FEMALE) AMAZON
  ELF 
  (MALE)
  ELF 
  (FEMALE)
  HALF ELF 
  (MALE) 
  HALF ELF 
  (FEMALE) DWARF
  HOBBIT
  ORC 
  HALF 
  ORC 
  URUK HAI
  5’ 
  01 – 05 
  07 – 15 
  – 
  – 
  – 
  – 
  01 – 10 
  96 – 97
  – 
  71 – 80
  41 – 50
  – 
  5’ 2” 
  06 – 10 
  16 – 25 
  – 
  – 
  01 – 20 
  – 
  11 – 20 
  98 – 99
  – 
  81 – 85
  51 – 60
  – 
  5’ 4” 
  11 – 15 
  26 – 35 
  – 
  – 
  21 – 40 
  01 – 10 
  21 – 30 
  100 
  – 
  86 – 90
  61 – 70
  – 
  5’ 6” 
  16 – 25 
  36 – 50 
  01 – 30 
  01 – 25
  41 – 60 
  11 – 30 
  31 – 40 
  – 
  – 
  91 – 92
  71 – 80
  01 – 25 
  5’ 8” 
  26 – 35 
  51 – 65 
  31 – 40 
  26 – 40
  61 – 80 
  31 – 50 
  41 – 50 
  – 
  – 
  93 – 94
  81 – 90
  26 – 35 
  5’ 10” 
  36 – 50 
  61 – 85 
  41 – 60 
  41 – 60
  81 – 90 
  51 – 70 
  51 – 70 
  – 
  – 
  95 – 96
  91 – 95
  36 – 50 
  6’ 
  51 – 65 
  86 – 90 
  61 – 70 
  61 – 90
  91 – 95 
  71 – 90 
  71 – 90 
  – 
  – 
  97 – 98
  96 – 98
  51 – 75 
  6’ 2” 
  66 – 70 
  91 – 92 
  71 – 80 
  91 – 98
  96 – 98 
  91 – 92 
  91 – 95 
  – 
  – 
  99 – 100
  99 
  76 – 90 
  6’ 4” 
  71 – 88 
  93 – 94 
  81 – 90 
  99 
  99 
  93 – 94 
  96 – 98 
  – 
  – 
  – 
  100 
  91 – 95 
  6’ 6” 
  89 – 96 
  95 – 96 
  91 – 94 
  100 
  100 
  95 – 96 
  99 
  – 
  – 
  – 
  – 
  96 – 97 
  6’ 8” 
  97 
  97 – 98 
  95 – 96 
  – 
  – 
  97 – 98 
  100 
  – 
  – 
  – 
  – 
  98 – 99 
  6’ 10” 
  98 
  99 
  97 
  – 
  – 
  99 
  – 
  – 
  – 
  – 
  – 
  100 
  7’ 
  99 
  100 
  98 
  – 
  – 
  100 
  – 
  – 
  – 
  – 
  – 
  – 
  over 7’ 
  (special) 
  100 
  – 
  100 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  On double zero rolls, roll again.  A roll of 01 – 10 means less than minimum size. 
  38
  Timothy Schaefer (order #5257304)
  
  CHARACTER WEIGHT DETERMINATION CHART 
  TYPE 
  20 – 30 
  31 – 50 
  51 – 70 
  71 – 90 
  91 – 100
  101 – 110
  111 – 120 121 – 130
  131 – 150
  151 – 175
  176 – 200 201 – 220
  Human (male) * 
  – 
  – 
  – 
  01 – 05
  06 – 10 
  11 – 15 
  16 – 25 
  26 – 35 
  36 – 50 
  51 – 75 
  76 – 98 
  99 
  Human (female) 
  – 
  – 
  – 
  01 – 10
  11 – 30 
  31 – 50 
  51 – 70 
  71 – 90 
  91 – 97 
  98 
  99 
  100 
  Elf (male) 
  – 
  – 
  – 
  01 – 10
  11 – 25 
  26 – 50 
  51 – 75 
  76 – 90 
  91 – 95 
  96 – 99 
  100 
  – 
  Elf (female) 
  – 
  – 
  – 
  01 – 15
  16 – 35 
  36 – 60 
  61 – 90 
  91 – 98 
  99 
  100 
  – 
  – 
  Half Elf (male) 
  – 
  – 
  – 
  01 – 10
  11 – 20 
  21 – 40 
  41 – 60 
  61 – 80 
  81 – 90 
  91 – 98 
  99 
  100 
  Half Elf (female) 
  – 
  – 
  – 
  01 – 15
  16 – 30 
  31 – 50 
  51 – 75 
  76 – 90 
  91 – 98 
  99 
  100 
  – 
  Dwarves 
  – 
  – 
  01 – 05
  06 – 25
  26 – 40 
  41 – 50 
  51 – 60 
  61 – 70 
  71 – 98 
  99 – 100
  – 
  – 
  Gnomes 
  – 
  – 
  01 – 05
  06 – 25
  26 – 35 
  36 – 45 
  46 – 55 
  56 – 80 
  81 – 98 
  99 – 100
  – 
  – 
  Hobbitts 
  01 – 05 
  06 – 35 
  36 – 75
  76 – 99
  100 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  Amazons 
  – 
  – 
  – 
  01 – 05
  06 – 15 
  16 – 25 
  26 – 35 
  36 – 50 
  51 – 75 
  76 – 98 
  99 – 100
  – 
  Kobolds 
  01 – 40 
  41 – 80 
  81 – 99
  100 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  Kobbitts 
  01 – 05 
  06 – 35 
  36 – 60
  61 – 80
  81 – 99 
  100 
  – 
  – 
  – 
  – 
  – 
  – 
  Goblins 
  01 – 05 
  06 – 25 
  26 – 50
  51 – 75
  76 – 90 
  91 – 99 
  100 
  – 
  – 
  – 
  – 
  – 
  Hobgoblins 
  – 
  01 – 10 
  11 – 25
  26 – 50
  51 – 75 
  76 – 90 
  91 – 99 
  100 
  – 
  – 
  – 
  – 
  Gnoll * 
  – 
  – 
  – 
  01 – 10
  11 – 30 
  31 – 50 
  51 – 70 
  71 – 90 
  91 – 97 
  98 
  99 
  100 
  Orcs * 
  – 
  – 
  – 
  01 – 10
  11 – 25 
  26 – 50 
  51 – 75 
  76 – 90 
  91 – 95 
  96 – 97 
  98 
  99 
  Ogres * 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  01 – 05 
  Lesser Giants * 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  01 – 02 
  Greater Giants * 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  01 
  Titans * 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  01 – 05 
  Phraints * 
  – 
  – 
  – 
  01 – 10
  11 – 25 
  26 – 50 
  51 – 75 
  76 – 80 
  81 – 85 
  86 – 90 
  91 – 98 
  99 
  Saurigs * 
  – 
  – 
  – 
  – 
  – 
  01 – 10 
  11 – 20 
  21 – 40 
  41 – 60 
  61 – 80 
  81 – 98 
  99 
  Trolls * 
  – 
  – 
  – 
  – 
  – 
  01 – 05 
  06 – 25 
  26 – 50 
  51 – 75 
  76 – 90 
  91 – 95 
  96 – 99 
   
  * – A double zero roll means roll d100 and add 1 pound per % rolled; this 
  is doubled for Giants. 
  X – multiply % rolled x 10 pounds (ie, a roll of 75 = 750 pounds) 
   
  39
  Timothy Schaefer (order #5257304)
  
  OPTIONAL CHARACTER APPEARANCE CHART 
  REGULAR CHART 
  DIE 
  ROLL 
  HAIR 
  EYES 
  SCARS 
  BIRTHMARKS PIGMENTATION 
  EXOTIC 
  THINGS 
  1 
  Light Brown
  Hazel 
  None 
  Crescent 
  Light Tan 
  None 
  2 
  Brown 
  Light Brown
  1” 
  Star (5 point) 
  Medium Tan 
  Cyclopic Eye 
  3 
  Dark Brown
  Brown 
  1 1/2” 
  Star (6 point) 
  Dark Tan 
  Six Fingered, 
  Etc. 
  4 
  Auburn 
  Dark Brown
  None 
  Star (8 point) 
  Milky White 
  Double 
  Thumbed 
  5 
  Red 
  Grey 
  1/2” 
  Triangle 
  Caucasian 
  Pointed Ears 
  6 
  Black 
  Light Blue 
  1/4” 
  “X” 
  Amber 
  Fang Mouthed
  7 
  Blonde 
  Blue 
  None 
  “Z” 
  Pale Grey 
  All Double 
  Joints 
  8 
  Light Blonde 
  Black 
  2” 
  Snake 
  Pale Blue 
  Gills And Lungs
  9 
  Dark Blonde
  Yellow 
  3” 
  Bird 
  Yellow White 
  Webbed Toes, 
  Etc. 
  10 
  Grey 
  Light Green
  None 
  Spider 
  Pale Orange 
  Two Hearts 
  11 
  Silver 
  Green 
  4” 
  Sword 
  Pale Green 
  Very Hairy 
  12 
  Golden 
  Amber 
  5” 
  Horns 
  Pale Silver 
  No Body Hair
  13 
  Bald 
  Aqua 
  None 
  Pentagram 
  Pale Gold 
  No Belly Button
  14 
  Roan 
  Violet 
  6” 
  Circle 
  Light Brown 
  Hermaphrodite
  15 
  Yellow 
  Tan 
  7” 
  Square 
  Medium Brown 
  Transparent 
  Skin 
  16 
  Orange 
  Gold 
  None 
  None 
  Dark Brown 
  Scaly Skin 
  17 
  White 
  Silver 
  8” 
  None 
  Black 
  Double Pupiled
  18 
  2 Mixed ** 
  Bronze 
  10” 
  None 
  Ochre 
  Reptile Tongued
  19 
  Grey / Mix ** 
  Copper 
  1’ 
  None 
  Grey-Green 
  Cat Clawed 
  20 * 
  Special 
  Special 
  Special 
  Special 
  Special 
  Tailed (d6’) 
  * – Re-roll on the Special Chart below for really different looks and surprises.  Roll once for each 
  characteristic on each table desired; none are mandatory. 
  40
  Timothy Schaefer (order #5257304)
  
  OPTIONAL CHARACTER APPEARANCE CHART 
  (CONTINUED) 
  SPECIAL CHART 
  DIE ROLL 
  HAIR 
  EYES 
  BIRTHMARKS 
  PIGMENTATION
  1 
  Purple 
  Purple 
  Wolf’s Head 
  Metallic ** 
  2 
  Green 
  Orange 
  Leaping Panther 
  Half And Half **
  3 
  Blue 
  Pink 
  Dragon 
  Chequered ** 
  4 
  Pink 
  Scarlet 
  Sun Disk 
  Striped** 
  5 
  Scarlet 
  Pupilless ** 
  Ankh 
  Fluorescent ** 
  6 
  Saffron 
  2 Mixed ** 
  Thunderbolt (d3) 
  Chameleon Like 
  7 
  Maroon 
  3 Mixed ** 
  Comet 
  Pearlescent 
  8 
  Cyan 
  Maroon 
  Crown 
  Purple 
  9 
  Magenta 
  Cyan 
  Heart 
  Maroon 
  10 
  Lavender 
  Magenta 
  Griffon 
  Cyan 
  11 
  Transparent 
  Red 
  Unicorn 
  Scarlet 
  12 
  Tentacles 
  White 
  Pegasus 
  Red 
  13 
  Quills 
  Clear 
  Lion 
  Shiny Ebon 
  14 
  Feathers 
  Metallic ** 
  Raven 
  Deep Blue 
  15 
  Crested 
  Glowing ** 
  Scythe 
  Emerald Green 
  16 
  Horned 
  No Eyes *** 
  Hammer 
  Gem Sparkled **
  17 
  2 Mixed ** 
  All Pupil ** 
  Infinity Sigil 
  Shifting Always **
  18 
  3 Mixed ** 
  Invisible **** 
  Tree 
  Lavender 
  19 
  Vipers 
  Prismatic 
  Flower (choice) 
  Violet 
  20 
  Changeable ** 
  Flaming ** 
  Eye 
  Prismatic 
  ** – Means roll for the color(s). 
  *** – Means that although there are no eyes, sockets or lids (being born without them), you have a 
  “Radar Sense” that is accurate up to 50’ in any light or weather condition. 
  **** – Means that the eyes are there, but it looks like empty sockets. 
  Remember, the birthmarks are stylized, and not really exact.  This chart is nothing more than a player 
  aid, and a generalized fun – adding ingredient for fantasy gaming.  Go ahead, and make up your own 
  charts, and really get into things! 
  41
  Timothy Schaefer (order #5257304)
  
  BODY TYPE DETERMINATION TABLE 
  DIE ROLL 
  01 – 20 
  21 – 40 
  41 – 60 
  61 – 80 
  81 – 90 
  91 – 100 
  Type 
  Skinny, Boney 
  Wiry, Tough
  Average 
  Muscular 
  Very muscular 
  Obese 
  Notes 
  -1 STR 
  +1 DEX 
  None 
  +1 STR 
  +1 CON 
  +2 STR 
  -1 CON 
  -1 DEX 
  FEMALE ATTRIBUTES CHART 
  DIE ROLL 
  BUST 
  WAIST 
  HIPS 
  01 – 05 
  30 
  16 
  30 
  06 – 10 
  31 
  17 
  31 
  11 – 20 
  32 
  18 
  32 
  21 – 30 
  33 
  19 
  33 
  31 – 35 
  34 
  20 
  34 
  36 – 40 
  35 
  21 
  35 
  41 – 45 
  36 
  22 
  36 
  46 – 50 
  37 
  23 
  37 
  51 – 60 
  38 
  24 
  38 
  61 – 70 
  39 
  24 
  39 
  71 – 75 
  40 
  25 
  40 
  76 – 80 
  41 
  26 
  41 
  81 – 85 
  42 
  27 
  42 
  86 – 90 
  43 
  28 
  43 
  91 – 95 
  44 
  29 
  44 
  96 – 97 
  45 
  30 
  45 
  97 – 98 
  46 
  31 
  46 
  99 
  46 + d4 
  31 + d2 
  46 + d4 
  100 
  50 + d10 
  34 + d2 
  50 + d10 
  Remember that these rolls CAN have an effect on the Charisma of the lady in question.  For 
  instance, if the lady’s waist is a 34 or so, and she only has a 36 bust, it’s obvious that she’s fat, thus 
  reducing her looks. 
  42
  Timothy Schaefer (order #5257304)
  
  TRUE STRENGTH FUNCTION CHART 
  STRENGTH 
  DOOR OPENING 
  BY HAND 
  ABILITY WITH 
  CROWBAR 
  ATTACK 
  (+ OR -) 
  DAMAGE 
  (+ OR -) 
  GRAPPLE 
  CHANCE 
  CARRY WEIGHT
  (POUNDS) 
  BREAK WALL 
  ABILITY 
  ONE HAND 
  WEAPON USE
  1 
  1% 
  21% 
  -5 
  -4 
  1% 
  2 
  * 
  ** 
  2 
  2% 
  22% 
  -4 
  -3 
  3% 
  5 
  * 
  ** 
  3 
  3% 
  23% 
  -3 
  -3 
  5% 
  10 
  * 
  ** 
  4 
  4% 
  24% 
  -2 
  -2 
  6% 
  15 
  * 
  ** 
  5 
  5% 
  25% 
  -2 
  -2 
  7% 
  20 
  * 
  ** 
  6 
  6% 
  26% 
  -1 
  -1 
  8% 
  30 
  1/4” wood 
  Dagger 
  7 
  7% 
  27% 
  -1 
  -1 
  9% 
  40 
  1/2” wood 
  Dagger 
  8 
  8% 
  28% 
  Even 
  Even 
  10% 
  50 
  1” wood 
  Shortsword 
  9 
  10% 
  30% 
  Even 
  Even 
  15% 
  65 
  2” wood 
  Broadsword 
  10 
  20% 
  20% 
  Even 
  Even 
  20% 
  80 
  3” wood 
  Bastard Sword 
  11 
  25% 
  45% 
  Even 
  Even 
  25% 
  95 
  4” wood 
  Bastard Sword 
  12 
  30% 
  50% 
  Even 
  Even 
  30% 
  110 
  5” wood 
  Bastard Sword 
  13 
  35% 
  55% 
  Even 
  Even 
  35% 
  125 
  6” wood 
  Bastard Sword 
  14 
  40% 
  60% 
  +1 
  +1 
  40% 
  150 
  1” stone 
  Bastard Sword 
  15 
  45% 
  65% 
  +1 
  +1 
  45% 
  175 
  2” stone 
  Bastard Sword 
  16 
  50% 
  70% 
  +2 
  +1 – 2 
  50% 
  200 
  3” stone 
  Bastard Sword 
  17 
  55% 
  75% 
  +2 
  +1 – 3 
  55% 
  225 
  4” stone 
  Bastard Sword 
  18 *** 
  60% 
  80% 
  Special 
  Special 
  Special 
  Special 
  Special 
  Special 
  19 
  90% 
  100% 
  +4 
  +1 – 10 
  95% 
  400 
  1’ stone 
  2 Hand Types 
  20 
  99% 
  100% 
  +4 
  +2 – 12 
  99% 
  450 
  2’ stone 
  2 Hand Types 
  43
  Timothy Schaefer (order #5257304)
  
  TRUE STRENGTH FUNCTION CHART (CONTINUED) 
  STRENGTH 
  DOOR OPENING 
  BY HAND 
  ABILITY WITH 
  CROWBAR 
  ATTACK 
  (+ OR -) 
  DAMAGE 
  (+ OR -) 
  GRAPPLE 
  CHANCE 
  CARRY WEIGHT
  (POUNDS) 
  BREAK WALL 
  ABILITY 
  ONE HAND 
  WEAPON USE
  21 
  100% 
  100% 
  +4 
  +2 – 16 
  100% 
  550 
  3’ stone 
  Large Items 
  22 
  100% 
  100% 
  +4 
  +3 – 18 
  100% 
  650 
  4’ stone 
  Large Items 
  23 
  100% 
  100% 
  +4 
  +2 – 20 
  100% 
  750 
  5’ stone 
  Large Items 
  24 
  100% 
  100% 
  +4 
  +4 – 24 
  100% 
  900 
  6’ stone 
  **** 
  25 
  100% 
  100% 
  +4 
  +3 – 30 
  100% 
  1,150 
  7’ stone 
  **** 
  26 
  100% 
  100% 
  +4 
  +4 – 32 
  100% 
  1,400 
  8’ stone 
  **** 
  27 
  100% 
  100% 
  +4 
  +6 – 36 
  100% 
  1,800 
  9’ stone 
  **** 
  28 
  100% 
  100% 
  +4 
  +4 – 40 
  100% 
  2,200 
  1” steel 
  **** 
  29 
  100% 
  100% 
  +4 
  +4 – 48 
  100% 
  3,000 
  2” steel 
  **** 
  30 
  100% 
  100% 
  +4 
  +5 – 50+ 
  100% 
  3,800 
  3” steel 
  **** 
  More 
  100% 
  100% 
  +4 
  Special 
  100% 
  More 
  Special 
  **** 
  * – None. 
  ** – Small items. 
  *** – The percentile “18s” are only rolled for on a 20% chance after the “18” is originally rolled (see Eighteen Strength Special Chart for details). 
  **** – Only sheer size of weapon matters. 
  NOTES 
  1. Grapple Chance refers to the percent chance of holding onto an opponent a person has grabbed after he has made a normal attack chance roll. 
  2. Carry Weight refers to the total weight a person may carry or have on his body (including armor, shield, weaponry, and the like).  Dead lift 
  capability is approximately 75% of the base weight allowed. 
  3. Break Wall Ability refers to the thickness or type of wall that a person may batter through in one minute. 
  44
  Timothy Schaefer (order #5257304)
  
  EIGHTEEN STRENGTH SPECIAL CHART 
  STRENGTH 
  DOOR OPENING 
  BY HAND 
  ABILITY WITH 
  CROWBAR 
  ATTACK 
  (+ OR -) 
  DAMAGE 
  (+ OR -) 
  GRAPPLE 
  CHANCE 
  CARRY WEIGHT
  (POUNDS) 
  BREAK WALL 
  ABILITY 
  ONE HAND 
  WEAPON USE 
  Base 18 
  60% 
  80% 
  +3 
  +1 – 4 
  60% 
  250 
  5” stone 
  As for 17 
  18/01 – 25% 
  70% 
  100% 
  +4 
  +1 – 5 
  70% 
  275 
  6” stone 
  As for 17 
  18/26 – 50% 
  80% 
  100% 
  +4 
  +1 – 6 
  80% 
  300 
  7” stone 
  As for 17 
  18/51 – 75% 
  85% 
  100% 
  +4 
  +1 – 7 
  85% 
  325 
  8” stone 
  As for 19 
  18/76 – 100% 
  88% 
  100% 
  +4 
  +1 – 8 
  90% 
  350 
  9” stone 
  As for 19 
  SPECIAL NOTES 
  1. For game purposes, 1’ of wood equals 1” of stone; 1’ of stone equals 1” of steel, 6” of steel equals 1’ of iron. 
  2. There is a percent chance of losing one’s balance and having to make an Agility roll while opening doors (see Door Opening Fall Chance 
  Chart for details). 
  DOOR OPENING FALL CHANCE CHART 
  ATTEMPT 
  UNASSISTED 
  WITH CROWBAR 
  1st 
  5% 
  15% 
  2nd 
  25% 
  45% 
  3rd 
  45% 
  75% 
  Note: Only three attempts are allowed per door per game.  Failure means it’s stuck. 
  45
  Timothy Schaefer (order #5257304)
  
  GIANT STRENGTH EQUIVALENCY CHART 
  NUMBER 
  EQUIVALENT GIANT(S) 
  19 
  Ogre, Deodanth, etc. 
  20 
  Hill Giant 
  21 
  Stone Giant 
  22 
  Titan 
  23 
  Cyclops 
  24 
  Tri-Clops 
  25 
  Frost Giant 
  26 
  Fire Giant 
  27 
  Cloud Giant 
  28 
  Storm Giant 
  29 
  Hell Giant 
  30 
  Star Giant 
  NOTE 
  To determine where any other 
  monster fits, simply compare 
  each of the listed types’ hit 
  damage capability, and when 
  you have found one that 
  matches 
  the 
  monster 
  in 
  question, then you have found 
  a rough equivalency.  With a 
  little adjudication for any 
  special attributes such as claws 
  and the like, a more precise 
  determination may be made. 
  46
  Timothy Schaefer (order #5257304)
  
  TRUE CHARISMA AND ITS MEANING IN GAME PLAY 
  Charisma is the one facet of a character’s personality that always seems to be not really understood.  
  There is no reason for this, as Charisma as applicable to game play is really quite simple.  The 
  following chart lays it all out for you, so read on! 
  CHARISMA CHART 
  CHARACTER’S 
  CHARISMA 
  LIE 
  BONUS 
  MORALE 
  BONUS
  LOVE 
  FACTOR
  ACTUAL LOOKS, NOTES, AND OTHER 
  COMMENTS 
  1 
  -40% 
  -30% 
  -90% 
  Too hideous to look at.  Would scare a troll! 
  2 
  -35% 
  -25% 
  -85% 
  Extremely ugly; yuck!  Poop is prettier! 
  3 
  -30% 
  -20% 
  -80% 
  So ugly most people flinch when they see him! 
  4 
  -25% 
  -15% 
  -70% 
  Very ugly, or badly scarred.  Sickening to see. 
  5 
  -20% 
  -10% 
  -60% 
  Ugly as Quasimodo!  Not at all nice. 
  6 
  -15% 
  -5% 
  -50% 
  Pretty ugly, kind of like a goblin or Troll. 
  7 
  -10% 
  Even 
  -40% 
  Ugly, but probably acceptable by most people. 
  8 
  -5% 
  Even 
  -20% 
  Just not good looking.  Ok, not too bad. 
  9 
  Even 
  Even 
  -5% 
  Low average looks.  Rough around the edges. 
  10 
  Even 
  Even 
  Even 
  Average to fair looks.  Everyman, as it were. 
  11 
  Even 
  Even 
  +5% 
  Fair looking.  OK in an average way. 
  12 
  Even 
  Even 
  +15% 
  Better than average.  OK, but no Romeo. 
  13 
  Even 
  +5% 
  +25% 
  Nice looking.  Bring home to Mom. 
  14 
  +10% 
  +10% 
  +40% 
  Very nice looking.  Good catch. 
  15 
  +20% 
  +15% 
  +55% 
  Exceptionally good looks.  Definitely a winner. 
  16 
  +30% 
  +20% 
  +70% 
  Stunning good looks.  Movie Star material. 
  17 
  +40% 
  +25% 
  +80% 
  So good looking, jealousy is felt by all around. 
  18 
  +50% 
  +30% 
  +90% 
  A dream, a vision.  One in a million. 
  19 
  +60% 
  +35% 
  +95% 
  A God or Goddess.  Not humanly real. 
  20 
  +70% 
  +40% 
  +98% 
  You put the beautiful gods to shame. 
  21+ 
  Variable 
  Varies 
  Varies 
  Indescribable, a mirage.  Not even believable. 
  NOTES 
  1. The Lie Bonus refers to any bonuses or penalties you may have in a lying or other untruthful 
  situation. 
  2. The Morale Bonus refers to how much you affect your hirelings and other friends in any 
  situation calling for leadership or loyalty (e.g., combat, voting). 
  3. The Love Factor is how much you affect the opposite sex while trying to woo them.  This 
  does not apply in every day type situations, only when a conscious and sustained effort is 
  being made to engender love in someone. 
  4. The actual looks and other comments speak for themselves. 
  47
  Timothy Schaefer (order #5257304)
  
  SPECIAL PHYSICAL ADDITIONAL BONUSES 
  FOR THIEVES AND MARTIAL ARTIST TYPES 
  All get +5% for each point over 14 of any of the physical attributes that govern the special ability in 
  question.  Those physical attributes are: 
  THIEF ABILITY 
  PHYSICAL ATTRIBUTES 
  Climb 
  Agility 
  Hide 
  Intelligence, Agility, and Dexterity (combined, then averaged) 
  Steal 
  Dexterity 
  Lockpick 
  Dexterity and Intelligence (combined, then averaged) 
  Deactivate 
  Dexterity and Intelligence (combined, then averaged) 
  Con 
  Intelligence and Wisdom (combined, then averaged) 
  Pickpocket 
  Dexterity and Agility (combined, then averaged) 
  Lie 
  Charisma and Intelligence (combined, then averaged) 
  Special Note – Luck inducing items add +20% to the above base percents. 
  48
  Timothy Schaefer (order #5257304)
  
  PLAYER 
  CHARACTER 
  RESOURCES 
  CHARACTER AND ALIGNMENT CHART 
  From Arduin Grimoire I (Page 13) 
  SPECIAL ABILITY CHARTS 
  From Arduin Grimoire I (Pages 14 – 18) 
  CHARACTER AGING 
  From Arduin Grimoire III (Page 5) 
  CHARACTER SOCIAL STATUS 
  From Arduin Grimoire III (Page 2) 
  CHARACTER WEALTH TABLE 
  From Arduin Grimoire III (Page 3) 
  CHARACTER LEGACY CHART 
  From Arduin Grimoire III (Page 2) 
  OWNED EQUIPMENT CHART 
  From Arduin Grimoire III (Page 4) 
   
   
  49
  Timothy Schaefer (order #5257304)
  
  CHARACTER AND ALIGNMENT CHART 
  DIE 
  ROLL 
  ALIGNMENT 
  KILL 
  FACTOR
  LIE 
  FACTOR
  TOLERANCE 
  FACTOR 
  LOYALTY 
  FACTOR 
  CRUELTY 
  FACTOR 
  GENERAL NOTES 
  01 – 15 
  Lawful Good 
  1% 
  Never 
  100% 
  100% 
  none 
  Good two shoes type, always smiles. 
  16 – 40 
  Moderately Lawful 
  25% 
  5% 
  75% 
  85% 
  5% 
  The “true” lawful type, a little rough around the 
  edges. 
  41 – 45 
  Marginally Lawful 
  50% 
  25% 
  50% 
  75% 
  20% 
  Those losing faith in the system. 
  46 – 50 
  Lawful Evil 
  100% 
  50% 
  5% 
  50% 
  90% 
  Fanatical, bigoted, arrogant, nasty. 
  51 – 60 
  Neutral Good 
  25% 
  35% 
  65% 
  75% 
  5% 
  Ready to accept almost any decent idea. 
  61 – 70 
  True Neutral 
  50% 
  50% 
  50% 
  50% 
  25% 
  The true coin flipper, anything once! 
  71 – 75 
  Marginally Neutral 
  75% 
  65% 
  35% 
  25% 
  50% 
  Fairly erratic, sometimes evil or cruel. 
  76 – 80 
  Neutral Evil 
  100% 
  95% 
  10% 
  5% 
  75% 
  Crafty, refuses to commit to anything. 
  81 – 85 
  Chaotic Good 
  25% 
  35% 
  65% 
  65% 
  25% 
  Most Elves fit into this category.  Unpredictable. 
  86 – 95 
  True Chaotic 
  50% 
  50% 
  50% 
  35% 
  50% 
  So unpredictable even he doesn’t know what he’s 
  going to do next. 
  96 – 97 
  Chaotic Evil 
  100% 
  99% 
  1% 
  1% 
  100% 
  You may never know what he’ll do, but you can be 
  sure it’ll be nasty! 
  98 – 99 
  Amoral 
  * 
  100% 
  * 
  none 
  * 
  Only does what is best for him or herself. 
  100 
  Amoral Evil 
  100% 
  100% 
  none 
  none 
  ** 
  As above, but likes it better if he or she screws 
  others in the process. 
  ++ 
  Insane 
  * 
  100% 
  * 
  none 
  *** 
  Cuckoo, plain and simple. 
   
  * – Varies depending on the situation. 
  ++ – A 10% chance on each type.  Roll for it. 
  ** – As above, but usually 100%. 
  *** – Variable up to 100%. 
   
  50
  Timothy Schaefer (order #5257304)
  
  SPECIAL ABILITY CHARTS 
  Special Note: These characteristics are only guidelines, but if you accept the responsibility and roll 
  for them, then you must accept the results as a permanent part of your character thereafter. 
  FOR ALL WARRIOR TYPES, BARBARIANS, 
  OR THOSE OF A SIMILAR NATURE 
  DIE ROLL 
  RESULTS 
  01 – 02 
  -1 with longswords; -2 versus cold and disease 
  03 – 04 
  +1 with longswords; -1 versus all magikal attacks (even clerical) 
  05 – 06 
  +1 with all axes; -3 versus all dragon breath 
  07 – 08 
  +1 with spears and all pole arms; -2 versus all missile attacks 
  09 – 10 
  +1 with sabers, cutlasses, etc.; -3 versus paralysis and petrification 
  11 – 12 
  +1 with maces and flails; +2 Constitution; -3 versus sleep and charm spells 
  13 – 14 
  +1 with morning stars, whips, bolos, and slings; -2 with all swords 
  15 – 16 
  +1 with all non-mechanical bows; -2 versus all Djinn and Efreet attacks 
  17 – 18 
  +1 with all crossbows, javelins, and throwing darts; -1 versus cold 
  19 – 20 
  +1 with all knives and daggers; -1 with all other weapons 
  21 – 25 
  Mountain man – +3 to Strength and Constitution; climbs like a thief 
  26 – 30 
  Woodsman – +3 with all bows; +2 to hide in trees; +2 Agility and Dexterity 
  31 – 32 
  Bad Liar – -5 Charisma when so doing; +4 Charisma to opposite sex 
  33 – 34 
  Natural Locksmith – Pick locks like a thief; -2 versus poison 
  35 – 36 
  +2 versus all undead attacks; -2 to all missile attacks 
  37 – 38 
  Ex-seafarer – Can shed even full armor before drowning 
  39 – 40 
  Flesh tastes bad to monsters – 75% chance they’ll spit you out 
  41 – 42 
  50% better hearing and vision; ability to see in the dark as an Elf 
  43 – 44 
  Desert Born – +3 Constitution; able to locate water 50% of the time 
  45 – 49 
  Good Horseman – Able to buy horses for 20% less; camels hate you 
  50 
  +2 versus all magikal spells; -3 versus all breath weapons 
  51 – 55 
  Religious Fanatic – -4 Charisma; inability to work with “pagans” 
  56 – 60 
  +3 with rapiers; -2 with all other weapons 
  61 – 65 
  Coward – +8 to saves versus fear; 50% chance of fleeing danger 
  66 – 70 
  Stupidly Brave – Even greater demons don’t scare you; -5 Wisdom 
  71 – 72 
  Dragon Friend – +2 to saves versus all dragon attacks; 65% chance of talking 
  73 – 74 
  Elf Friend – Elves will never attack you without provocation.; speak their languages 
  75 – 76 
  Undead Friend – Undead will leave you alone 50% of the time; -4 Charisma 
  77 – 78 
  Roll d6 – Add this number as a bonus with any one weapon type 
  79 – 80 
  -4 chance of figuring out anything mechanical; -3 Intelligence 
  81 – 82 
  Your one desire is to form a secret society; +5 Charisma 
  83 – 84 
  You easily fall in love; The opposite sex gets a +8 Charisma versus you 
  85 – 86 
  Taught by a true weapons master; +2 with all western weapons 
  87 – 88 
  Bump of direction (75% accurate); weather prediction (65% accurate) 
  51
  Timothy Schaefer (order #5257304)
  
  FOR ALL WARRIOR TYPES, BARBARIANS, 
  OR THOSE OF A SIMILAR NATURE (CONTINUED) 
  DIE ROLL 
  RESULTS 
  89 – 90 
  Born To Kill – you truly savor bloodshed; -2 Charisma; 25% chance of berserking 
  91 – 92 
  Born of a normal mother and an Efreet father; you are 100% fireproof 
  93 – 94 
  Dragonslayer –hate dragons (90% chance to attack on sight); +4 when attacking them 
  95 ** 
  Secret Werecreature – Roll to see what kind 
  96 ** 
  You were sired by an unknown demon; +2 to all characteristics and saves 
  97 
  You have the natural ability of true sight 
  98 
  Natural Warrior – Add +1 to all of your physical attacks 
  99 
  Mage Hater – +3 to all magikal saves; You kill Mages whenever you can 
  100 
  You are a young giant (roll to see what kind).  You are 7’ 10” tall, weigh 498 pounds, 
  and have maximum normal strength.  You have 3+2 hit dice at first level, and will go up 
  a level every 25,000 experience points earned as a warrior (that means going up one hit 
  die also).  This will continue until you reach the maximum size for the type of giant you 
  are.  Thereafter you will add one hit point per 25,000 points earned.  As giants are not 
  particularly handsome, you suffer a -3 to your Charisma. 
   
  ** – This indicates that there is a 98% chance you will be chaotic, and a further 50% chance that you 
  will be terribly evil, though you will most likely keep this secret. 
  52
  Timothy Schaefer (order #5257304)
  
  FOR MAGES, ILLUSIONISTS, DRUIDS, ALCHEMISTS, MEDICINE MEN, 
  PSYCHICS, AND THOSE OF MAGIKAL NATURES 
  DIE ROLL 
  RESULTS 
  01 – 02 
  +1 with daggers; dodges well (+1 to AC versus missiles and large monsters) 
  03 – 04 
  Chronic Insomnia – +5 versus sleep spells; -5 Charisma 
  05 – 06 
  movement competent; -2 to saves versus petrification 
  07 – 08 
  +50% vision and night sight; +1 ability to find secret doors 
  09 – 10 
  fire and light competent; +3 versus blindness; -3 versus insanity 
  11 – 12 
  animation and disanimation competent 
  13 – 14 
  +2 Constitution; +1 Strength; +5 Ego; -5 Wisdom 
  15 – 19 
  time and gate competent; totally unable to use all cold spells 
  20 
  Your flesh tastes so bad that monsters will spit you out 95% of the time. 
  21 – 25 
  bump of direction (50% accurate); weather predictor (also 50% accurate) 
  26 – 30 
  undead competent; +3 versus undead life drains and paralysis 
  31 – 32 
  sleep and charm competent; -3 versus dragon breath 
  33 – 34 
  cold and poison competent; -3 versus magikal disintegration 
  35 – 36 
  fear and confusion competent; -3 versus Efreet and Djinn attacks 
  37 – 38 
  elemental competent; +2 versus elemental attacks; -5 versus cold 
  39 – 40 
  +2 with daggers; -2 versus poisons 
  41 – 45 
  ability to smell poison (50% accurate); -3 versus its effects 
  46 – 50 
  +1 to all character abilities; -1 on all magikal works 
  51 – 55 
  dragon friend; speak High and Low Draconic 
  56 – 60 
  +1 versus fire; -1 versus poison gasses; +2 to Intelligence 
  61 – 66 
  +2 versus cursed scrolls; -2 versus all other cursed items 
  67 – 68 
  polymorph competent; -3 versus polymorph attacks 
  69 – 70 
  excellent liar (+5 Charisma when doing so); -3 versus undead attacks 
  71 – 75 
  undead friend (50% chance that they will not attack); -5 Charisma 
  76 – 80 
  liquid competent; -2 versus disease and acid 
  81 – 82 
  Teleport, phase, and dimension door competent; -2 with all weapons 
  83 – 84 
  +1 with edged weapons; -1 with all magik 
  85 – 86 
  +1 to all spells cast against true men; -1 versus all undead 
  87 – 88 
  Natural Linguist – read all languages; speak 10 additional 
  89 – 90 
  Natural Magikal Linguist – read all magikal writings without trouble 
  91 – 92 
  able to estimate the value of treasure to within 10% by handling it 
  93 – 94 
  Totally Fearless – Fear spells do not work; -5 Wisdom 
  95 
  make two rolls on this table, ignoring this number 
  96 
  natural ability to memorize one spell per level more than normal 
  97 
  roll again on this table and once on the clerical table 
  98 
  Elf Friend – always welcome to Elves, and you speak their languages; +3 Agility 
  99 
  -1 on all character abilities; -3 versus all spells or magik 
  100 
  Magik Competent (all magik) – You have the ability to pick locks, disarm traps, and 
  climb as a Thief two levels below your own.  Your major drawback is a -8 to Charisma. 
  53
  Timothy Schaefer (order #5257304)
  
  FOR CLERICS, BARDS, SINGERS, WITCH HUNTERS, PALADINS, AND 
  ALL OF A MORE RELIGIOUS THAN MAGIKAL NATURE 
  DIE ROLL 
  RESULTS 
  01 – 02 
  Mountain Man – +2 to Strength, Agility, and Dexterity; climb like a Thief. 
  03 – 04 
  Good Horseman – pay 20% less for horses; ride 20% further per day 
  05 – 06 
  Natural Linguist – read all languages; speak an additional 10 
  07 – 08 
  Sickly And Anemic – -2 to all attributes; cannot be hasted 
  09 – 10 
  Cure competent, +2 versus undead life drains and paralysis 
  11 – 12 
  +2 to Wisdom; +1 to Strength; -3 versus dragon breath 
  13 – 14 
  +3 to save versus cursed scrolls; -3 versus all elementals 
  15 – 19 
  golem competent; +4 to Constitution; -3 versus all non-clerical magik 
  20 
  bump of direction (75% accurate); clumsy (-5 to Dexterity and Agility) 
  21 – 25 
  +3 with all non-edged weapons; -2 AC versus those types 
  26 – 30 
  good with animals (50% chance to befriend); -2 versus cold 
  31 – 32 
  50% better eyesight and night vision; 50% worse hearing 
  33 – 34 
  flesh tastes bad to monsters (65% chance that they will spit you out) 
  35 – 36 
  Chronic Insomnia – -5 Charisma; 100% resistance to sleep spells 
  37 – 38 
  dragon Friend; speak High and Low Draconic 
  39 – 40 
  Clerical Magik Incompetent – -2 to all clerical spells 
  41 – 45 
  Healing Competent – +2 to each die of healing 
  46 – 50 
  +2 versus petrification; -2 versus poison and venoms 
  51 – 55 
  Natural Locksmith – pick locks as a Thief 
  56 – 60 
  Desert Born – +3 to Constitution; able to find water 50% of the time 
  61 – 66 
  natural ability to sense evil (95% accurate) and possession (75% accurate) 
  67 – 68 
  ability to smell poison (100% accurate); -5 versus petrification 
  69 – 70 
  Dodge Well – +2 to Agility and Dexterity; +1 AC versus missiles 
  71 – 75 
  -3 versus all undead life drains and paralysis; +2 versus fire 
  76 – 80 
  natural ability to memorize one spell per level more than normal 
  81 – 82 
  +3 with quarterstaff and cudgel; -2 with all other weapons 
  83 – 84 
  dispel and negation competent; -1 versus all missile attacks 
  85 – 86 
  +3 versus fear and confusion; -2 to Intelligence 
  87 – 88 
  animals hate you and will attack 85% of the time 
  89 – 90 
  +2 to saves versus all clerical spells; -2 versus all dragon spells 
  91 – 92 
  Keen Sense Of Smell – 75% chance of identifying any spoor 
  93 – 94 
  Unbreakable Vows Of Poverty – Can never have over 20 GS 
  95 
  Extremely Pious – +4 to Wisdom; +4 versus all undead attacks 
  96 
  clerical spell competent; Elf friend (see Mages list) 
  97 
  Clerical Paladin Status – start at second level (you get all that they get) 
  98 
  You have just been defrocked for murder, so you are now an anti-cleric. 
  99 
  Blessed By Your God – +2 to all saves 
  100 
  Singing Evangelist – +3 to Intelligence, Wisdom, and Charisma; have all the abilities of 
  a singer or Bard; disdain the use of all armor and weapons, with the exception of staves 
  and the like; n ever aspire to riches (give away everything beyond 500 GS in value) 
  54
  Timothy Schaefer (order #5257304)
  
  FOR THIEVES, MONKS, NINJA, HIGHWAYMEN, CORSAIRS, ASSASSINS, 
  TRADERS, SLAVERS, RANGERS, AND ALL THOSE WITH A MORE OR 
  LESS “SECRET” NATURE 
  DIE ROLL 
  RESULTS 
  01 
  Natural Locksmith – pick locks as a Thief of two levels higher than your own 
  02 – 03 
  +3 with daggers and knives; -1 with all non-edged weapons 
  04 – 05 
  +2 Agility and Dexterity; +3 versus all attacks by oozes and slimes 
  06 – 07 
  +2 with sabers and cutlasses; -1 with spears 
  08 – 09 
  good liar (+5 Charisma when doing so); -3 versus cold 
  10 
  +2 with rapiers and foils; -3 with all other weapons 
  11 – 12 
  flesh tastes bad to monsters (50% chance of being spit out) 
  13 – 14 
  Woodsman – +1 Dexterity; +3 with all missile weapons 
  15 – 16 
  Circus Trained – +3 Agility and Dexterity; +25% to climbing ability 
  17 – 18 
  arrogant (-4 Charisma); +3 to save versus magikal spells 
  19 – 20 
  +4 with throwing knives and garrotes; -3 to save versus poisons and venoms 
  21 – 25 
  conceited (-2 Charisma); +2 to saves versus clerical magik 
  26 – 30 
  +2 ability to hide in shadows and darkness over and above normal 
  31 – 32 
  50% better vision (and night sight); +2 to hearing; -2 Dexterity 
  33 – 34 
  dragon friend (can naturally speak high and low Draconic) 
  35 – 36 
  +1 to all character attributes; -2 to all saves versus magik (even clerical) 
  37 – 38 
  roll twice on this table, ignoring this number; -1 to save versus fire 
  39 – 40 
  -1 to all character attributes; +2 versus all missiles 
  41 – 45 
  Quick Learner – +20% to all points earned after an expedition 
  46 – 50 
  +1 with longswords and spears; -1 versus all missile weapons 
  51 – 55 
  heal at +1 point per die healed; -3 versus all diseases 
  56 – 60 
  poor liar (-4 Charisma when so doing); +3 to hit with slings 
  61 – 65 
  +2 with shortswords; +1 with knives; -1 with all axes 
  66 – 70 
  bump of direction (95% accurate); weather predictor (50% accurate) 
  71 – 75 
  Master Herbalist – always able to detect poison and make it (1 die per level) 
  76 – 80 
  Can naturally sense the value of all goods and treasure with 98% accuracy. 
  81 – 82 
  +3 Strength; +2 Constitution; +1 Agility; -4 versus poisons and venoms 
  83 – 84 
  Sexually Aggressive – +1 Charisma generally; +4 to the opposite sex 
  85 – 86 
  +2 to detect traps and secret doors; -3 versus all missiles 
  87 – 88 
  Natural ability to use magik at two levels below your own. 
  89 – 90 
  Roll twice on any tables of your choice ignoring this result. 
  91 
  You’re A Natural – start at second level and advance 20% faster than normal 
  92 
  +2 with all swords; -2 with all other weapons; -3 versus fear 
  93 
  Religious Fanatic – like the Thugee; will work only for members of your own faith 
  94 
  Natural Linguist – read all languages; speak 10 additional 
  95 
  -5 versus cursed scrolls or items; -2 versus poisons 
  96 
  extremely greedy (there is a 75% chance you will try to steal any item of value) 
  97 
  Can naturally sense all illusions and magik 75% of the time. 
  55
  Timothy Schaefer (order #5257304)
  
  FOR THIEVES, MONKS, NINJA, HIGHWAYMEN, CORSAIRS, ASSASSINS, 
  TRADERS, SLAVERS, RANGERS, AND ALL THOSE WITH A MORE OR LESS 
  “SECRET” NATURE (CONTINUED) 
  DIE ROLL 
  RESULTS 
  98 
  Musical Nature – Progress as a singer or Bard 3 levels below your actual level 
  99 
  Illiterate – can only speak your alignment and type languages 
  100 
  Sired by a vampire father and a normal female.  You have the ability to withstand all 
  undead life drains and paralysis.  In fact, undead will normally take you for one of them 
  and leave you alone.  Your Charisma may never be higher than 9, and you have an 
  aversion to religion and to fire, retreating 50% of the time when confronted with such.  
  You are a loner and shun all but one or two close friends.  You venture forth only at 
  night, but possess the natural ability to see in the dark.  Poisons and venoms only inflict 
  half damage upon you, and you naturally regenerate one hit point per minute (subject 
  to all the same limitations as a troll). 
  56
  Timothy Schaefer (order #5257304)
  
  FOR TECHNOS, NORMALS, SAGES, COURTESANS, AND ALL OTHERS 
  NOT COVERED 
  DIE ROLL 
  RESULTS 
  01 – 05 
  good liar (+5 Charisma when lying, +2 otherwise); -2 versus cold 
  06 – 10 
  stunningly good looking, but hugely arrogant (Charisma is 25; +8 to Ego) 
  11 – 15 
  Natural Mechanic – able to figure out mechanical devices 90% of the time 
  16 – 20 
  Highly disciplined study habits – +3 Intelligence 
  21 – 25 
  Naturalist – can always find edible plants, check for pure water, and so forth ** 
  26 – 30 
  Pacifist – will not fight under any circumstances 
  31 – 35 
  Latent Warrior – able to fight as a first level warrior if pressed 
  36 – 40 
  Total Unbeliever In Magik – -5 to all saves versus magik 
  41 – 45 
  Elf Friend – speak all Elven languages; Elves will always be willing to help you 
  46 – 50 
  Natural Linguist – read all languages; speak an additional 10 
  51 – 52 
  happy-go-lucky drinker and carouser (always spend your money on high living) 
  53 – 54 
  Sexual Athlete – +5 Charisma versus the opposite sex (You’re insatiable!) 
  55 – 56 
  Natural Knife Fighter – +5 with all knives and daggers 
  57 – 58 
  Total Coward – -8 versus fear; 90% chance of fleeing in the face of danger 
  59 – 60 
  Secret Werecreature – Roll to see which type; 95% chance of being chaotic 
  61 – 62 
  member of a secret society of evil and ancient ways (+3 Ego and Charisma) 
  63 – 64 
  Natural ability to detect magik of all types. 
  65 – 66 
  Natural ability to detect traps of all types. 
  67 – 68 
  Fanatic racist and bigot, you hate all who are not of your kind (-3 Charisma). 
  69 – 70 
  Sadistic, Arrogant Atheist – +8 Ego; +3 Strength; -4 versus all magik 
  71 – 75 
  very pious and humble, you help all in need – +8 Ego; +3 Strength; +4 versus all magik
  76 – 80 
  obese glutton of unsanitary and foul habits.(-6 Charisma, +6 versus poison) ** 
  81 – 85 
  natural ability to sense when food and drink is poisoned (100% accurate) 
  86 – 90 
  Good Horseman – able to buy horses for 45% less money; ride 40% farther per day 
  91 – 95 
  Animal Friend (not monsters) – 65% chance that animals will be well disposed towards 
  you 
  96 – 97 
  Dragon Friend – 75% chance that they’ll talk, not eat you 
  98 – 99 
  flesh tastes bad to monsters (98% chance that they’ll spit you out) 
  100 
  Roll once on any three tables of your choice ignoring this result.  If you can’t use what 
  you roll, tough – you’re stuck with it. 
   
  ** – If you obviously cannot have this characteristic and still be the type of character you are 
  supposed to be, roll again. 
   
  57
  Timothy Schaefer (order #5257304)
  
  CHARACTER AGING 
  No thought is usually given to player characters aging during prolonged or campaign game play.  In 
  Arduin, however, we believe in reality, and so have devised an aging system that is simple, fair, and 
  playable; here it is. 
  For each 10% of maximum life span left a character has after he reaches his majority, that character 
  will lose 1 point off of his Strength, Dexterity, Agility, and Constitution.  Fighters and others who 
  lead an active and hard life (such as Shao Lin Monks, Ninja, etc.) loose those points only after 15%, 
  and those who lead soft, weak lives (Psychics, Courtesans, Alchemists, Sages, etc.) loose them after 
  only 5%.  Please see the example below. 
  A Half  Elf  Mage has a life span of  1,000 years, and reaches his majority after 40 years.  Thus every 
  10% of  960 years (those remaining), he would lose 1 point each off  his Constitution, Strength, Dexterity, 
  and Agility. 
  However, no character may ever lose more than half of his/her points through natural aging.  Elves 
  and other immortals age 1 year in appearance and loose those points after only each 1,500 years. 
  Characters may, of course, use magikal or other artificial means to restore (or keep from losing) 
  those points. 
  CHARACTER SOCIAL STATUS 
  SOCIAL STATUS 
  DESCRIPTION 
  Freeholder 
  The family owns their own land, usually moderately poor. 
  Commoner 
  The family is city dwellers; these are the “average citizens”. 
  Tenant 
  The family works for landowners as tenant farmers, etc. 
  Man at Arms 
  The family lives on other’s property and provides warriors for them. 
  Orphan 
  As it says.  It could be country or city, chosen at random. 
  Craftsman 
  Freemen and guild members, these are the workers in metals, cloth, pottery, etc. 
  Merchant 
  As above, but owners and traders. 
  Gentleman 
  Retired adventurers, merchants, etc.; all people of some means. 
  Lesser Noble 
  From a noble family of less than Baronial rank. 
  Noble 
  From a Baronial or higher ranked family. 
  Distant Royalty 
  Related distantly to royalty far away in tine and/or distance. 
  Close Royalty 
  Related to royalty nearby in time and/or distance. 
  58
  Timothy Schaefer (order #5257304)
  
  CHARACTER WEALTH TABLE 
  SOCIAL 
  STATUS 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  POOR 
  AVERAGE 
  WELL TO DO 
  WEALTHY 
  Freeholder 
  1 
  3 
  5 
  8 
  11 
  15 
  19 
  24 
  29 
  35 
  41 
  50 
  Commoner 
  2 
  4 
  6 
  9 
  12 
  16 
  20 
  25 
  30 
  36 
  42 
  52 
  Tenant 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  10 
  12 
  15 
  18 
  22 
  Man at Arms 
  3 
  6 
  9 
  12 
  16 
  20 
  24 
  30 
  36 
  42 
  50 
  60 
  Orphan 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  12 
  15 
  Craftsman 
  4 
  6 
  8 
  12 
  16 
  20 
  26 
  32 
  38 
  46 
  54 
  62 
  Merchant 
  5 
  10 
  15 
  20 
  25 
  30 
  35 
  40 
  45 
  50 
  60 
  75 
  Gentleman 
  5 
  10 
  15 
  20 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  100
  Lesser Noble 
  10 
  15 
  20 
  30 
  40 
  50 
  60 
  75 
  90 
  105 
  120 
  140
  Noble 
  15 
  20 
  25 
  35 
  45 
  55 
  65 
  80 
  95 
  110 
  130 
  150
  Distant Royalty 
  25 
  35 
  45 
  60 
  75 
  90 
  105
  120
  150
  180 
  220 
  260
  Close Royalty 
  35 
  50 
  65 
  80 
  95 
  120
  145
  170
  195
  220 
  260 
  300
   
  59
  Timothy Schaefer (order #5257304)
  
  CHARACTER LEGACY CHART 
  RACIAL TYPE 
  FREE 
  HOLDER 
  COMMONER 
  TENANT 
  MAN AT ARMS 
  ORPHAN 
  CRAFTSMAN 
  MERCHANT 
  GENTLEMAN 
  LESSER 
  NOBLE 
  NOBLE 
  DISTANT 
  ROYALTY 
  CLOSE 
  ROYALTY 
  Human 
  01 – 10 
  11 – 60 
  61 – 75 
  76 – 80 
  81 – 83 
  84 – 87 
  88 – 90 
  91 – 93 
  94 – 96 
  97– 98 
  99 
  100 
  Elf 
  01 – 80 
  81 – 82 
  83 
  84 
  85 
  86 – 87 
  88 – 90 
  91 – 95 
  96 – 97 
  98 
  99 
  100 
  Half Elf 
  01 – 60 
  61 – 70 
  71 – 75 
  76 – 80 
  81 – 82 
  83 – 90 
  91 – 95 
  96 – 97 
  98 
  99 
  100 
  – 
  Dwarf 
  01 – 78 
  79 – 83 
  84 
  85 – 87 
  88 
  89 – 95 
  96 
  97 
  98 
  99 
  100 
  – 
  Hobbitt 
  01 – 88 
  89 – 91 
  92 – 93 
  94 
  95 
  96 – 97 
  98 
  99 
  100 
  – 
  – 
  – 
  Kobold 
  01 – 20 
  21 – 75 
  76 – 80 
  81 – 83 
  84 – 98 
  99 
  100 
  – 
  – 
  – 
  – 
  – 
  Kobbitt 
  01 – 33 
  34 – 53 
  54 – 65 
  66 – 70 
  71 – 95 
  96 – 99 
  100 
  – 
  – 
  – 
  – 
  – 
  Goblins (all) 
  01 – 25 
  26 – 88 
  89 – 93 
  94 – 98 
  99 
  100 
  – 
  – 
  – 
  – 
  – 
  – 
  Lesser Orcs 
  01 – 75 
  76 – 80 
  81 – 85 
  86 – 90 
  91 – 98 
  99 
  100 
  – 
  – 
  – 
  – 
  – 
  Greater Orcs 
  01 – 60 
  61 – 75 
  76 – 80 
  81 – 90 
  91 – 95 
  96 – 98 
  99 
  100 
  – 
  – 
  – 
  – 
  Half Orcs 
  01 – 30 
  31 – 65 
  66 – 85 
  86 – 90 
  91 – 95 
  96 – 98 
  99 
  100 
  – 
  – 
  – 
  – 
  Saurig 
  01 
  02 
  03 
  04 – 90 
  91 – 99 
  – 
  – 
  – 
  100 
  – 
  – 
  – 
  Phraint 
  – 
  01 – 05 
  – 
  06 – 95 
  96 – 97 
  98 
  99 
  100 
   
  – 
  – 
  – 
  Deodanth 
  – 
  01 – 70 
  – 
  71 – 85 
  86 – 94 
  95 
  96 
  97 – 99 
  100 
  – 
  – 
  – 
  Knoblin 
  01 – 05 
  06 – 08 
  09 
  10 – 12 
  13 – 97 
  98 – 100
  – 
  – 
  – 
  – 
  – 
  – 
  Ogre 
  01 – 40 
  41 – 44 
  45 
  46 – 50 
  51 – 99 
  – 
  – 
  100 
  – 
  – 
  – 
  – 
  Giants (all) 
  01 – 95 
  – 
  96 
  97 
  98 – 99 
  – 
  – 
  100 
  – 
  – 
  – 
  – 
  Amazon 
  01 – 20 
  21 – 40 
  41 – 45 
  46 – 86 
  87 – 90 
  91 – 92 
  93 – 95 
  96 
  97 
  98 
  99 
  100 
  All Others 
  01 – 25 
  26 – 75 
  76 – 80 
  81 – 90 
  90 – 95 
  96 
  97 
  98 
  99 
  99 
  100 
  – 
   
  60
  Timothy Schaefer (order #5257304)
  
  OWNED EQUIPMENT CHART 
  EQUIPMENT 
  FREEHOLDER 
  COMMONER 
  TENANT 
  MAN AT ARMS 
  ORPHAN 
  CRAFTSMAN 
  MERCHANT 
  GENTLEMAN 
  LESSER NOBLE 
  NOBLE 
  DISTANT 
  ROYALTY 
  CLOSE 
  ROYALTY 
  1 Arm/Armor 
  1 – 10 
  1 – 6 
  1 – 10 
  – 
  1 
  1 
  1 
  1 
  1 
  – 
  – 
  – 
  2 Arms/Armor 
  11 – 14 
  7 – 10 
  11 – 14 
  – 
  2 – 3 
  2 
  2 
  2 
  2 
  1 
  – 
  – 
  3 Arms/Armor 
  15 – 16 
  11 
  15 – 18 
  – 
  4 – 5 
  3 – 6 
  3 
  3 
  3 
  2 
  – 
  – 
  4 Arms/Armor 
  17 – 18 
  12 
  19 
  1 
  6 – 7 
  7 
  4 – 6 
  4 
  4 
  3 
  1 
  – 
  5 Arms/Armor 
  19 
  13 
  20 
  2 
  8 – 9 
  8 
  7 
  5 – 6 
  5 
  4 
  2 
  – 
  6 Arms/Armor 
  – 
  14 – 18 
  – 
  3 
  10 – 14 
  9 
  8 
  7 
  6 
  5 
  3 
  1 
  8 Arms/Armor 
  – 
  19 
  – 
  4 
  15 – 17 
  10 
  9 
  8 
  7 
  6 
  4 
  2 
  10 Arms/Armor 
  – 
  20 
  – 
  5 – 10 
  18 – 19 
  11 
  10 
  9 
  8 
  7 
  5 
  3 
  1 Item 
  20 
  – 
  – 
  11 – 14 
  20 
  12 
  11 
  10 
  9 
  8 
  6 
  4 
  2 Items 
  – 
  – 
  – 
  15 – 18 
  – 
  13 
  12 
  11 
  10 
  9 
  7 
  5 
  3 Items 
  – 
  – 
  – 
  19 
  – 
  14 
  13 
  12 
  11 
  10 
  8 
  6 
  4 Items 
  – 
  – 
  – 
  20 
  – 
  15 
  14 
  13 
  12 
  11 
  9 
  7 
  5 Items 
  – 
  – 
  – 
   
  – 
  16 
  15 
  14 
  13 
  12 
  10 
  8 
  6 Items 
  – 
  – 
  – 
   
  – 
  17 
  16 
  15 
  14 
  13 
  11 
  9 
  7 Items 
  – 
  – 
  – 
   
  – 
  18 
  17 
  16 
  15 
  14 
  12 
  10 
  8 Items 
  – 
  – 
  – 
   
  – 
  19 
  18 
  17 
  16 
  15 
  13 
  11 
  9 Items 
  – 
  – 
  – 
   
  – 
  20 
  19 
  18 
  17 
  16 
  14 
  12 
  10 Items 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  19 
  18 
  17 
  15 
  13 
  12 Items 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  19 
  18 
  16 
  14 
  Full Gear 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  19+ 
  17+ 
  15+ 
  61
  Timothy Schaefer (order #5257304)
  
  One Arm/Armor means one of either not both.  Thus one shield or set of chain mail may be chosen or one broadsword or axe, and so forth.  The 
  term “Items” means anything other than arms or armor.  A die roll in the “Item” columns means that the roller already has six pieces of arms or armor.  
  Remember, a helmet is one piece of armor, a shield another, and so on.  Full gear means anything desired. 
  To further individualize your character, you may ad lib d3 “skills” he/she would have acquired according to their social and economic status.  Common 
  sense must prevail here, but, for example, a poor commoner may have been an apprentice shoemaker.  Had he been fully trained, he would have been 
  under the Craftsman classification, although he would not be a guild member.  Thus he has the skill of a Shoemaker I.  This would be fairly handy, but 
  not spectacular.  Skills are rated on a scale of one to ten (rising one per three levels of experience, in that skill, acquired). 
  Remember, these charts are optional, but when used, they lend a feeling of depth and reality to newly rolled-up characters. 
  OWNED EQUIPMENT CHART (CONTINUED) 
  CLOSING NOTES 
  62
  Timothy Schaefer (order #5257304)
  
  NEW PLAYER 
  CHARACTER RACES
  DEODANTHS 
  From Arduin Grimoire III (Page 20) 
  PHRAINTS 
  From Arduin Grimoire III (Page 21) 
  SAURIGS 
  From Arduin Grimoire III (Page 22) 
   
   
  63
  Timothy Schaefer (order #5257304)
  
  DEODANTHS 
  Deodanths are surrounded in mystery and legend, so much so, that even they themselves no longer 
  know the whole truth! 
  Thaumaturgical research confirmed the fact that they are an evolutionary hybrid of “undead” Elven 
  kind and some other dark and unknown thing.  This supports the legend that they are lost time 
  travellers from eons in the future, when the universe is old and the suns are dying.  Deodanths have a 
  vampire like ability to mesmerize, or charm, opponents.  However, this requires concentration, 
  something seldom found in combat. 
  They are known for their fierce and fearless nature, as well as their shrewd and cunning battle tactics, 
  both as sole Warriors in sword to sword melees, and as Star Corsairs par excellence in spaceship to 
  spaceship battles. 
  They seldom take prisoners, and those they do capture, they have a tendency to eat (probably due to 
  their totally omnivorous eating habits)! 
  A gypsy breed, they travel alone or in small groups (as Space Pirates, they seldom travel in groups of 
  more than three ships), and are solitary in their habits. 
  They do, however, enjoy inflicting pain and torture, and are Sadists of the cruelest kind.  Some of 
  their victims have been known to live ten years or more, each second in excruciating pain!  In fact, 
  some beings will commit suicide before allowing themselves to fail into Deodanth hands! 
  Deodanths have the natural ability to “time slip” forward in time d3 melee rounds (their space ships 
  can jump 3 minutes into future time).  This ability may be used once per day per experience level, but 
  costs -1 point off the Deodanths Strength, Dexterity, Agility, and Constitution each time.  This loss 
  takes 5 hours per point to replace (i.e. 5 hours for each point or 20 hours to pay for one “time slip”). 
  They favor rapiers and martiobarbuli (throwing darts) as weapons, and are the only beings able to 
  consistently match Phraints in combat (due to their leaping ability of 20’ – 30’ horizontally and 10’ – 
  15’ vertically).  They hate Elves for historical reasons (and vice versa). 
  PHRAINTS 
  These insectoid peoples are the decivilized remnants of an interstellar combat unit of the dread 
  Hurakkuu Empire, a race of star Warriors unbeaten in 3,000 years of warfare between the myriad 
  suns of space. 
  Each Phraint is born into his lifetime job classification, which is identifiable by his chitin color.  Blues 
  are manual laborers; Greens are management and middle level technical operatives.  Golds are the 
  nobility, high level technicians, and Royal Consorts, and Silver is the Queen alone.  With the 
  spacefaring branch of the race, there have been genetically engineered another class of Phraints: the 
  dread Black Warriors.  In the dim and distant past (now pure myth to the Phraints of today), there 
  was the only kind of their race to show emotion or to even understand it: the Red Mages.  These 
  Phraints were psychic, and practiced limited forms of magik.  However, in Arduin, the Blues and 
  Greens have become, of necessity Warriors as well as workers. 
  The Black Phraints, with minor modifications such as eye coverings and breathing cylinders attached 
  to their sphericules, can operate in a hard vacuum with no discomfort, and are adept at free fall 
  melees and deep space boarding actions.  They have several razor sharp shuriken like rings attached 
  to the spurs of each arm, and can fire them off, in groups or singly, with great accuracy.  They also 
  favor laser weaponry and needle grenades. 
  Each Phraint is part of a “Stick”, and will always work with his “Stick Brothers” (remember, the only 
  female in a Phraint “Hive Home” is the Queen) in every assigned task.  On a stick is exactly how a 
  Phraint is born; that is to say, all eggs are attached to a pole or stick which runs from floor to ceiling 
  of the egg chamber, and each pole will have 12d10 eggs on it, according to the chamber’s size (each 
  64
  Timothy Schaefer (order #5257304)
  
  chamber having 10d100 or more poles) and the manpower needs of the colony. 
  On Khaas, the Black Phraint has ceased to exist, as each was a specially engineered creation which 
  requires very sophisticated technology now lost to them.  However, in space, the dread black 
  Warriors still strike terror into the hearts of hundreds of races. 
  Phraints, having no emotional capacity of their own, cannot understand races that do, so they feel 
  that, logically, they are superior, and should be the dominant species of the cosmos.  That is the root 
  of all their aspirations and mental processes, which also invariably leads to their war like ways. 
  The Phraints are best known in combat for their leaping charges which have them throwing their 
  light javelins at the apogee of their leaps, flipping over in midflight, drawing (and swinging) their two-
  handed swords, and landing behind their startled opponents ready for further action.  They are 
  perhaps best countered in combat by Deodanths who can also leap great distances, and who love 
  nothing more than precipitous wild charges and whirling melees. 
  Phraints can stand immobile for up to three or more days, never moving, so that an ambush (or a 
  hunt) will go as planned, and think nothing of loping along for days at a mile eating pace. 
  Due to their peculiar throats, they can only swallow liquids or pureed meats, and will choke on the 
  smallest bits of food.  Their favorite meal is a concoction of honey, pureed horse meat, eucalyptus 
  sap, and grain alcohol.  Phraints are not bothered with drunkenness, except from the juice of the red 
  lotus, which blitzes them immediately, and is, for that reason, forbidden to them by hive law. 
  Phraints always do exactly what they say they will, and never break a contract.  However, how they 
  interpret a contract can sometimes make a lawyer’s head spin.  They are totally fearless, and dedicated 
  to their hive home, leaving it only to earn money to buy needed things for said home. 
  As a player character, they are challenging in the extreme, as most of us illogical Humans find it 
  nearly impossible to outlogic Mr. Spock on a continuing basis, which is what is required to play a 
  Phraint.  Still, knowing this, I and several of my friends have had much fun trying to play such 
  characters, reasonably and fairly.  I can only hope that you have as much fun as I’ve had. 
  65
  Timothy Schaefer (order #5257304)
  
  SAURIGS 
  The reptilian race called Saurigs trace their long history back some 600,000 years and more, back to 
  the dread elder race (the reptilian giants called “Kthoi”) that first ruled the world in the dim 
  beginning of time. 
  They were the servants and drone soldiers of the Kthoi, and were bred for ferocity, tenacity, 
  endurance, and fighting ability.  Thus, they were never known for their intelligence or ability to think 
  logically.  They just fought, and fought, and fought. 
  They split into two main types after the fall of their masters (and reverted to near non-intelligent 
  savagery): the aquatic and tailed ones who inhabited dank swamps and wet jungles; and the lighter, 
  faster, tailless ones that lived in the hot dry deserts and plains. 
  As the eons passed, they rose out of their long night of mindless savagery to their present cultural 
  level as tribal groups (semi-nomadic in the desert area). 
  The Saurigs of the dry places are noted and sought after mercenaries due to their military prowess, 
  near total lack of fear, and for their fierce charges (which have been known to break pike 
  hedgehogs!). 
  Their slower, less quick-witted, aquatic cousins, although stronger and larger, are not sought as 
  soldiers because of their blind (berserk) rages and almost total lack of discipline and order. 
  The Desert Saurigs not only use weapons (favoring heavy javelins and Jhangs *), but also bite, and are 
  partial to leaping at an opponent feet forward and giving their victim a terrific clawed kick, or two, 
  that’s capable of smashing shields. 
  The Swamp Saurigs also bite, use weapons (favoring tridents, nets, and two-handed axes), and use 
  their tail in a whirling and smashing attack that can bowl over even larger opponents. 
  Both hate Phraints with an all-consuming passion; the Desert Saurigs because they have clashed as 
  mercenaries for over a thousand years (the Phraints usually winning), and the Swamp Saurigs because 
  the Phraints hunt their eggs to use as food for their newly hatched young! 
  Saurigs are mostly carnivorous, but will eat most anything they can catch and hold down long enough 
  to swallow! 
  They frequently team up with Deodanths or Orcs (preferring Urukk Hai), and are about as loyal as 
  those they team with! 
  Saurigs make interesting and exceedingly different characters to play.  Try one on for size, you’re sure 
  to like it! 
   
  * – A “Jhang” is usually carved of iron wood, 
  and has about two dozen obsidian or metal 
  serrated “teeth” inset into it (much like the 
  ancient Aztec or later Polynesian weapons).  
  There are even ones made entirely of metal 
  (usually bronze), and occasionally one made 
  of petrified wood is found.  Jhangs attack on 
  the scimitar table (+1) and do scimitar 
  damage plus d3 points. 
   
  66
  Timothy Schaefer (order #5257304)
  
  NEW CLASSES 
  ALCHEMIST CLASS 
  From Arduin Grimoire III (Page 12) 
  ASSASSIN CLASS 
  From Arduin Grimoire III (Pages 13 – 14) 
  BARBARIAN CLASS 
  From Arduin Grimoire I (Page 21) 
  BARD CLASS 
  From Arduin Grimoire II (Page 11) 
  COURTESAN CLASS 
  From Arduin Grimoire II (Pages 20 – 21) 
  DRUID CLASS 
  From Arduin Grimoire III (Page 15) 
  FORRESTER CLASS 
  From Arduin Grimoire III (Page 16) 
  MARTIAL ARTIST CLASS 
  From Arduin Grimoire II (Pages 15 – 16) 
  MEDICINE MAN CLASS 
  From Arduin Grimoire I (Page 24) 
  NORMALS CLASS 
  From Arduin Grimoire II (Page 17) 
  OUTLAW CLASS 
  From Arduin Grimoire II (Page 18) 
  PSYCHIC CLASS 
  From Arduin Grimoire I (Page 20) 
  RUNE SINGER CLASS 
  From Arduin Grimoire II (Pages 9 – 10) 
  RUNE WEAVER CLASS 
  From Arduin Grimoire I (Page 22) 
  SAGE CLASS 
  From Arduin Grimoire III (Page 19) 
  SAINT CLASS 
  From Arduin Grimoire II (Page 14) 
  SLAVER CLASS 
  From Arduin Grimoire II (Page 19) 
  STAR POWERED MAGE CLASS 
  From Arduin Grimoire II (Page 8) 
  TECHNO CLASS 
  From Arduin Grimoire I (Page 23) 
  TRADER (MERCHANT) CLASS 
  From Arduin Grimoire I (Page 19) 
  TRUE PALADIN CLASS 
  From Arduin Grimoire III (Pages 17 – 18) 
  WITCH HUNTER CLASS 
  From Arduin Grimoire I (Pages 25 – 26) 
   
   
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  ALCHEMIST CLASS 
  Alchemists are a specialized version of the Sage class (a subcategory of the “Esoteric knowledge” 
  branch).  They are well versed in chemical, herbal, and metallurgical lore.  They use their knowledge 
  to manufacture poisons, antidotes, acids, flammables, physical boosting agents, and many other items, 
  as well as identifying items. 
  They never wear armor, and never carry a weapon (although they may use their chemicals, etc., 
  defensively or in a limited offensive manner). 
  They seldom venture on “dungeon expeditions”, unless there is some relic or alchemical item 
  involved.  They do, however, manufacture smoke bombs, lock eating acids, door jamming glues, and 
  many other items of high value to treasure expeditions.  They are more easily induced to accompany 
  an expedition “overland” in order to “custom manufacture” alchemical items as each day requires.  
  Alchemists believe in both magik and technology. 
  LEVEL 
  DESIGNATION 
  1st 
  Student Chemist 
  2nd 
  Graduate Chemist 
  3rd 
  Journeyman Chemist 
  4th 
  Low Chemist 
  5th 
  Assistant Chemist 
  6th 
  Chemist 
  8th 
  High Chemist 
  10th 
  Alchemist 
  15th 
  High Alchemist 
  20th 
  Black Alchemist 
  25th 
  Grey Alchemist 
  30th 
  White Alchemist 
  40th 
  Silver Alchemist 
  50th 
  Gold Alchemist 
  75th 
  High Alchemist 
  100th 
  Eldest Alchemist 
  SPECIAL ACQUIRED ATTRIBUTES 
  These are open to each individual Dungeon Master’s adjudication.  They cover smoke bombs, glues 
  (low, medium, and high), stink bombs, medicinal poultices, water purification,  poison manufacturing, 
  antidotes, flash powder, gun powder, nausea gas, tear gas, poison gas, various physical attribute 
  boosters, food preservatives, slippery liquids, chemical welding agents, pyrotechnics, Thermite, fire 
  retardants (for clothes, wood, etc.), various aromatic oils, pastes, powders, and assorted chemicals and 
  devices. 
  Alchemists acquire experience by selling their goods (1 point per 10 GS in value), for using their 
  devices (as in combat), and through acquiring alchemical artifacts.  They gain experience points per 
  level as per the chart in AG I. 
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  ASSASSIN CLASS 
  The Assassin is a type (or subclass of) the Martial Artist class, and has much of those rules and 
  statistics.  However, they also have their own unique abilities and idiosyncrasies. 
  The Assassin chooses 3 weapons types (not whole classes), and is +3 with his/her primary weapon, 
  +2 with the secondary, and +1 with the tertiary.  He/she is even on (no plus or minus) with any 
  other three weapons (not classes), and is -2 with all others. 
  At his/her option, the Assassin may acquire skills in non-weaponed or striking means of killing (i.e. 
  poisons, traps, or “natural” causes, such as diseases, heart failure, etc.)  However, for each of those 
  abilities learned, he loses one of his three primary weaponed attacks.  Thus he may choose to be +3 
  with throwing knives, +2 with garrotes, and know how to make poisons.  He will still retain his ability 
  to use 3 other weapons even on.  Another option is to have only one primary weapon at +5 attack, 
  foregoing his +2 and +1 weapons and retaining the other abilities listed above, or dropping his three 
  “even on” weapons for a non-weaponed skill (thus he could conceivably be +5 with daggers, know 
  poisons, and nothing else)!  For each 2 levels an Assassin is, he may concoct d8 of poison (if he has 
  chosen that skill), or acquired d8 of natural venom (spores, snakes, insects, etc.).  Finally, the Assassin 
  may forego all but 1 weapon (at +2), and have a weaponless (hand and foot, etc.) form of attack 
  identical to the Martial Artist (see the chart in Martial Artist Class). 
  The Assassin usually has a 
  second, or “cover”, identity, and 
  is thus a “dual” character type.  
  However, 
  he 
  will 
  gain 
  experience as an Assassin only 
  by “making hits” at a rate of 
  1,000 experience points per level 
  of victim over his own or 250 
  points per level less.  He also 
  gets 1 point per 1,000 GS 
  earned per “hit”, and usually 
  charges 1,000 GS per level of 
  the victim (up to his own level, 
  but 2,000 GS per level over his 
  own).  Remember, the Assassin 
  kills only by contract, guarantees 
  his work, and will thoroughly 
  check to be sure that there are 
  legal grounds for a hit (murder, 
  rape, base familial insults, grand 
  theft, etc.).  If fooled into a 
  non-legal hit, the Assassin will 
  pay wergild, and then wreak 
  vengeance on those who fooled 
  him! 
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  BENEFITS BY LEVEL 
  LEVEL 
  WEAPONED 
  ATTACK * 
  CLIMB 
  ABILITY 
  HIDE 
  ABILITY 
  ATTACKS PER 
  TURN 
  SPECIAL ABILITIES 
  1st 
  – 
  10% 
  15% 
  1 
  cat walk 
  2nd 
  – 
  12% 
  25% 
  1 
  – 
  3rd 
  +1 
  15% 
  30% 
  1 
  – 
  4th 
   
  18% 
  33% 
  2 
  cat’s sense 
  5th 
  – 
  21% 
  36% 
  2 
  – 
  6th 
  +1 
  25% 
  39% 
  2 
  simple deflecting 
  7th 
  – 
  30% 
  42% 
  2 
  – 
  8th 
  +1 
  35% 
  45% 
  3 
  cat’s nose 
  10th 
  – 
  40% 
  50% 
  3 
  target sensing 
  12th 
  – 
  45% 
  55% 
  3 
  – 
  15th 
  +1 
  50% 
  60% 
  3 
  advanced deflecting 
  20th 
  – 
  65% 
  65% 
  4 
  pain control 
  25th 
  +1 
  70% 
  70% 
  – 
  – 
  30th 
  – 
  75% 
  72% 
  4 
  absolute deflecting 
  35th 
  +1 
  80% 
  75* 
  5 
  – 
  40th 
  +2 
  85% 
  77% 
  5 
  – 
  50th 
  1 
  90% 
  80% 
  6 
  weapon mastering 
  75th 
  +1 
  95% 
  82% 
  6 
  metabolic control 
  100th 
  +2 
  98% 
  85% 
  7 
  defy death 
  * – This plus may be added to any of the weapons already in use by the Assassin or a new “even on” 
  (no plus!) weapon may be added (see Martial Artists Acquired Abilities chart). 
  NINJA NOTES 
  The “Ninja” falls properly into the Assassin subclass of Martial Artists, and can now be played 
  properly using the preceding guidelines.  Have fun! 
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  BARBARIAN CLASS 
  Barbarians are uncivilized, unlettered Warrior types that intensely dislike all technological ideas and 
  items more complicated than a crossbow.  They are extremely vulnerable to magik, believing in it too 
  much for their own good.  They dearly love to fight, and get a +3 save versus fear.  In any combat 
  situation, they have a 50% chance of discarding their missile weapons and charging in glee!  The only 
  exception is against undead, which they hold in superstitious awe.  Against undead, Barbarians will 
  retreat in an orderly fashion 60% of the time, stand fast and fight at -1 due to awe 30% of the time, 
  and retreat in complete disarray 10% of the time. 
  Barbarians can choose at any time during combat to go berserk, adding +4 to their attack, but 
  subtracting -3 from their defense.  Once berserk, they will fight blindly for (20 level) melee turns, 
  even if all enemies are dead.  There is also a 60% chance for a first level Barbarian to berserk 
  uncontrollably, rolled for every melee turn.  This decreases by 5% per level attained, until at 13th 
  level, a Barbarian will go berserk only by choice. 
  They move 55% more silently and have 35% better hearing than civilized types.  Their sense of smell 
  is 50% better, and they climb 40% better also.  They can never have a Dexterity or Agility of less 
  than 11, Strength less than 12, Constitution less than 12, Wisdom more than 12, Intelligence more 
  than 14, or Charisma more than 16.  Their Egos are always at least 13.  Finally, after you have rolled 
  your character up, add +1 to each hit die, up to 12th level. 
  Humans, Amazons, Dwarves, Orcs of all types, as well as all Goblin types, and Hobbits may be 
  Barbarians.  Elves are always civilized, and other types are either civilized or pre-barbaric in nature. 
  Barbarians prefer axes, two-handed weapons, and spears, and usually wear leather armor or none at 
  all (a few are rich enough to own chain mail).  Never start a Barbarian with more than 60 GS, and 
  never allow them to know more than three languages, regardless of Intelligence. 
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  BARD CLASS 
  Bards, in the true sense of the word, are people that use song and story to make their living.  They 
  travel from place to place, telling all of the gossip and true events that they know about in song and 
  rhyme.  Thus, they are usually accepted wherever they travel, although most parents tend to keep one 
  eye on the silver, and the other on their daughters when a Bard is around!  Bards have many good 
  and bad points, and are usually also Thieves or other less “savory” occupations on the side.  They 
  never wear armor, and usually use rapiers or other light weapons, as they prefer speed over 
  ironmongery.  To be a Bard, one must have a Charisma of at least 14, and a Dexterity of at least 13.  
  See the Experience Level Chart, but remember, if they have a dual nature, then their experience 
  points must be shared between the two. 
  Bards are able to understand Rune Singer magik to a certain extent, and can usually function as a 
  Rune Singer a fifth their own level.  However, there is an ever present chance of a “Magik Fumble” 
  with a 65% base chance, less 2% per level over 1st.  So most Bards stick to singing non-magik songs, 
  and like it just fine, thank you!  However, they do get a few special abilities, as shown below: 
  BARDIC ACQUIRED ABILITIES PER LEVEL CHART 
  LEVEL 
  ACQUIRED ABILITY BY LEVEL 
  1st 
  Have a 5% chance per level of earning money by singing and playing * 
  3rd 
  Have a 5% chance per level hereafter of “wooing” the opposite sex by song. 
  5th 
  Have a 1% chance per level hereafter of “calming” wild animals and the like. 
  8th 
  Always get silver or better coins for performing hereafter, if liked. 
  10th 
  “Sing Call” like a 1st level Rune Singer. 
  15th 
  Can boost morale like a 6th level Rune Singer by singing battle songs, etc. 
  20th 
  “Sing Call” like a 3rd level Rune Singer. 
  25th 
  Always get gold coins or better for performing hereafter, if liked. 
  30th 
  Can “deaden” all sonic attacks like an 8th level Rune Singer, but on a two for one basis, 
  their level versus its power. 
  50th 
  Can “Sing Call” like a 10th level Rune Singer. 
  100th Can “Heal Sing” light wounds for himself like a 20th level Rune Singer. 
  * – This percent is increased by 5% per Charisma point over 14 (to a 20% maximum “plus”).  The 
  Bard earns coppers, silvers, or gold (d10 per person) on a d3 die roll if they like him, based on a 
  “reaction roll”. 
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  COURTESAN CLASS 
  Courtesans are a truly unique and fascinating character to play.  They have a curious way of eliciting 
  bizarre and strange actions from other players in a game.  To begin with, they are not “combative” in 
  the usual sense, nor are they likely to go on a “run” with the normal group of characters.  Yet, they 
  can be played during a game by being at roadside inns or in cities or towns that the travelers pass 
  through. 
  Courtesans use a d4 for their hit die, and their experience point levels are shown in the Experience 
  Level Chart.  They must have a Charisma of at least 15, Intelligence of at least 14, and Wisdom of 
  at least 12.  They are the gatherers of much information and rumor, as well as the singers of songs 
  and tales that tell of treasure and love, adventure, and folly.  They gain experience by earning money 
  and gaining information.  They earn 1 experience point for every 10 GS earned through the “Female 
  Arts”, and 1 point for each piece of information they gain, multiplied by 10 for each level of the 
  person they gained it from.  Carrying that information a little further, they also earn 1 point for each 
  10 GS the selling of that information brings. 
  The Courtesan is essentially a Geisha type character, with a dash each of Bard and Spy thrown in.  
  They also have some small knowledge of potions and herbs, and are adept at making love philtres 
  and other such things as their profession requires.  However, do not get the wrong impression, for 
  these are not common “streetwalkers” or their like, but a group of powerful and protected (by their 
  own Guild) females that wield a lot of behind-the-scenes power in a world.  They have a close-knit 
  and very secret network of intelligence gathering and information sales, and are highly respected by 
  knowledgeable people in the highest of circles.  They are also always very suspect as to their motives 
  whenever they approach people in sensitive or high positions.  Finally, one must remember that a 
  Courtesan is never required to do anything for anyone she does not wish to!  They always attack two 
  columns back on the attack chart. 
  COURTESAN LEVEL BENEFITS 
  LEVEL 
  DESIGNATION 
  ACQUIRED ABILITIES BY LEVEL 
  1st 
  One Silk Girl 
  Concoct 1st through 3rd level love potions. 
  2nd 
  Two Silk Woman 
  Concoct 1st level “Eros” perfume. 
  3rd 
  Three Silk Woman 
  Concoct 4th through 6th level love potions. 
  4th 
  Four Silk Woman 
  Concoct 2nd level “Eros” perfume. 
  5th 
  Five Silk Woman 
  Concoct 1st level aphrodisiac 
  6th 
  Six Silk Woman 
  Add +2 to Charisma through dress and manner, and 
  concoct 1st through 3rd level “Truth Potion”. 
  7th 
  Seven Silk Lady 
  Concoct 7th through 9th level love potions. 
  8th 
  Lady of the Red Veil 
  Add one chart to all dagger, knife, etc. attacks, and 
  concoct 3rd level “Eros” perfume. 
  9th 
  Lady of the Two Veils 
  Concoct 2nd level aphrodisiac. 
  10th 
  Lady of the Three Veils 
  Concoct 4th through 6th level “Truth Potion”. 
  12th 
  Lady of the Four Veils 
  Concoct 10th through 12th level love potions. 
  15th 
  Lady of the Five Veils 
  Concoct 3rd level aphrodisiac. 
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  COURTESAN LEVEL BENEFITS (CONTINUED) 
  LEVEL 
  DESIGNATION 
  ACQUIRED ABILITIES BY LEVEL 
  20th 
  Lady of the Six Veils 
  Add another +2 to Charisma for dress, etc., and concoct 
  7th through 10th level “Truth Potion”. 
  25th 
  Lady of the Silver Veils 
  Concoct 4th level “Eros” perfume. 
  30th 
  Lady of the Lavender Veils 
  Concoct 13th through 20th level love potions. 
  40th 
  Lady of the Golden Veils 
  Concoct 11th through 20th level “Truth Potions”. 
  50th 
  Mistress of the Veil of Night 
  Concoct 5th level “Eros” perfume. 
  75th 
  Mistress of the Veil of Dreams
  Concoct 4th level aphrodisiac. 
  100th 
  Veil Mother 
  Begin “Psychic” like abilities (as a first level increasing 1 
  level per 2 experience levels.) 
  SPECIAL NOTES 
  1. Courtesans can only use dagger and knife type weapons, or potions and poisons, etc. 
  2. Love potions cause the drinker to fall immediately in love (save versus poison at -3) with the 
  first person they see after drinking it.  The effects last for 25 hours for each level it is in 
  power. 
  3. Aphrodisiacs cause those affected (save versus poison at -3) to immediately want to make 
  love to the first person they see.  The effects last 4 hours per level in power. 
  4. “Eros” perfume is an olfactory aphrodisiac effecting 5 levels of characters for each level in 
  power it is.  Thus, 5th level “Eros” will affect one 25th level or 25 1st level types.  Its range is 
  a 10’ radius per level of power. 
  5. “Truth Potions” cause those affected (save versus poison at -5) to feel euphoric and be 
  totally unable to lie, yet never realize this fact.  It affects the level character equivalent to its 
  creating character; the exception is 20th level “Truth Potion”, which affects ALL levels.  
  However, for every level less a victim is than the level of the potion, there is a 10% chance 
  of brain burnout and irrevocable death.  The effects last 2 hours per level of power. 
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  DRUID CLASS 
  Druids are the second eldest of the magik using kind.  They are the Priest-Wizards who used the first 
  (elemental) nature magik.  For many centuries, theirs was the only Human healing magik.  The 
  Druids were an offshoot of the Rune Weavers who specialized in only the most powerful and 
  intricate kinds of purest magik.  The Druids felt that a more healing kind of magik was needed, one 
  more like the Medicine Man, and are considered “plant competent” as Medicine Men are “animal 
  competent”.  Instead of drum magik, a Druid uses “pipe magik” (as in musical panpipes), which 
  functions as does drum magik.  Druids can regain their Mana at double the usual rate if they sleep in 
  an oak grove or are bedded down on mistle toe.  Druids have animal companions that act as their 
  eyes and ears just as do Medicine Men (i.e. foxes, wolves, ravens, etc.), which are loyal to them unto 
  death.  Druids, like Medicine Men, operate by splitting their Mana three ways, and can use all three 
  classes of magik (see Medicine Men). 
  LEVEL 
  DESIGNATION 
  SPECIAL POWERS (NO MANA COST) 
  1st 
  Initiate 
  none 
  2nd 
  Seeker 
  speak to plants 
  3rd 
  Green Druid 
  speak to animals 
  4th 
  Red Druid 
  heal light wounds (animals) by herbal means 
  5th 
  Grey Druid 
  heal light wounds (Humans) by herbal means * 
  6th 
  White Druid 
  heal light wounds (all) by herbal means* 
  8th 
  True Druid 
  speak to the dead; pipe magik 
  10th 
  High Druid 
  determine poison type by sight and smell; cure disease herbally ** 
  12th 
  Bronze Druid 
  heal heavy wounds (all) herbally * 
  15th 
  Silver Druid 
  detect hidden injury herbally *** 
  20th 
  Gold Druid 
  create weather (as per spell) 
  30th 
  Grand Druid 
  cause earthquakes (as per spell); wind walk at will 
  50th 
  Lord of the Forest shape change to any plant at will 
  100th 
  Old One 
  shape change to any animal at will 
  * – It takes 1 hour per hit point in damage to heal. 
  ** – Hastens normal healing by a factor of 1 for every 2 levels hereafter. 
  *** – It takes 10 minutes per level of the hurt characters less 1 minute per level of the Druid per 
  every 2 levels hereafter. 
  SPECIAL NOTES 
  Druids can and do use certain types of weapons (including sickles or even magikal swords), and are 
  the arch foes of all Elven kind!  They are thus because each feels that the great forests are their own 
  special domains, and that the others are usurpers!  This enmity is aeons old, and is totally without 
  quarter or mercy. 
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  FORRESTER CLASS 
  Also known as Woods Ranger, this type of character is akin to the Elves and the Outlaws in their 
  abilities.  They are solitary and nomadic by nature, but do join expeditions as wilderness guides 
  (though they seldom venture into dungeons).  Forresters only have a 5% chance of getting lost in 
  known areas, and 20% chance in unknown ones. 
  They are used as border patrols, scouts, and spies by military types, and are occasionally hired to tend 
  the Royal Game Preserves (bagging poachers and the like). 
  Due to their lifestyle, they are usually respected by, and are friends with, most Elves and Half Elves, 
  but Hobbitts hold them in some awe.  Dwarves, however, detest them as “Damn Woods Runners” 
  and trust them not at all. 
  They always get d3 additional points to their Constitution and Strength, but cannot have more than 
  18 maximum in either category because of this (see the Experience Chart for their level point 
  experience cost).  All Rangers can travel 33.33% farther on foot each day for twice the normal 
  number of days, and can “hear” on a roll of 1 to 3 on a d6. 
  LEVEL 
  DESIGNATION 
  SPECIAL ABILITIES 
  1st 
  Woodsman 
  +1 with all non-mechanical bows 
  2nd 
  Woods Runner 
   
  3rd 
  Woods Ranger 
   
  4th 
  Forrester 
  “sense enemies” (30’ radius) at 15% base plus 3% per level 
  hereafter; +1 hearing 
  5th 
  Forrester 
   
  6th 
  Forrester 
   
  8th 
  Forrester 
  additional +1 with all non-mechanical bows and +1 hearing 
  10th 
  Forrester 
  “weather sense” (50% accurate plus 2% per level hereafter) 
  12th 
  Grey Forrester 
  speak with animals (4 kinds plus 1 additional per level 
  hereafter) 
  15th 
  Grey Forrester 
   
  20th 
  Grey Forrester 
  speak with plants (as for speak with animals) 
  30th 
  Grey Forrester 
   
  40th 
  Grey Forrester 
   
  50th 
  High Forrester 
  first level Druidical equivalency for healing type magiks 
  75th 
  High Forrester 
   
  100th 
  Old Man of the Forest 
  +1 with any weapon 
  Note: The Forrester replaces the “Ranger” in all previous charts. 
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  MARTIAL ARTIST CLASS 
  Most of the various classes of Martial Artists (such as Monks, Ninjas, Shaolin Priests, and the like) 
  have proved to be unplayable as characters in fantasy role-playing games.  The main reason seems to 
  be simply too much power and no compensating limiting factors.  However, the Martial Artist is such 
  a fascinating and unusual type of character class that it should not be ignored.  Therefore, the 
  following chart is designed to give players a viable Martial Artist: 
  LEVEL OF 
  CHARACTER 
  WEAPONLESS 
  ATTACK 
  WEAPONED 
  ATTACK 
  CLIMB 
  ABILITY
  HIDE 
  ABILITY
  # OF ATTACKS 
  PER TURN 
  SPECIAL 
  ABILITIES
  1st 
  +1 
  even 
  5% 
  5% 
  1 hand, 1 foot 
  1 
  2nd 
  – 
  +1 
  8% 
  10% 
  1 hand, 1 foot 
  2 
  3rd 
  +2 
  – 
  11% 
  15% 
  2 hand, 1 foot 
  – 
  4th 
  – 
  +2 
  15% 
  20% 
  2 hand, 1 foot 
  3 
  5th 
  +3 
  – 
  18% 
  25% 
  2 hand, 1 foot 
  – 
  6th 
  – 
  +3 
  21% 
  30% 
  2 hand, 1 foot 
  – 
  7th 
  +4 
  – 
  24% 
  35% 
  2 hand, 1 foot 
  – 
  8th 
  – 
  +4 
  27% 
  38% 
  3 hand, 1 foot 
  4 
  9th 
  +5 
  – 
  30% 
  41% 
  3 hand, 1 foot 
  – 
  10th 
  – 
  +5 
  35% 
  44% 
  3 hand, 1 foot 
  5 
  11th 
  +6 
  – 
  40% 
  47% 
  3 hand, 1 foot 
  – 
  12th 
  +7 
  – 
  45% 
  50% 
  4 hand, 2 foot 
  6 
  15th 
  +8 
  +6 
  50% 
  52% 
  4 hand, 2 foot 
  7 
  18th 
  – 
  – 
  52% 
  54% 
  4 hand, 2 foot 
  8 
  20th 
  +9 
  – 
  54% 
  55% 
  4 hand, 2 foot 
  9 
  25th 
  +10 
  +7 
  56% 
  56% 
  5 hand, 2 foot 
  10 
  30th 
  +11 
  – 
  60% 
  57% 
  5 hand, 2 foot 
  11 
  35th 
  +12 
  – 
  64% 
  58% 
  5 hand, 2 foot 
  12 
  40th 
  +13 
  – 
  68% 
  59% 
  5 hand, 2 foot 
  13 
  50th 
  +14 
  +8 
  72% 
  60% 
  6 hand, 3 foot 
  14 
  75th 
  +15 
  – 
  75% 
  66% 
  7 hand, 3 foot 
  15 
  100th 
  +16 
  +9 
  80% 
  72% 
  8 hand, 4 foot 
  – 
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  CLIMB ABILITY and HIDE ABILITY mean exactly the same as for CLIMB and HIDE in the 
  section on Thieving and Related Abilities. 
  WEAPONLESS ATTACK means the plus or minus inherent in attacking an opponent as shown on  
  the Weapon Attack Chart and Main Combat Table.  The bare Human hand or foot usually 
  has a tremendous drawback towards attacking armored targets, which the aforementioned charts 
  so illustrate.  Martial Artists, as shown above, however, get bonuses which reduce these penalties 
  greatly. 
  WEAPONED ATTACK refers to any weapon(s) that each specific type of Martial Artist would be 
  prone to use.  For instance, Ninjas would use shuriken, katanas, and the like, while other less 
  militaristic types might use Bo sticks, quarterstaffs, nun chucks, or even a spear, short pole arm, 
  sword, or some other weapon (or no weapons at all).  Just remember that the plusses are for 
  weapons those particular types are known for, and for no others. 
  # OF ATTACKS PER TURN means just exactly that, how many times a turn a Martial Artist may 
  attack each melee round or turn.  The attacks are subject to all of the limitations outlined in the 
  following section. 
  SPECIAL NOTES ON UNARMED COMBAT 
  1. Each “Foot” attack is the equivalent of two “Hand” attacks.  Thus a third level Martial Artist 
  may attack twice with his hands or once with his foot and so forth. 
  2. Martial Artists, unlike Clerics, attack on the column that designates their level, and not one 
  column back. 
  3. For every class of armor above “9” an opponent has, there is a 5% chance that the Martial 
  Artist will injure himself when he strikes his target, doing quarter of the damage he has 
  done to his victim to himself as well. 
  4. For every level a Martial Artist is, he reduces his percent chance of injuring himself (see 
  point 3 above) by 2%. 
  5. “Foot” attacks do 50% more damage than “Hand” attacks.  They also have 50% more reach 
  for attack purposes. 
  Note: The Brawl Chart may be used in combat by Martial Artists. 
  ACQUIRED ABILITIES CHART FOR MARTIAL ARTISTS, ETC. 
  # 
  ABILITY 
  EXPLANATION OF ABILITY 
  1 
  Pain Control 
  The ability to become disconnected from pain within one’s own body 
  (33% base chance, +4% per level thereafter). 
  2 
  Cat Walk 
  75% base chance to move silently (+1% per level thereafter). 
  3 
  Simple Deflection 
  May deflect or parry all non-edged weapons, or weapons with hafts, 
  instead of striking. 
  4 
  Cat’s Sense 
  33% base chance of not being surprised in any situation (+5% per level 
  thereafter). 
  5 
  Advanced Deflection As for Simple Deflection, but for edged weapons also. 
  6 
  Regulate 
  Temperature 
  The ability to control one’s own bodily temperature in hot or cold 
  situations, starting with a 30˚ base (+5˚ per level thereafter). 
  7 
  Cat’s Nose 
  The ability to smell and identify herbs, poisons, spoor, etc. with a 33% 
  base (+3% per level thereafter). 
  8 
  Absolute Deflection As for the other two deflections, but pertaining to all slow missiles, up to 
  and including arrows and the like. 
  78
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  ACQUIRED ABILITIES CHART FOR MARTIAL ARTISTS, ETC. 
  (CONTINUED) 
  # 
  ABILITY 
  EXPLANATION OF ABILITY 
  9 
  Metabolic Control 
  The ability to control one’s bodily functions up to and including the 
  stopping and restarting of one’s heart for 1 minute (+1 minute per 2 
  levels thereafter). 
  10 
  Metabolic Healing 
  The ability to heal oneself up to 1 damage point per each Constitution 
  point (+1 point per level thereafter), each and every day at the rate of 1 
  per each minute in quiet meditation (light wounds only). 
  11 
  Target Sensing 
  The ability to identify and home in on targets in complete darkness with 
  a 65% base (+5% per 2 levels thereafter).  The base range is 15’ (+3’ per 
  level). 
  12 
  Self Hasting 
  Advances Metabolic Control, self explanatory; however, for each minute 
  hasted, 3 minutes of rest is required. 
  13 
  Weapon Mastering 
  Allows the Martial Artist to use one new weapon per Intelligence point 
  over 10, as if it were one of his regular types.  Each takes a week to 
  learn. 
  14 
  Defy Death 
  The person can “postpone” his death for 1 melee round per 
  Constitution point over 10 he has (+1 extra round per level thereafter). 
  15 
  Ribbon Dance, 
  Doom Dance, Dance 
  of the Death Angel 
  The Martial Artist can “Final Strike” himself and operate with twice his 
  normal attacks and self-hasted speed for 3 melee rounds and 1 per 3 
  levels of experience hereafter.  However, at its end, he will literally self-
  destruct (heart bursts, brain boils, etc.), and irrevocable death ensues.  In 
  this state, he is totally unkillable, even by critical hits and the like, subject 
  only to being able to see or sense his target(s) and being able to reach 
  them. 
  Martial Artists, of whatever type, have their own sets of 
  values and way of looking at and living life.  If a person is 
  to play such a character, he or she should research the 
  history and habits of the kind to be played.  Authenticity 
  moderated by playability (as set down in the guidelines) 
  should be the name of the game.  Play the character as it 
  was lived historically, and not as portrayed in the 
  Hollywood schlocks!  If done properly, the character will 
  be an asset to any campaign or world.  So enjoy! 
  79
  Timothy Schaefer (order #5257304)
  
  MEDICINE MAN CLASS 
  Medicine Men are Barbarian Priest/Mages, somewhat akin to Druids.  They can perform magik from 
  all three categories.  They never wear armor or use weapons other than their mystic war clubs and 
  ceremonial daggers.  Medicine Men acquire animal “guides”, usually pumas or wolves, which do all 
  that is asked of them, even unto the death.  The Medicine Man acquires one such guide for every 
  three levels of experience.  They are also well versed in herbal lore, and can brew poison or poison 
  antidotes of d8 potency for every two levels of experience attained. 
  They must divide their Mana three ways, using one third each for clerical, arcane, and druidical 
  magik.  They cannot use any of the “true” direct damage offensive spells, such as fireballs, 
  Thunderbolts, Magik Missiles, and so forth.  Medicine Men can, however, use Thunderclap, Wind, or 
  other “natural” offensive spells.  They can, of course, use all forms of defensive magik.  They can 
  also do “drum magik”, which essentially “drums a spell”, taking two melee turns per level of the 
  spell to be cast.  Drum magik costs only 20% of the normal Mana cost for that spell.  Medicine Men 
  do not turn undead like Clerics.  Instead, they can “drum away” undead, turning one level of undead 
  for every 2 levels of the Medicine Man beyond 6th. 
  LEVEL 
  DESIGNATION 
  SPECIAL POWERS ACQUIRED (NO MANA COST TO USE) 
  1st 
  One Who Learns 
  none 
  2nd 
  One Who Helps 
  speak with animals 
  3rd 
  Medicine Dancer 
  speak with plants 
  4th 
  Medicine Drummer 
  speak to the dead 
  5th 
  Healer 
  Cure Light Wounds for all once per day per level 
  6th 
  Ghost Drummer 
  Drum Magik 
  7th 
  Low Shaman 
  conjure animals, one hit die per level hereafter 
  8th 
  High Healer 
  Cure Heavy Wounds for all twice per day per level 
  9th 
  High Shaman 
  determine poison type and potency by sight and smell 
  10th 
  Medicine Man 
  Cure Disease once per week per three levels hereafter 
  15th 
  High Medicine Man 
  detect hidden injury once per day per level hereafter 
  20th 
  Thunder Talker 
  create earthquakes once per day per three levels hereafter 
  30th 
  Wind Walker 
  Wind Walk at will, two hours duration per level hereafter 
  50th 
  Spirit Man 
  become ethereal, one hour duration per level hereafter 
   
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  Timothy Schaefer (order #5257304)
  
  NORMALS CLASS 
  Normals are simply every character type that you might find everywhere in a game, but with no stats 
  or player to handle them.  They are the innkeepers, shopkeepers, ferryboat pilots, street sweepers, 
  etc., that teem around characters in a complete world.  In the Experience Level Chart, their 
  experience level points are given so that each may advance in their profession.  What constitutes 
  earning experience points will depend on their profession.  Gem cutters, for instance, would get 
  points for successfully cutting gems, and the rarer or harder to cut a gem is, the more experience 
  would be gained.  A boot maker would earn experience for making and selling a fine pair of boots.  
  The higher level the customer and the better the price, the more experience points.  These are just 
  examples to give you an idea of stats for the hundreds of professions that abound in a world.  
  However, with the experience point chart at hand, and a little common sense, each DM can work out 
  his own stats for whatever he needs, and in very short order.  So go do it! 
  81
  Timothy Schaefer (order #5257304)
  
  OUTLAW CLASS 
  The classification “Outlaw” covers all types of brigands, highwaymen, bandits, and the like.  Like the 
  Martial Artist class, this class is also a generalization within which a player can construct a character 
  to suit his own world’s cultural situation. 
  To begin with, all Outlaws utilize a d8 (minus one point per die) for experience points.  They also 
  generally wear only the lighter types of armor, such as studded leather or light chain or scale.  This is 
  to facilitate fast getaways after their nefarious deeds are done.  Whether they use shields depends on 
  their cultural orientation.  The same can be said for their choice of weaponry; however, under no 
  circumstances will they use encumbering or unwieldy weapons, such as halberds or other pole arms.  
  They will also usually favor some form of missile weapon, preferably one that can be used while 
  mounted and on the move.  Because of their constant need to move around and  survive in the open, 
  no Outlaw can have a Constitution of less than 15, nor can they have a Wisdom greater than 9 
  (really, it’s not wise to flout the laws of the land!). 
  They must be able to do many of the things that Thieves can do, and that is reflected in the 
  following chart.  They must also have connections with both the Slavers’ Guild and the Thieves’ 
  Guild.  In both cases, this is so that they can sell their spoils, as well as earning experience points for 
  fighting.  Outlaws earn points for selling what they take.  They receive 10 points for each 100 GS 
  they get in “ransom” for a prisoner, and they get 1 point for each 100 GS value of goods that they 
  “fence”.  Their relations with both the Thieves and the Slavers are somewhat strained, because the 
  Outlaw encroaches on their territory; however, the expedience of their position requires getting 
  along.  Still, there is always ample room for death and fighting at the slightest provocation among 
  themselves. 
  LEVEL 
  DESIGNATION 
  ACQUIRED ABILITIES BY LEVEL OF EXPERIENCE 
  1 
  Highwayman 
  + 15% to escape and evasion rolls while outdoors. 
  2 
  – 
  Add +1 with any one type of missile weapon. 
  4 
  Bandit 
  Begin normal “Thief” abilities, but at double the experience “cost”. 
  8 
  Brigand 
  Add +1 to any single type of weapon for parry purposes only.  Add + 
  15% for mounted agility dice rolls. 
  10 
  Outlaw 
  Add the ability to “track” any trail with a 33% base success chance, 
  upping 2% per level hereafter. 
  12 
  – 
  Add +1 to any single weapon type’s attack. 
  15 
  Master Outlaw 
  Add +25% to the base Swimming ability of the character. 
  20 
  Black Rider 
  Add +20% to their ability to give morale to their men. 
  25 
  Black Raider 
  Add +2 save versus all poisons (not venoms). 
  35 
  Raid Leader 
  Add the ability to disguise oneself with a 33% base success chance, 
  upping 2% per level hereafter. 
  45 
  Raid Master 
  The ability to disguise others with a 45% base success chance, upping 
  3% per level hereafter. 
  50 
  Riever 
  Add +1 to parry ability with any weapon. 
  75 
  Black Riever 
  Add +1 to attack ability with any weapon. 
  100 
  Star Riever 
  Add +1 to use any missile weapon. 
  Remember, Outlaws are characters that kill only when necessary, much preferring to ransom their 
  captives.  In fact, most Outlaws will do battle with other Outlaws that kill rather than capture.  They 
  do this because the local law types (Militia, King’s Guard, etc.) will move very quickly to root out a 
  murderer, but will usually tell a kidnap victim’s family to pay the ransom, as their son, daughter, etc., 
  is perfectly safe, and they can rely on a safe return if prompt payment is made.  That is, of course, 
  unless the victim is a highborn noble, in which case the law will usually move very rapidly indeed!  At 
  any rate, most Outlaws will not let a murdering few ruin all of their business!  So play accordingly, 
  and have fun telling all and sundry to “Stand and Deliver!” 
  82
  Timothy Schaefer (order #5257304)
  
  PSYCHIC CLASS 
  General Notes: This character is a naturally psychic person.  He can never have any characteristic 
  higher than 12 except Intelligence (prime characteristic) which is unlimited.  Psychics are not very 
  physically inclined, and tend to be dreamy and “out of it” most of the time.  They can never use 
  magik spells of any kind.  Magik items may be used (if they remember!), but no more than 3 can be 
  carried at any time without breaking their “psychic concentration”.  They never wear armor.  Only 
  Humans, Hobbits, Amazons, and Half Elves may be Psychics.  All of the psychic “intuits” start at 
  75%, and increase at 5% per level. 
  Special Note: Hit dice are always d6.  Because Psychics differ in their beliefs about what they do, 
  there are no separate titles for each level.  Use what you like for each personality, use Mana points, 
  but use Wisdom, Intelligence, and Constitution also. 
  LEVEL POINTS HD  LEVEL POINTS HD
  LEVEL POINTS HD
  LEVEL POINTS HD
  1st 
  0 
  1 
   
  6th 
  10,000
  5 
  11th 
  31,000
  7+3
  20th 
  85,000 
  7+5
  2nd 
  1,750 
  1+2  
  7th 
  13,000
  6 
  12th 
  37,000
  7+3
  25th 
  130,000 7+6
  3rd 
  3,500 
  2 
   
  8th 
  16,000
  6+2
  13th 
  43,000
  7+4
  30th 
  175,000 7+6
  4th 
  5,250 
  3 
   
  9th 
  19,000
  7 
  14th 
  49,000
  7+4
  40th 
  250,000 7+7
  5th 
  7,000 
  4 
   10th 
  25,000
  7+2
  15th 
  55,000
  7+5
  50th 
  325,000 7+7
   
  LEVEL 
  ABILITY 
  1st 
  intuit traps 
  2nd 
  intuit secret doors, intuit poison 
  3rd 
  Clairaudience, intuit enemies (25% base, increases 10% per level) 
  4th 
  intuit evil, speak to plants and animals 
  5th 
  Clairvoyance, unlock chests, etc. 
  6th 
  Levitate, speak in tongues (1 language per day, per level hereafter) 
  7th 
  mental confusion, mental fear (the singer of fear) 
  8th 
  man tracking, invisibility (from 1 person/monster for each level hereafter) 
  9th 
  intuit magik, unlock doors, etc.; psychic “chains” (hold up to 3+1 hit dice immobile, plus 1 
  die per level) 
  10th 
  locate objects, monster tracking, ESP, mind blank 
  11th 
  True Sight, nightmare (phantasmal forces) 
  12th 
  intuit objects (magik value-curses, etc). 
  13th 
  Mental “Scream” – stun up to 20 hit dice total for d6 melee turns; Add 1 die every 2 levels 
  hereafter) 
  14th 
  Mental Fist Of Striking – 2 dice, add +1 per level hereafter; range is 60’ plus 5’ per level 
  hereafter) 
  15th 
  Telepathy, mental hand of grasping (as above, but with the strength of a giant) 
  20th 
  Telekinesis, animate objects, mental suggestion 
  25th 
  Yogi, self healing (1 point per turn, up to full hit value) 
  30th 
  Teleportation, psychic force field 
  35th 
  mental (astral) projection 
  40th 
  project insanity 
  45th 
  project mass insanity 
  50th 
  death projection (explode heart) 
   
  83
  Timothy Schaefer (order #5257304)
  
  RUNE SINGER CLASS 
  This character class is a magik user that uses sound and music much in the same way an Illusionist 
  uses light, shadow, and the like.  The magik thus performed for each is temporary and of a less 
  substantial nature than that of the “True Mages”. 
  However, like the Rune Weaver, the Rune Singer can “weave” power and durability into their magik.  
  One by continuing incantation and ritual; the other by a continuous singing of the words of power 
  and tunes of magikal might, interweaving and strengthening it as it goes along, or even building up 
  power on power until it is released in one climactic stanza of sheer thaumaturgical song spell. 
  As a generality, these Mages can use or do any magik or spell that any other Mage can do; however, 
  for every level a spell is, it takes one minute to sing to completion.  This is reduced by one melee 
  round (six seconds) for each level the Rune Singer is in experience over the third.  Thus a twelfth 
  level Rune Singer singing a sixth level magik song takes 51 melee rounds, or 5.1 minutes, to complete 
  it.  That is, 6th level = 6 minutes = 60 melee rounds -1 melee round per level over the 3rd, or 9 melee 
  rounds.  As we all know, 9 from 60 is definitely 51 as shown above.  Now I realize that that’s quite a 
  long time for any Mage to be trying to cast, weave, or sing any spell, especially in a combat situation.  
  However, Rune Singers have one thing that seems to make up for any bad point they may have.  That 
  is the ability to “Song Weave” any magikal songs and words of power together that they choose to 
  learn to do.  Thus they could, for instance, sing a song spell that is not only a “charm” type magik, 
  but is a “sleep” type magik as well!  Whenever two or more spell songs are sung or woven together,  
  simply add them up and then average them to determine how long it takes to complete.  The only 
  drawback to this type of operation is that for each separate magikal function there is a 10% chance 
  of a “magik fumble”.  This is reduced by -1% per level of experience over the first.  For each 
  combination type song spell the Rune Singer wishes to learn, consider that it takes one week per each 
  level of the two or more spells together.  Thus, two fifth level spell songs that are to be sung as a 
  “duality” would take ten weeks to learn.  The cost would depend on the cost of acquiring each spell 
  in question, and nothing more. 
  Remember, Rune Singers are not “Bards” that sing for their supper and the amusement of others.  
  They do use musical instruments though, usually specializing in only one type.  Note also that they 
  are +1 with the musical instrument type that they choose to specialize in, are “even on” with all 
  others of the same class (e.g., horns, drums, etc.) and -1 with all other instruments.  This is much like 
  Warriors and their “weapon classifications”. 
  Rune Singers are an offshoot of Rune Weavers, and are the second oldest type of magik using class 
  around.  Due to the long time necessary for the completion of their musical magik, they are a rare 
  breed indeed, although much respected, and even revered, in some parts of the Multiverse. 
  One final note: there are Rune Singers of a priestly, or clerical, nature.  They are, however, even rarer 
  than Rune Weavers (which are almost never seen), and a near legend to most. 
  Remember that Rune Singers carry no weapons and never wear armor of any kind.  A magik dagger 
  or knife might be carried, but nothing larger, and even then this is so seldom as to be nearly unheard 
  of.  They prefer to rely upon their magikal music for their protection, and think that any other way is 
  silly and barbaric (yes, they do tend to be a bit smug and conceited).  This is why to be a Rune Singer 
  a person must have an Ego of 14 or more.  All else that they are depends entirely on each person’s 
  own cultural and social factors within their own individually designed universes.  I hope that this 
  difficult to play, but uniquely rewarding, character class will bring you many hours of enjoyment.  
  They are FUN! 
  84
  Timothy Schaefer (order #5257304)
  
  RUNE SINGER EXPERIENCE AND SPECIALTY CHART 
  LEVEL 
  DESIGNATION / NAME 
  EXPERIENCE POINTS 
  SPECIAL ABILITIES ACQUIRED WITH EXPERIENCE 
  1st 
  Initiate 
  NONE 
  none 
  2nd 
  Novice 
  3,300 
  can “Sing Call” birds (one HD per level over the 2nd they will scout, etc.) 
  3rd 
  Tunesmith 
  6,600 
  can “Sing Call” birds (one HD per level over the 2nd they will scout, etc.) 
  4th 
  Tune Weaver 
  9,900 
  as above, but for small animals (mice, etc.) 
  5th 
  Tune Master 
  13,200 
  none 
  6th 
  Small Singer 
  16,500 
  can boost morale by 1 point per level hereafter 
  7th 
  Singer 
  21,500 
  none 
  8th 
  Song Weaver 
  26,500 
  can “Deaden” all sonic attacks on a one for one basis, their level versus its power
  9th 
  Master Singer 
  31,500 
  can “Deaden” all sonic attacks on a one for one basis, their level versus its power
  10th 
  Rune Singer 
  41,500 
  can “Sing Call” larger animals like weasels, foxes, dogs, and the like 
  12th 
  Song Master 
  61,500 
  can “Sing Call” larger animals like weasels, foxes, dogs, and the like 
  14th 
  Glue Singer 
  81,500 
  as above, but for puma or wolf sized animals 
  16th 
  Red Singer 
  101,500 
  as above, but for larger type of animal or even 
  18th 
  Silver Singer 
  121,500 
  lesser mythic types (1/2 animal HD) 
  20th 
  Golden Song Master 
  141,500 
  can self heal himself by “heal singing” 
  25th 
  Black Singer 
  191,500 
  as above, but for heavy wounds 
  30th 
  Moon Singer 
  291,500 
  can “Passong” through rock at 1’ per level hereafter 
  40th 
  True Singer 
  491,500 
  none 
  50th 
  Doom Singer 
  691,500 
  can “Song Cure” disease and insanity 
  75th 
  Hell Singer 
  1,191,500 
  can “Sing Call” greater mythic creatures 
  100th 
  Star Singer 
  1,691,500 
  can “Gate Song” open any known “gate” 
  Experience needed goes up by 40,000 per level after the 100th.  Note that all of the above special abilities cost absolutely no “song points”.  To 
  determine a Rune Singer’s “song points” (which are like a regular Mage’s Mana points), simply add the character’s Charisma, Intelligence, and Dexterity, 
  divide by two, and then multiply by his/her experience level.  You’ll note that this means that Rune Singers will usually have more song/Mana points to 
  work with than other Mages.  This is just another of this class’ advantages. 
  85
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  RUNE WEAVER CLASS 
  Rune Weavers were the original Human magik users, learning their craft from the reptilian races of 
  old.  Their magik is stronger than that generally practiced now.  It is, however, slower acting, and 
  lengthy in its conjuration.  They never wear armor, but do carry staves and daggers.  Rune Weavers 
  use a d6 for hit dice, and have a prime requisite based on the average of their Dexterity and 
  Intelligence.  Multiply this prime requisite by the Rune Weaver’s level to determine Mana points.  Do 
  not divide as for other Mages.  Their spells take one melee turn per level in power of continuous 
  rune weaving to work, with a one turn delay after completion.  Modify this by subtracting one melee 
  turn required per four levels of experience.  Rune Weavers may safely weave spells one level above 
  that normally available to their level.  They can weave spells two levels above with a 30% failure rate 
  and three levels above with a 90% failure rate.  Any rune interrupted when 50% or less completed 
  simply fails to work.  Runes that are 51% to 85% completed misfire in a random direction at partial 
  strength.  Runes that are 86% to 99% completed boomerang back on the caster.  For every level a 
  Rune Weaver is above the level needed to use that rune, add 10% to the spell’s attributes. 
  Rune Weavers do not dispel, they “unravel”.  Thus, if a Rune Weaver wished to dispel a 20th level 
  spell, all he or she would have to do is to “unravel” it for 20 melee turns (1 turn per level), using the 
  full dispel magik Mana cost each turn – but the unravel would work 100% of the time, with no 
  chance for failure.  Detects work similarly, but the Rune Weaver “follows the weave” to gain insight.  
  For every melee turn (and full Detect Magik Mana cost each turn), he gets a 20% chance of success 
  and 5% of the information.  Thus, after 5 turns, he’d be 100% sure it was magikal, and knows 25% 
  of the information about it.  If the Rune Weaver wanted to know more, he’d “follow some more 
  weave”, and get all the information he wanted, right up to 100% knowledge after 20 melee turns. 
  LEVEL DESIGNATIONS 
  LEVEL 
  DESIGNATION 
  1st 
  Initiate 
  2nd 
  Novice 
  3rd 
  Spell Spinner 
  4th 
  Spell Weaver 
  5th 
  Runeling 
  10th 
  Rune Weaver 
  15th 
  Master Rune Weaver 
  20th 
  High Rune Weaver 
  25th 
  Red Weaver 
  30th 
  White Weaver 
  40th 
  Grey Weaver 
  50th 
  Black Weaver 
  60th 
  Silver Weaver 
  70th 
  Gold Weaver 
  80th 
  Death Weaver 
  90th 
  Moon Weaver 
  100th 
  Star Weaver 
   
  86
  Timothy Schaefer (order #5257304)
  
  SAGE CLASS 
  A Sage is a character who devotes his/her life to the acquiring of knowledge.  This knowledge can be 
  in any one of seven categories: 
  1. Artifices of Civilization 
  2. Geological (of the earth, rock, etc.) 
  3. Meteorological (of the air, clouds, etc.) 
  4. Aqualogical (of the sea, rivers, etc.) 
  5. Floralogical (of the plants) 
  6. Zoological (of the animals) 
  7. Esoteric Knowledge (all not covered, anomalies, etc.) 
  In each category, the Sage will have a base chance of 30% (rising 2% per level thereafter) of “having 
  knowledge” concerning any item in question in his or her category.  If the item is not known by the 
  Sage, the Sage then has a 10% base chance (rising 2% per level thereafter) of figuring it out each 
  month.  However, each month of such “study” costs 100 GS to pursue. 
  As a Sage, the knowledge that he/she has can be used to construct or concoct items, or otherwise be 
  utilized in a real fashion.  However, like Alchemists, they never wear armor or carry weapons (except 
  specialized items of their own manufacture such as poison dust, spore bombs, etc.), and abhor 
  physical combat.  They seldom go “dungeoning”, except to acquire the specific knowledge they are 
  seeking, but do, however, sell their expertise to expeditions (even accompanying them overland if 
  paid enough). 
  Sages believe that anything is possible, thus everything does exist, and that knowledge is what they 
  pursue. 
  They acquire experience points by acquiring and selling knowledge (and by using their constructs in 
  their rare combats) at 1 point per 10 GS in value. 
  They use the same experience chart as do Alchemists, but with slightly different level classifications: 
  LEVEL 
  DESIGNATION 
   
  LEVEL 
  DESIGNATION 
  1st 
  Journeyman 
   
  15th 
  High Sage 
  2nd 
  Low Seeker 
   
  20th 
  Black Sage 
  3rd 
  Seeker 
   
  25th 
  Grey Sage 
  4th 
  High Seeker 
   
  30th 
  White Sage 
  5th 
  Black Belt 
   
  40th 
  Golden Sage 
  6th 
  Grey Belt 
   
  50th 
  Grey Beard 
  8th 
  Golden Belt 
   
  75th 
  Philosopher 
  10th 
  Sage 
   
  100th 
  Eldest Philosopher 
  SPECIAL ACQUIRED ATTRIBUTES 
  These are open to each individual Dungeon Master’s adjudication.  They cover smoke bombs, glues 
  (low, medium, and high), stink bombs, medicinal poultices, water purification,  poison manufacturing, 
  antidotes, flash powder, gun powder, nausea gas, tear gas, poison gas, various physical attribute 
  boosters, food preservatives, slippery liquids, chemical welding agents, pyrotechnics, Thermite, fire 
  retardants (for clothes, wood, etc.), various aromatic oils, pastes, powders, and assorted chemicals and 
  devices. 
  87
  Timothy Schaefer (order #5257304)
  
  SAINT CLASS 
  Basically, a Saint is a Cleric that NEVER uses arms or armor because of his or her complete and 
  total belief in their god(s).  In return for that unshaken and unswerving dedication, said god(s) give 
  their pious follower extra powers and benefits.  The chart below lays it all out in a simple and easy to 
  follow way.  I hope you enjoy this new class. 
  LEVEL AC 
  HD 
  SAINTLY AND SPECIAL ABILITIES 
  ACQUIRED THROUGH DEVOTION AND PRAYER 
  1st 
  9 
  1 
  Add 15% to “reasoning” ability. 
  2nd 
  8 
  1+2 Read all clerical magik naturally. 
  3rd 
  8 
  2 
  “Speak in Tongues” (add 1 new language per each 3 levels). 
  4th 
  7 
  2+2 Detect undead naturally at 25% base (+1% per level hereafter). 
  5th 
  7 
  3 
  Add 25% to “reasoning” ability. 
  6th 
  6 
  3+2 Naturally detect poison at 25% base (+1% per 2 levels hereafter). 
  7th 
  6 
  4 
  Once daily, create water for 1 person, upping by one person per 2 levels. 
  8th 
  6 
  4+2 As above, but for food (for person or animal, his choice). 
  9th 
  6 
  5 
  Add 35% to “reasoning” ability. 
  10th 
  5 
  6 
  Thrice daily, he himself can “glow” with clerical light (1 minute per level). 
  11th 
  5 
  7 
  Naturally “calm” non-magik animals at 25% base (+ 1% per level hereafter). 
  12th 
  5 
  8 
  “Bless” hereafter at double value. 
  13th 
  5 
  8+3 50% accurate weather prediction plus 1% per 2 levels hereafter. 
  14th 
  4 
  9 
  Acquire natural infra-vision and detect evil, by touch, 75% accurate. 
  15th 
  4 
  9+3 100% protection versus undead paralysis, and +5 save versus undead 
  “charms”. 
  16th 
  4 
  10 
  Detect alignment (75%) by touch.  Add 15% to “reasoning” ability. 
  17th 
  4 
  10+3 50% accurate bump of direction, up 1% per 2 levels hereafter. 
  18th 
  4 
  11 
  Naturally “deflect” hostile magik, 10% base up 1% per 2 levels hereafter. 
  19th 
  4 
  11+3 Naturally “knock” all non-magically locked enclosures. 
  20th 
  3 
  12 
  Speak to all animals (non-magik), and literally walk on water. 
  25th 
  3 
  * 
  Speak to plants.  Add +3 versus undead charms.  +1 save versus all life drains.
  30th 
  2 
  * 
  Naturally heal light wounds.  Exorcise lesser demons (as per the spell). 
  35th 
  2 
  * 
  Walk on any real surface.  Heal light wounds for “monsters”. 
  40th 
  2+1 
  * 
  100% undead charm proof.  Naturally “wind walk”.  Now +3 versus life 
  drain. 
  45th 
  2+2 
  * 
  Exorcise greater demons (as per the spell).  Heal heavy wounds for all. 
  50th 
  2+3 
  * 
  Astral projection.  Cure disease (as per the spell) for all. 
  60th 
  2+4 
  * 
  Cure blindness (permanent) for all.  +5 save versus all “Death” spells. 
  70th 
  2+5 
  * 
  Walk on phantasmal surfaces.  100% undead life drain proof. 
  80th 
  2+6 
  * 
  Now +8 versus all death spells.  Raise dead men naturally (as per the spell). 
  90th 
  2+6 
  * 
  Raise dead men fully.  Raise dead monsters (as spell). 
  100th 
  2+7 
  * 
  Remove all curses 100th level or less, including up to triple wish type curses.  
  Call for the help of the “Heavenly Host” of his/her god.  Banish all undead 
  to limbo forever, no save, by gesture. 
  * – One point per level always. 
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  NOTES 
  Remember, Saints will never fight, no matter what the provocation, and they will always attempt to 
  “reason” with intelligent types.  If they succeed, that means there will be absolutely no fighting by 
  either side.  Saints will, however, try their utmost to send all undead to their “proper rest”, and banish 
  all greater and lesser demons back to their respective hells.  Speaking of which, Saints never flee in 
  terror from undead or demons (although strategic retreats are common).  When a “hostile” spell is 
  “deflected”, roll for the direction it will go (up, down, left, right, or straight back).  Saints will always 
  try to convert their traveling companions to their religion, in a friendly but persistent manner.  Saints 
  may never keep more than 100 GS, nor may they ever use more than one each of the following 
  magik items: ring, robes, amulet, and one other item.  However, they will expect a full share of 
  treasure so that they may endow their church or favorite charities.  They detest evil in all of its forms, 
  and will do their utmost to see it rid from the Multiverse.  That is, of course, unless they are “Black 
  Anti-Saints” of the fell and evil gods!  Brother, if you think plain old anti-Clerics are mean, you 
  should see these little wonders in action!  Of course, Saints can do anything a normal Cleric can do, 
  within the restrictions above. 
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  SLAVER CLASS 
  Slavers are a combination of Outlaw, Thief, and Warrior, and, as such, they have many of the 
  advantages and disadvantages inherent in those classes.  They use a d6 for hit points, and never have 
  a cruelty factor of less than 75%.  Their Ego must always be at least 15, and they must have Strength 
  of at least 12.  All other statistics are as normal for their racial type.  Elves are never slavers, nor are 
  Dwarves.  They never wear plate or highly encumbering armor, favoring studded leather and light 
  chain, with nearly never the use of a shield.  They love whips, nets (weighted), and scimitars or 
  falchions.  They almost never use their weapons, though, preferring to whip or net their victims into 
  submission.  Strangely enough, Hobbitts are occasionally slavers, and when they are, they are some 
  of the cruelest! 
  Slavers acquire points just as any Warrior does, but he also earns them for the capture and sale of 
  slaves.  He earns 150 points for every level of slave he captures, and 10 points for every 100 GS they 
  bring on the market.  Slavers always fight one column back on the attack chart when using any 
  weapon except nets or whips.  With those two weapons, however, a slaver is +2 and +4 respectively.  
  Slavers tend to be loners as they usually trust no one except close blood kin.  However, they usually 
  always have a band of hired cutthroats and mercenaries around them to do their dirty work. 
  LEVEL 
  DESIGNATION 
  ACQUIRED ABILITIES BY LEVEL OF EXPERIENCE 
  1 
  Small Whip 
  Ability to construct level one or two locks. 
  2 
  Long Whip 
  Lockpick as a Thief, but advance at half percentile rate. 
  3 
  Black Whip 
  Con as a Thief, but with a 3% base start chance. 
  4 
  Red Whip 
  Lie as a Thief, but with a 15% base start chance. 
  5 
  Whip Master 
  Add an additional +1 to all whip attacks. 
  6 
  Silver Net Man 
  Hide as a Thief, but with a 5% base start chance. 
  7 
  Gold Net Man 
  None. 
  8 
  Net Master 
  Add an additional +1 to all net attacks. 
  9 
  Whip/Net Master 
  None. 
  10 
  Slaver 
  Become able to use normal attack charts with scimitars. 
  12 
  Master of Chains 
  Become able to construct level three locks. 
  15 
  Slave Master 
  Become able to concoct knockout potions. 
  20 
  Cage Master 
  Become able to concoct knockout gas. 
  25 
  Hell Whip 
  Add an additional +2 to all whip attacks. 
  30 
  Netter of Stars 
  Add an additional +2 to all net attacks. 
  35 
  Master of the Chains of Hell Become able to construct level four or five locks. 
  40 
  Hell Cager 
  As above, but for levels six through eight. 
  50 
  Doom Master 
  Add +1 to all non-net/whip attacks. 
  75 
  Great Slave Master 
  Become able to construct +1 chains and cages. 
  100 
  Grand Master of Chains 
  Become able to construct up to +3 chains and cages. 
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  SLAVER SPECIAL NOTES 
  Slavers are a generally legal profession in most “fantasy” worlds, and were so even in our own “real” 
  one for quite a long time (and still are in some remote areas of the world), so be sure to treat them 
  so.  They will have strong and rich Guilds to protect them as long as they operate within the “laws” 
  governing their activities.  This new character type will be sure to add a truly new dimension to your 
  gaming; enjoy! 
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  STAR POWERED MAGE CLASS 
  Star Powered Mages are essentially nothing more than normal Mages with a built-in receiver for 
  “Cosmic Mana Power”.  What they can do is severely limited because of the nature of that receiver 
  and its potency.  Here’s how it works: 
  • 
  At birth, a child has a special matrix gem surgically implanted into its forehead, leaving a 
  small star shaped device protruding.  These crystal devices are very rare, as their means of 
  manufacture has long since been forgotten, and each device can “tune” itself to only one 
  living being.  When that being’s soul is destroyed, or passes on to a higher plane, the crystal 
  destroys itself in a blaze of energy. 
  • 
  The crystal always mirrors the “soul” of its wearer, and changes color according to its 
  Karma.  Thus those of evil have stars of glowing, deepest black, and those of a good and 
  kind nature have stars of blazing pure white light.  Those souls not committed to their good 
  or evil have stars of brilliant blue, being darker or lighter according to their leaning. 
  • 
  This matrix gem allows the symbiotic user to funnel cosmic power through it and themselves 
  and into spells.  However, this only works at night and under direct starlight.  Indoors or on 
  cloudy nights, the receiver does not work.  The crystal also stores Mana power equal to the 
  normal Mana of its owner, so that effectively a Star Powered Mage always has at least double 
  the power of other Mages of comparable level, Intelligence, and so on. 
  • 
  The crystal also allows the Star Powered Mage to funnel extra power (at night only while 
  under direct starlight) into any spoken spell and in any amount desired.  However, for every 
  10 Mana points pumped into a spell through himself, there is a 5% chance of the flow 
  becoming self-perpetuating and running wild.  When this happens, there is a 90% chance 
  (less 2% per level of the Star Powered Mage) of the Star Powered Mage himself being 
  literally sucked into the spell’s power, and being irrevocably destroyed.  The 5% chance per 
  10 Mana points is reduced in risk by 3% per level of the user.  Also, when the runaway 
  begins, the Star Powered Mage has one chance to stop it, with a 3% chance per point of 
  Intelligence.  However, the flow will still run for d20 melee rounds, and causing 
  unconsciousness for 5 minutes for every melee round of the runaway. 
  • 
  The crystal star imprints upon itself, from microsecond to microsecond, the totality of the 
  being it is tuned to.  Thus, under direct starlight, it will (like that fantastic machine of the 
  Krell in that magnificent film “Forbidden Planet”), repair, restore, and regenerate its host 
  from microsecond to microsecond.  Instant and total regeneration!  The drawback to this is 
  that once damage equal to twice the normal total of the host has been regenerated, the 
  runaway problem rears its ugly head again.  Now remember, this is twice the damage all 
  within a maximum of 3 melee rounds.  The Star Powered Mage has a base of 25% of 
  stopping the runaway and burnout, plus 3% per each point of Constitution he/she has.  It is 
  an either/or situation in this case however; either stopped or burnout.  During the daytime 
  or in a situation where direct starlight is not available, the crystal will trap the soul, keeping it 
  safe until it does have access to direct starlight, at which time it will totally reconstitute and 
  rebuild the person, taking one hour per level and ten minutes per hit point of said person. 
  • 
  The crystal is 10% impervious to fire and lightning, and can withstand blows of up to 75 
  points in Strength.  Acid dissolves it at a rate of one point per minute, and it has points 
  equal to its owner.  However, cold makes it brittle and susceptible to blows of only 25 points 
  in power, and 35 points of sonics will cause it to explode, irrevocably destroying itself and 
  its wearer.  The star makes the wearer highly susceptible (-4 saving roll) to all forms of 
  psychic probes and attacks, but compensates by giving the wearer natural ESP at start, 
  changing to natural Telepathy at the 12th level of experience that the Star Powered Mage 
  reaches.  As there are no known “Names” or other designations for different levels of 
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  attainment for Star Powered Mages as there are for other more “normal” Mages, feel free to 
  make up your own. 
  Just remember that the Star Powered Ones sided with the Titans against civilization many thousands 
  of years ago in a war to the death for supremacy of the Multiverse.  They lost, and have now almost 
  been forgotten.  Remember, I said almost, because the memory of Humans, Elves, Dwarves, and the 
  like run long, and they still hate with a cold fury those that almost destroyed all!  So tread with care 
  when you play one of the Star Powered kind, lest bloody vengeance creep up on you! 
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  TECHNO CLASS 
  Technos are specialists who disbelieve totally in magik, and work from a strictly scientific point of 
  view.  They can figure out nearly any mechanical or technological item, given sufficient time and 
  resources.  They are constantly dismembering dragons to see where the flamethrower was hidden – 
  or getting eaten while trying!  Technos intensely dislike all forms of Mages, but tend to grudgingly 
  tolerate Clerics.  They never wear armor unless it’s something like a flak jacket.  They also never carry 
  anything except technological weapons to fight with.  Technos look down on Warriors, considering 
  them “a bunch of Neanderthals”.  They have a 50% base chance, improving at 1% per level, of 
  figuring out mechanical devices, and a 10% base chance, improving at 2% per level, of figuring out 
  electronic devices.  This means learning how the device works, not why.  If a Techno chooses one of 
  the above as a specialty, add 15% to the base chance – but he or she can ONLY figure out devices 
  from that category. 
  LEVEL 
  DESIGNATION 
  ABILITIES ACQUIRED WITH EXPERIENCE 
  1st 
  Probationer 
  no special ability 
  2nd 
  Student 
  ability to automatically figure out rudimentary mechanisms 
  3rd 
  Student Tinkerer 
  ability to figure out simple mechanisms (clocks, timers, etc) 
  4th 
  Tinkerer’s Assistant ability to figure out mechanical traps in d20 minutes 
  5th 
  Tinkerer 
  1st level Thief pick locks ability, increasing at 3% per level hereafter 
  6th 
  Master Tinkerer 
  ability to detect mechanical traps (25% base, plus 5% per level 
  hereafter) 
  7th 
  Techno Apprentice ability to detect electronic emanations (35% base, plus 5% per level 
  hereafter) 
  8th 
  Techno 3rd Class 
  ability to detect mechanical weak points (25% base, plus 5% per 
  level hereafter) 
  9th 
  Techno 2nd Class 
  ability to detect radioactivity (10% base, plus 1% per level hereafter) 
  10th 
  Techno 1st Class 
  begin chemical and explosive “figuring” (20% base, plus 2% per 
  level hereafter) 
  15th 
  Techno 
  begin simple construction (flintlocks, clocks, deadbolt locks, etc) 
  20th 
  Master Techno 
  begin early medical technology, percussion firearms, etc. 
  25th 
  Laboratory 
  Assistant 
  begin moderate construction (revolvers, bolt action rifles, etc) 
  30th 
  Assistant Scientist 
  begin elementary computer construction, build automatic weapons 
  40th 
  Scientist 
  begin nuclear “figuring” (10% base, plus 2% per level hereafter) 
  50th 
  Research Scientist 
  begin elementary robotic construction and early transport 
  technology 
  60th 
  Inventor 
  begin intermediate robotic construction and early flight technology 
  80th 
  Master Inventor 
  begin advanced robotics, early bionics, and laser technology 
  100th 
  Master 
  Manufacturer 
  advanced sciences, early space flight technology 
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  TRADER (MERCHANT) CLASS 
  To be a Trader, one must have an Intelligence of at least 12, and a Constitution of at least 15.  
  Traders progress by earning experience in “commerce”.  For every 1,000 GS value they gain through 
  business ventures, they earn 10 experience points (100,000 GS = 1,000 experience points).  Of 
  course, they get kill points and the like also.  However, if a Trader never caravans or sails out of his 
  city, he can never exceed 10th level. 
  The Trader class combines many facets of Warriors, Slavers, Technos, and Normals, as well as 
  possessing their own special talents.  Traders can bargain for reduced prices on items, and can find 
  buyers for hard to sell items (for a commission, of course).  They have access to all sorts of useful 
  information (through the guild), as to the location of oases, mountain passes, caravan routes, and so 
  forth.  They can be interesting and formidable characters, if properly and intelligently played. 
  Note: Bargaining starts at a 5% discount and improves as follows: 2% per level up to 40%, then 1% 
  per 3 levels up to 50% (the maximum).  So bargain and enjoy!  Traders also gain the ability to 
  ‘equivocate’ – that is, talk so fast and so convincingly that intelligent creatures will either help 
  them, be so confused as to not hinder them, or flee in bewildered agitation.  This ability starts at 
  5%, and increases at 2% per level up to 40%, then a further 1% per 4 levels up to 50% (the 
  maximum).  Traders use d6 for hit dice up to 10th level, and gain 1 hit point per level after that. 
  Traders may wear leather armor only (with shield) or chain mail (no shield), and may use any non-
  missile weapon with the exception of polearms.  Shortswords, scimitars, and the occasional rapier are 
  favored.  Traders have a base 35% chance (increasing at 1% per level) of knowing proper directions 
  overland even without maps.  They can also pick locks and disarm traps like a Thief of a third their 
  own level.  They also have the ability to “appraise” the value of any object with a 75% base accuracy.  
  This ability increases at 2% per three levels.  Traders can also read, but not use, magik scrolls. 
  POINTS NEEDED LEVEL FIGHTING ABILITY
  SPECIAL ABILITY GAINED 
  0 
  1st 
  1 
  start “Bargaining” ability 
  2,250 
  2nd 
  1 
  start “Sense Direction” ability 
  4,500 
  3rd 
  1 
  start “Pick Locks, etc.” ability 
  6,750 
  4th 
  2 
  start “Read Magik” ability 
  9,000 
  5th 
  2 
  start “Equivocate” ability 
  13,500 
  6th 
  3 
  may use crossbows at half level 
  18,000 
  7th 
  3 
  3rd mate equivalent seafarer 
  22,500 
  8th 
  4 
  learn 5 additional languages 
  27,000 
  9th 
  5 
  equivalent 1st level Monk ability 
  31,500 
  10th 
  5 
  2nd mate equivalent seafarer 
  may use crossbows at full level 
  54,000 
  15th 
  7 
  equivalent 2nd level Monk ability 
  equivalent first mate seafarer 
  99,000 
  20th 
  9 
  equivalent 3rd level Monk ability 
  learn 10 additional languages 
  144,000 
  30th 
  13 
  sea captain equivalent seafarer 
  504,000 
  50th 
  21 
  1st level Illusionist ability 
  1,044,000 
  100th 
  31 
  automatic guild master in home country 
  get double Thief and Illusionist abilities 
   
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  TRUE PALADIN CLASS 
  In the past, Paladins as a class have always seemed to be nothing more than fighting Clerics.  This is 
  because their true nature as Warriors, with a near mystical religious fervor, has never been properly 
  dealt with.  Here, then, are the Paladins of Arduin. 
  These characters are akin to berserk Warriors with overtones of the Witch Hunter.  In combat, they 
  are always +1 due to their fervor, but against clearly recognized “pagan enemies” of their own 
  religion, they are +1 the first melee round, +2 the second, +3 the third, and +4 the fourth.  At that 
  point, they have a 50% chance of going berserk, increasing by 5% per melee round thereafter.  When 
  they do go berserk, they become +8 in their attacks (due to their fanatical ferocity), but are -6 in their 
  own defense.  They also do d4 extra damage while berserk, and roll on the next worse weapon 
  breakage percentage (see chart in Weapon's Breakage Chart). 
  Paladins have no compunctions about killing “enemies” of their religion, but usually try to convert 
  all others.  They adhere strictly to the basic tenets of their religion, and detest others who do not 
  (and are quick to say so).  They preach their religion’s own brand of wisdom constantly, and never 
  give up in trying to “convert the heathens”.  Paladins always get a +2 save versus all Clerical magik 
  not of their religion. 
  They are the pride of their local place of worship (having lived and trained there since birth), and 
  start out life very well accoutered (see the chart below). 
  TRUE PALADIN INITIAL ACCOUTREMENT 
  DIE ROLL WEALTH (GS) 
  MOUNT 
  ARMOR 
  WEAPONRY 
  1 
  100 
  L 
  Leather 
  one main, one dagger 
  2 
  250 
  M 
  Leather / Shield 
  as above plus one missile 
  3 
  500 
  M B 
  Chain 
  any four 
  4 
  750 
  H 
  Chain / Shield 
  any five 
  5 
  1,000 
  H B 
  Plate 
  any six 
  6 
  1,500 
  D 
  Plate / Shield 
  any seven 
  7 
  2,000 
  D B 
  Choice 
  any eight 
  8 
  2,500 
  Choice 
  Choice 
  any ten 
   
  L = Light Warhorse M = Medium Warhorse
  H = Heavy Warhorse
  D = Destrier B = Barding
   
  Remember, Paladins take pride in themselves and their religion, and will always comport themselves 
  accordingly.  They will run with characters not of their religion if their religions are compatible.  For 
  instance, a Paladin of Saren the Sun God would ride with followers of Ra, Zeus, and the like, but 
  would not ride with followers of The Moon Lady, Skirin, Might Lord, or their types.  It’s common 
  sense when adjudicating for this. 
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  Paladins do acquire some Clerical abilities, as listed below: 
  LEVEL 
  ABILITIES 
  1st 
  Heal Light Wounds (all of his religion only) 
  3rd 
  Aura of Clerical Light (around self) / first level Clerical Undead Turn Away 
  5th 
  Cure Temporary Blindness (his religion only) 
  8th 
  Speak to Those Newly Slain / third level Clerical Undead Turn Away 
  10th 
  Cure Disease (his religion only) 
  15th 
  Cure Permanent Blindness / fifth level Clerical Undead Turn Away 
  20th 
  Cure Temporary Insanity / Create Food and Water (basic) 
  25th 
  eighth level Clerical Undead Turn Away / do all first level Clerical magik 
  50th 
  ninth level Clerical Undead Turn Away / “convert” heathens 
  100th 
  tenth level Clerical Undead Turn Away / “walk the winds” 
  All heals and cures are done by a “laying on of hands”.  For each strength point the Paladin has, he 
  has three “mana” points.  For each heal or curs it takes the number of mana points equivalent to the 
  level he acquired his ability, to perform (i.e. a Cure Disease takes ten of his Mana points).  When all 
  of his mana is used he may “burn” his strength points (gone for 25 hours) to acquire more mana per 
  heals, etc, on a one for one ratio. 
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  WITCH HUNTER CLASS 
  These characters are religious fanatics (99% Christian) who are obnoxiously “holier than thou” in 
  their attitude towards just about everyone and everything.  They will work only with Lawful types, 
  and will nearly always attack Neutral (75%) or Chaotic (100%) types.  They are the only non-arcane 
  or clerical type that can use certain of these spells. 
  This class has the following advantages. 
  a) They can use the following spells, but only as the appropriate level is reached. 
  1. Detect Magik 
  2. Detect Evil 
  3. Protection from Evil 
  4. Bless (self only) 
  5. Remove Curse 
  6. Prayer 
  7. Dispel Evil 
  8. Detect Lycanthropes 
  9. Dispel Magik 
  10. Heavenly Strength 
  Witch Hunters are the only character type that can handle cursed objects safely.  They can 
  memorize these spells regardless of Intelligence.  Note: Divide their Mana points by four, 
  rather than three. 
  b) They can sense the undead (30’ indoors or 90’ outdoors).  The base chance of success is 
  20%, increasing 5% per level.  Nothing blocks this sense. 
  c) Due to their righteous self-esteem and beliefs, they never have to roll versus fear or for 
  morale except against Greater Demons. 
  d) They get +3 to saving rolls versus undead and +1 versus magik.  Their attacks against 
  undead receive a bonus of +1 (at 1st – 5th level), +2 (at 6th – 10th level), or +3 (at 11th 
  level and above). 
  e) Witch Hunters can charge in “Righteous Fury”, entering a frenzy not unlike that of the 
  Berserker or Barbarian.  In this state, they add +3 to their attacks.  However, like Barbarians, 
  they must run it completely out.  They can only use this Righteous Fury when in combat 
  with undead or evil Clerics. 
  As such, Witch Hunters also suffer the following disadvantages. 
  a) They will never retreat from the undead or from evil Clerics, but will stay and fight to the 
  end (with a 25% chance they’ll charge in Righteous Fury). 
  b) They can never have more than Intelligence 12 or Wisdom 15.  Their Charisma can never 
  exceed 9; however, to Lawful creatures, their Charisma is considered 5 points higher. 
  c) They will use only maces (except in dire emergencies, when they’ll use anything at hand, but 
  they’ll do penance afterwards).  They will never own or use anything but strongly Lawful 
  magik (the limit is one shield, one armor, one mace, and one other item).  Anything they 
  cannot use, they will either give to Clerics (65% chance), destroy (30% chance), or leave 
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  behind (5% chance).  Non-Lawful magik items are always destroyed. 
  d) They cannot detect traps, and are highly susceptible to disease (-3 to saving rolls) and poison 
  gas (-2 to saving rolls). 
  e) They hate technology, and refuse to use anything more complex than a crossbow. 
  Special Note: Barbarians and Witch Hunters detest each other, and usually fight on sight.  Usually 
  only Humans are of this type, although Amazons and Dwarves are occasionally Witch Hunters 
  as well.  There are no Elven or Hobbitt Witch Hunters. 
  POINTS 
  REQUIRED LEVEL 
  NAME 
  MAXIMUM 
  SPELL ABILITY
  HIT 
  DICE 
  FIGHTING 
  CAPABILITY 
  0 
  1st 
  Chosen One 
  None 
  1 
  Man 
  1,800 
  2nd 
  Apprentice Seeker 
  1 
  1+2 
  Man 
  3,600 
  3rd 
  Seeker 
  2 
  2 
  Man +1 
  5,400 
  4th 
  Soldier of God 
  3 
  3 
  Man +2 
  7,200 
  5th 
  Soldier of God 
  4 
  4 
  2 Men 
  10,800 
  6th 
  Soldier of God 
  4 
  4+2 
  2 Men +1 
  14,400 
  7th 
  Soldier of God 
  4 
  5 
  3 Men 
  18,000 
  8th 
  Witch Hunter 
  5 
  6 
  3 Men +1 
  21,600 
  9th 
  Witch Hunter 
  6 
  7 
  Hero 
  28,800 
  10th 
  Witch Finder 
  7 
  7+2 
  Myrmidon 
  36,000 
  11th 
  Witch Finder 
  8 
  8 
  Myrmidon +1 
  43,200 
  12th 
  Witch Finder 
  8 
  8+2 
  Champion 
  50,400 
  13th 
  Witch Finder 
  8 
  9 
  Champion +1 
  57,600 
  14th 
  Witch Finder 
  8 
  9+2 
  Super Hero 
  64,800 
  15th 
  Witch Finder General 
  9 
  ** 
  Super Hero +1 
  72,000 
  16th 
  Witch Finder General 
  9 
  ** 
  Super Hero +1 
  79,200 
  17th 
  Witch Finder General 
  9 
  ** 
  Super Hero +1 
  86,400 
  18th 
  Witch Finder General 
  9 
  ** 
  Super Hero +1 
  93,600 
  19th 
  Witch Finder General 
  9 
  ** 
  Super Hero +1 
  100,800 
  20th 
  Witch Finder General 
  10 
  ** 
  Super Hero +1 
  108,000 
  21st 
  Witch Finder General 
  10 
  ** 
  Super Hero +1 
  122,400 
  22nd 
  Witch Finder General 
  10 
  ** 
  Super Hero +1 
  136,800 
  23rd 
  Witch Finder General 
  10 
  ** 
  Super Hero +1 
  151,200 
  24th 
  Witch Finder General 
  10 
  ** 
  Super Hero +1 
  165,600 
  25th 
  Marshall of the Lord 
  10 
  ** 
  Super Hero +1 
  180,000 
  26th 
  Marshall of the Lord 
  10 
  ** 
  Super Hero +1 
  194,400 
  27th 
  Marshall of the Lord 
  10 
  ** 
  Super Hero +1 
  208,800 
  28th 
  Marshall of the Lord 
  10 
  ** 
  Super Hero +1 
  223,200 
  29th 
  Marshall of the Lord 
  10 
  ** 
  Super Hero +1 
  237,600 
  30th 
  High Marshall 
  10 
  ** 
  Super Hero +1 
  +30,000 
  per level 
  35th 
  Judge of Heaven 
  10 
  ** 
  Super Hero +1 
  40th 
  High Judge of Heaven 
  10 
  ** 
  Super Hero +1 
  ** – Thereafter +1 point per two levels 
  100
  Timothy Schaefer (order #5257304)
  
  CHARACTER 
  LIMITATIONS 
  CHARACTER LIMITATION CHART 
  From Arduin Grimoire I (Page 5) 
  CONDENSED CHARACTER LIMITATION 
  CHART 
  From Arduin Grimoire I (Pages 6 – 7) 
  CONDENSED CHARACTER LIMITATION 
  CHART 
  From Arduin Grimoire II (Page 21) 
   
   
  101
  Timothy Schaefer (order #5257304)
  
  CHARACTER LIMITATION CHART 
  CHARACTER TYPE 
  CLERIC 
  MAGE 
  THIEF 
  WARRIOR 
  PSYCHIC 
  MONK 
  PALADIN 
  ALL OTHERS 
  Human 
  ** 
  ** 
  ** 
  ** 
  ** 
  ** 
  ** 
  ** 
  Elf 
  8 
  8 
  8 
  10 
  ** 
  * 
  * 
  ** 
  Half Elf 
  10 
  6 
  12 
  8 
  ** 
  6 
  6 
  ** 
  Orc 
  6 
  4 
  ** 
  12 
  * 
  * 
  * 
  ** 
  Half Orc 
  8 
  5 
  ** 
  10 
  4 
  4 
  * 
  ** 
  Uruk Hai 
  8 
  6 
  ** 
  ** 
  * 
  * 
  * 
  ** 
  Gnome 
  6 
  3 
  10 
  10 
  * 
  * 
  * 
  ** 
  Dwarf 
  4 
  3 
  12 
  12 
  * 
  * 
  * 
  ** 
  Amazon 
  8 
  10 
  ** 
  ** 
  5 
  * 
  * 
  ** 
  Hobbitt 
  6 
  6 
  ** 
  6 
  3 
  * 
  * 
  ** 
  Gnoll 
  4 
  4 
  10 
  ** 
  * 
  * 
  * 
  ** 
  Kobold 
  2 
  4 
  ** 
  4 
  * 
  * 
  * 
  ** 
  Goblin 
  3 
  4 
  10 
  5 
  * 
  * 
  * 
  ** 
  Hobgoblin 
  4 
  5 
  12 
  6 
  * 
  * 
  * 
  ** 
  Troll 
  * 
  * 
  * 
  ** 
  * 
  * 
  * 
  * 
  Kobbitt 
  4 
  4 
  ** 
  7 
  * 
  * 
  * 
  ** 
  Centaur 
  4 
  4 
  * 
  12 
  3 
  * 
  * 
  ** 
  Saurig 
  * 
  5 
  * 
  10 
  3 
  * 
  * 
  * 
  Phraint 
  * 
  * 
  ** 
  ** 
  * 
  * 
  * 
  * 
  Merman 
  10 
  10 
  * 
  10 
  3 
  * 
  * 
  ** 
  Mermaid 
  6 
  15 
  * 
  * 
  12 
  * 
  * 
  * 
  Triton 
  12 
  12 
  9 
  ** 
  * 
  * 
  * 
  ** 
  Ogre 
  4 
  4 
  5 
  ** 
  2 
  6 
  * 
  ** 
  102
  Timothy Schaefer (order #5257304)
  
  CHARACTER LIMITATION CHART (CONTINUED) 
  CHARACTER TYPE 
  CLERIC 
  MAGE 
  THIEF 
  WARRIOR 
  PSYCHIC 
  MONK 
  PALADIN 
  ALL OTHERS 
  Giant 
  6 
  4 
  * 
  ** 
  * 
  * 
  * 
  * 
  Titan 
  * 
  ** 
  * 
  ** 
  15 
  * 
  * 
  ** 
  Gnorc 
  6 
  5 
  12 
  15 
  * 
  * 
  * 
  ** 
  Haggorym 
  * 
  6 
  3 
  6 
  2 
  * 
  * 
  * 
  Caveman 
  * 
  4 
  2 
  8 
  2 
  * 
  * 
  ** 
  Gargoyles 
  * 
  * 
  10 
  10 
  * 
  * 
  * 
  ** 
  Furies 
  * 
  2 
  8 
  8 
  * 
  * 
  * 
  ** 
  Pixies 
  * 
  4 
  ** 
  4 
  2 
  * 
  * 
  ** 
  Nixies 
  * 
  5 
  * 
  3 
  10 
  * 
  * 
  ** 
  Felines 
  * 
  10 
  ** 
  ** 
  10 
  * 
  * 
  * 
  Canines 
  10 
  2 
  4 
  ** 
  4 
  * 
  * 
  * 
  Mammals 
  12 
  4 
  6 
  ** 
  4 
  * 
  * 
  ** 
  Avians 
  * 
  3 
  10 
  ** 
  3 
  * 
  * 
  * 
  Piscoids 
  * 
  * 
  * 
  ** 
  ** 
  * 
  * 
  * 
  Spiders 
  * 
  5 
  ** 
  ** 
  8 
  * 
  * 
  ** 
  Insects 
  * 
  * 
  15 
  ** 
  * 
  * 
  * 
  ** 
  Exotics 
  varies 
  varies 
  varies 
  varies 
  varies 
  * 
  * 
  varies 
  All Others 
  varies 
  varies 
  varies 
  varies 
  varies 
  * 
  * 
  varies 
   
  * – Means that this category is closed to that character type. 
  varies – Variable according to character type. 
  ** – Means that there is no limit to the experience levels attainable in this area. 
   
  Obviously, normal insects and animals are not smart enough to do much of anything, but there are werecreatures and other types that will fit the bill, so 
  these guidelines are meant for them. 
  103
  Timothy Schaefer (order #5257304)
  
  CONDENSED CHARACTER LIMITATION CHART 
  TYPE 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  EGO 
  AGILITY 
  STRENGTH 
  Human (male) 
  07 – 16 
  07 – 16 
  07 – 16 
  07 – 18 
  08 – 15 
  07 – 18 
  Human (female) 
  08 – 17 
  06 – 15 
  09 – 18 
  09 – 18 
  09 – 16 
  05 – 14 
  Elf (male) 
  09 – 18 
  03 – 12 
  08 – 17 
  09 – 18 
  09 – 16 
  10 – 17 
  Elf (female) 
  09 – 18 
  03 – 10 
  09 – 18 
  09 – 18 
  10 – 17 
  08 – 15 
  Half Elf (male) 
  09 – 16 
  07 – 14 
  08 – 17 
  13 – 18 
  07 – 16 
  07 – 18 
  Half Elf (female) 
  10 – 17 
  05 – 12 
  09 – 18 
  09 – 18 
  09 – 16 
  05 – 16 
  Gnomes 
  05 – 14 
  05 – 11 
  06 – 13 
  10 – 16 
  08 – 13 
  08 – 14 
  Dwarf 
  06 – 15 
  05 – 12 
  07 – 14 
  11 – 18 
  09 – 14 
  09 – 16 
  Hobbitt 
  06 – 13 
  06 – 13 
  08 – 15 
  06 – 13 
  12 – 17 
  07 – 12 
  Amazon 
  08 – 17 
  08 – 15 
  07 – 18 
  09 – 18 
  11 – 16 
  06 – 17 
  Orc 
  04 – 11 
  04 – 11 
  04 – 09 
  09 – 18 
  07 – 14 
  09 – 16 
  Half Orc 
  06 – 13 
  05 – 10 
  05 – 10 
  08 – 17 
  08 – 15 
  08 – 17 
  Uruk Hai 
  05 – 13 
  05 – 13 
  05 – 11 
  11 – 22 
  08 – 17 
  11 – 19 
  Kobold 
  04 – 11 
  04 – 07 
  04 – 07 
  07 – 12 
  09 – 16 
  06 – 11 
  Goblin 
  05 – 12 
  05 – 10 
  05 – 08 
  09 – 14 
  08 – 15 
  07 – 12 
  Hobgoblin 
  06 – 13 
  05 – 12 
  06 – 09 
  11 – 16 
  07 – 14 
  07 – 14 
  Gnoll 
  07 – 14 
  05 – 14 
  07 – 10 
  12 – 17 
  10 – 15 
  10 – 17 
  All Trolls 
  04 – 09 
  04 – 07 
  04 – 09 
  13 – 18 
  05 – 12 
  13 – 18 
  Lesser Giants 
  (up to Hill) 
  06 – 11 
  05 – 10 
  05 – 14 
  14 – 18 
  06 – 13 
  special 
  Greater Giants 
  (up to Storm) 
  07 – 14 
  05 – 12 
  07 – 16 
  16 – 18 
  07 – 14 
  special 
  All Dragons 
  09 – 18 
  09 – 18 
  09 – 18 
  15 – 18 
  07 – 12 
  special 
  Balrogs and Lesser 
  Demons 
  09 – 18 
  05 – 10 
  03 – 12 
  16 – 18 
  09 – 14 
  special 
  104
  Timothy Schaefer (order #5257304)
  
  CONDENSED CHARACTER LIMITATION CHART (CONTINUED) 
  TYPE 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  EGO 
  AGILITY 
  STRENGTH 
  Greater Demons and 
  Demi-Gods 
  09 – 20 
  05 – 24 
  05 – 24 
  18 – 27 
  12 – 21 
  special 
  Lesser Undead 
  (Ghouls To Wraiths) 
  X 
  X 
  X  -7 
  X +3 
  09 – 18 
  11 – 16 
  Other Undead 
  (Specters To Liches) 
  X 
  X 
  X  -4 
  X +6 
  09 – 20 
  13 – 18 
  Insects 
  01 – 06 
  01 – 03 
  01 – 12 
  01 – 04 
  09 – 20 
  01 – ? 
  Mammals 
  02 – 07 
  02 – 07 
  03 – 14 
  08 – 15 
  07 – 18 
  01 – ? 
  Reptiles 
  02 – 05 
  02 – 05 
  02 – 13 
  08 – 17 
  05 – 12 
  01 – ? 
  Piscine 
  01 – 04 
  01 – 04 
  01 – 12 
  01 – 06 
  08 – 15 
  01 – ? 
  Avian 
  01 – 05 
  01 – 06 
  04 – 15 
  07 – 18 
  07 – 14 
  01 – ? 
  Energy Beings 
  ? 
  ? 
  09 – 18 
  ? 
  ? 
  ? 
  Silicate Life 
  ? 
  ? 
  01 – 12 
  ? 
  ? 
  ? 
   
  TYPE 
  CONSTITUTION 
  DEXTERITY 
  MECHANICAL 
  ABILITY 
  SWIMMING 
  ABILITY 
  STAMINA 
  MAGIC 
  RESISTANCE 
  Human (male) 
  07 – 16 
  07 – 16 
  05 – 16 
  05 – 16 
  08 – 15 
  even 
  Human (female) 
  06 – 15 
  08 – 17 
  04 – 15 
  04 – 15 
  06 – 15 
  even 
  Elf (male) 
  10 – 17 
  13 – 18 
  03 – 08 
  06 – 11 
  10 – 17 
  +2 
  Elf (female) 
  09 – 16 
  13 – 18 
  03 – 06 
  07 – 12 
  09 – 16 
  +2 
  Half Elf (male) 
  07 – 18 
  08 – 17 
  06 – 15 
  05 – 14 
  09 – 16 
  +1 
  Half Elf (female) 
  07 – 16 
  09 – 18 
  05 – 14 
  04 – 13 
  07 – 16 
  +1 
  Gnomes 
  10 – 16 
  07 – 14 
  12 – 16 
  01 – 07 
  11 – 15 
  +4 
  Dwarf 
  11 – 18 
  08 – 15 
  13 – 18 
  01 – 08 
  12 – 17 
  +4 
  Hobbitt 
  07 – 14 
  12 – 17 
  04 – 09 
  01 – 04 
  07 – 12 
  +3 
  105
  Timothy Schaefer (order #5257304)
  
  CONDENSED CHARACTER LIMITATION CHART (CONTINUED) 
  TYPE 
  CONSTITUTION 
  DEXTERITY 
  MECHANICAL 
  ABILITY 
  SWIMMING 
  ABILITY 
  STAMINA 
  MAGIC 
  RESISTANCE 
  Amazon 
  07 – 16 
  09 – 16 
  05 – 10 
  09 – 16 
  09 – 16 
  even 
  Orc 
  08 – 17 
  06 – 14 
  01 – 06 
  01 – 06 
  13 – 18 
  +1 
  Half Orc 
  09 – 16 
  07 – 15 
  01 – 08 
  01 – 08 
  11 – 16 
  even 
  Uruk Hai 
  10 – 20 
  07 – 17 
  01 – 07 
  01 – 07 
  16 – 22 
  +1 
  Kobold 
  09 – 14 
  07 – 15 
  01 – 06 
  01 – 04 
  07 – 12 
   -2 
  Goblin 
  10 – 15 
  06 – 14 
  02 – 07 
  01 – 05 
  08 – 13 
   -1 
  Hobgoblin 
  11 – 16 
  05 – 13 
  03 – 08 
  01 – 06 
  09 – 14 
  even 
  Gnoll 
  12 – 17 
  07 – 15 
  04 – 09 
  01 – 08 
  11 – 16 
  even 
  All Trolls 
  13 – 18 
  03 – 13 
  01 – 04 
  01 – 04 
  13 – 18 
  +1 
  Lesser Giants 
  (up to Hill) 
  16 – 18 
  05 – 13 
  03 – 08 
  03 – 10 
  12 – 18+ 
  even 
  Greater Giants 
  (up to Storm) 
  16 – 18+ 
  07 – 15 
  04 – 09 
  05 – 12 
  16 – 18+ 
  +1 
  All Dragons 
  18+ 
  09 – 18 
  01 – 03 
  01 – 06 
  18+ 
  special 
  Balrogs and Lesser 
  Demons 
  18+ 
  09 – 20 
  01 – 03 
  01 – 04 
  18+ 
  special 
  Greater Demons and 
  Demi-Gods 
  18+ 
  09 – 36 (special) 
  01 – 20 
  varies 
  18+ 
  special 
  Lesser Undead 
  (Ghouls To Wraiths) 
  N/A 
  13 – 18 
  X 
  none 
  N/A 
  even 
  Other Undead 
  (Specters To Liches) 
  N/A 
  13 – 24 
  X 
  none 
  N/A 
  +1 
  Insects 
  01 – ? 
  15 – 24 
  01 – ? 
  01 – 06 
  01 – 18+ (special) 
  +1 
  Mammals 
  02 – ? 
  07 – 18 
  01 – ? 
  06 – 17 
  01 – 18+ (special) 
  even 
  Reptiles 
  02 – ? 
  03 – 14 
  01 – ? 
  07 – 18 
  01 – 18+ (special) 
  -1 
  Piscine 
  01 – ? 
  05 – 16 
  none 
  18+ 
  01 – 18+ (special) 
  even 
  106
  Timothy Schaefer (order #5257304)
  
  TYPE 
  CONSTITUTION 
  DEXTERITY 
  MECHANICAL 
  ABILITY 
  SWIMMING 
  ABILITY 
  STAMINA 
  MAGIC 
  RESISTANCE 
  Avian 
  01 – ? 
  05 – 16 
  01 – ? 
  01 – 12 
  01 – 18+ (special) 
  even 
  Energy Beings 
  16 – 48 (special) 
  ? 
  N/A 
  ? 
  ? 
  +4 
  Silicate Life 
  01 – 10 
  ? 
  ? 
  ? 
  ? 
  +3 
   
  X – refer to living equivalent race for statistics 
  N/A – Not Applicable 
  CONDENSED CHARACTER LIMITATION CHART (CONTINUED) 
  Note – Dragons, Balrogs, and Demons are 50% Magic resistant (saving throw is rolled only if resistance roll fails). 
  107
  Timothy Schaefer (order #5257304)
  
  CONDENSED CHARACTER LIMITATION CHART 
  TYPE 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  EGO 
  AGILITY 
  STRENGTH 
  CONSTITUTION 
  MAGIK 
  RESISTANCE 
  DEXTERITY 
  Phraint 
  9 – 14 
  9 – 12 
  6 – 9 
  10 – 17 15 – 22
  9 – 16
  10 – 15 
  +1 
  17 – 24
  Saurig 
  7 – 12 
  6 – 9 
  6 – 9 
  14 – 18
  6 – 10
  15 – 18 13 – 18 
  even 
  6 – 13
  Deodanth *1 
  9 – 18 
  6 – 11 12 – 17 16 – 18 14 – 19
  special
  14 – 18 
  +3 
  17 – 20
  Kobbitt 
  8 – 15 
  5 – 12 
  5 – 10
  9 – 16
  10 – 17
  7 – 12
  8 – 15 
  +1 
  12 – 17
  Thaelastra 
  11 – 18 5 – 10 
  9 – 14
  15 – 18
  9 – 16
  9 – 16
  9 – 16 
  – 2 
  13 – 18
  Centaur *2 
  6 – 13 
  9 – 16 
  9 – 18
  15 – 18
  9 – 14
  12 – 17 16 – 18 
  +2 
  9 – 14
  Merman *3 
  9 – 14 
  4 – 9 
  8 – 13
  15 – 18 13 – 18 14 – 17 14 – 17 
  +1 
  9 – 16
  Mermaid *3 
  10 – 15 5 – 10 
  9 – 16
  12 – 17 12 – 17 12 – 15 13 – 16 
  +1 
  10 – 15
  Hawkman *4 
  8 – 15 
  7 – 14 
  9 – 14
  15 – 18 14 – 18
  8 – 13
  9 – 14 
  even 
  14 – 15
  Haggorym 
  6 – 11 
  4 – 7 
  4 – 7 
  16 – 18
  9 – 14
  12 – 17 16 – 18 
  – 1 
  10 – 15
  Cave Man 
  7 – 12 
  5 – 10 
  6 – 11
  14 – 18
  9 – 16
  14 – 17 15 – 18 
  – 2 
  9 – 16
  Brownie 
  9 – 14 
  3 – 10 12 – 17 10 – 15 11 – 16
  7 – 12
  16 – 18 
  +4 
  15 – 20
  Khorb *1 
  5 – 8 
  3 – 6 
  4 – 7 
  16 – 18
  8 – 13
  special
  16 – 18 
  even 
  9 – 14
  Argalanthi *1 
  12 – 18 7 – 10 
  4 – 9 
  10 – 15
  9 – 14
  special
  16 – 18 
  even 
  15 – 20
  Octorilla *1 
  4 – 7 
  3 – 6 
  3 – 6 
  16 – 18
  9 – 12
  special
  16 – 18 
  +1 
  12 – 15
  Gargoyle *1 
  6 – 9 
  4 – 7 
  4 – 7 
  16 – 18 14 – 17
  special
  14 – 17 
  +2 
  9 – 14
  Throon *1 
  8 – 13 
  7 – 12 
  8 – 11
  15 – 18 10 – 15
  special
  15 – 17 
  even 
  10 – 17
  Knoblin *4 
  8 – 15 
  6 – 11 
  8 – 13
  9 – 14
  14 – 18
  8 – 13
  8 – 13 
  – 1 
  14 – 18
  Wolf 
  4 – 7 
  6 – 9 
  5 – 10
  10 – 15 12 – 15
  6 – 9 
  9 – 14 
  even 
  12 – 15
  Warg 
  6 – 9 
  5 – 8 
  6 – 11
  14 – 18 10 – 13
  7 – 10
  10 – 15 
  even 
  11 – 14
  Lion/Tiger *1 
  5 – 8 
  4 – 7 
  6 – 9 
  14 – 18 11 – 16
  special
  12 – 17 
  even 
  12 – 17
  Gnorc 
  8 – 13 
  6 – 11 
  7 – 10
  12 – 17
  9 – 14
  12 – 18 14 – 17 
  even 
  10 – 15
  Nixie *3 
  8 – 15 
  3 – 8 
  15 – 18 14 – 18 14 – 18
  4 – 7 
  9 – 12 
  +4 
  15 – 18
  Pixie 
  8 – 15 
  3 – 8 
  15 – 18 14 – 18 15 – 18
  3 – 6 
  8 – 11 
  +4 
  15 – 18
  NOTES 
  *1 – The Strength is explained in the New Monsters section of this book. 
  *2 – The “horse” part of the body is always d3 points stronger than the “human” part. 
  *3 – The Agility refers to “in water” ability; on land it is halved. 
  *4 – The Agility refers to “in air” ability; landed it is halved. 
  108
  Timothy Schaefer (order #5257304)
  
  CHARACTER SAVING 
  ROLLS 
  CHARACTER SAVING ROLL CHART BY RACE 
  From Arduin Grimoire I (Page 35) 
  CHARACTER SAVING ROLL CHART BY CLASS 
  From Arduin Grimoire I (Page 34) 
  CHARACTER TYPE SAVING THROW LIST 
  From Arduin Grimoire II (Page 23) 
  SAVING ROLL CHART FOR ALL STONING OF 
  THE GLANCE OR GAZE VARIETY 
  From Arduin Grimoire II (Page 78) 
   
   
  109
  Timothy Schaefer (order #5257304)
  
  CHARACTER SAVING ROLL CHART BY RACE 
  CHARACTER 
  TYPE 
  DRAGON 
  BREATH 
  PSYCHIC 
  ATTACK POLYMORPH DISINTEGRATE
  STONING
  PARALYSIS
  POISON, 
  VENOM, 
  OR ACID
  SPOKEN 
  SPELLS 
  RODS 
  OR 
  WANDS
  STAFFS
  ALL 
  ELSE
  Elf (male) 
  11 
  14 
  14 
  16 
  10 
  15 
  10 
  13 
  11 
  12 
  14 
  Elf (female) 
  12 
  13 
  15 
  16 
  10 
  16 
  11 
  13 
  11 
  12 
  15 
  Half Elf (male) 
  13 
  14 
  16 
  16 
  12 
  16 
  12 
  14 
  12 
  13 
  16 
  Half Elf 
  (female) 
  15 
  13 
  16 
  15 
  14 
  15 
  14 
  15 
  13 
  14 
  15 
  Amazon 
  15 
  18 
  15 
  17 
  12 
  13 
  14 
  16 
  14 
  15 
  14 
  Dwarf 
  18 
  15 
  13 
  13 
  12 
  12 
  11 
  15 
  13 
  14 
  12 
  Gnome 
  17 
  14 
  14 
  14 
  13 
  13 
  12 
  15 
  13 
  14 
  13 
  Hobbit 
  17 
  12 
  16 
  15 
  15 
  15 
  14 
  17 
  15 
  16 
  14 
  Centaur 
  15 
  16 
  13 
  15 
  14 
  15 
  13 
  15 
  13 
  14 
  13 
  Phraint 
  14 
  13 
  15 
  17 
  16 
  15 
  10 
  19 
  17 
  18 
  15 
  Saurig 
  13 
  18 
  17 
  16 
  15 
  14 
  15 
  16 
  14 
  15 
  15 
  Half Orc 
  18 
  15 
  17 
  17 
  14 
  15 
  12 
  16 
  15 
  14 
  14 
  Orc 
  17 
  19 
  15 
  16 
  13 
  14 
  10 
  18 
  17 
  16 
  13 
  Uruk Hai 
  16 
  17 
  14 
  15 
  12 
  13 
  9 
  17 
  16 
  15 
  13 
  Ogres and 
  Lesser Giants 
  15 
  18 
  13 
  17 
  13 
  18 
  12 
  16 
  14 
  15 
  12 
  Greater Giants 
  14 
  17 
  12 
  16 
  12 
  17 
  11 
  15 
  13 
  14 
  11 
  Titans 
  13 
  13 
  14 
  15 
  11 
  14 
  13 
  14 
  12 
  13 
  12 
  110
  Timothy Schaefer (order #5257304)
  
  CHARACTER SAVING ROLL CHART BY RACE (CONTINUED) 
  CHARACTER 
  TYPE 
  DRAGON 
  BREATH 
  PSYCHIC 
  ATTACK POLYMORPH DISINTEGRATE
  STONING
  PARALYSIS
  POISON, 
  VENOM, 
  OR ACID
  SPOKEN 
  SPELLS 
  RODS 
  OR 
  WANDS
  STAFFS
  ALL 
  ELSE
  Lesser Undead 
  13 
  17 
  N/E 
  18 
  X * 
  X * 
  N/E 
  17 
  15 
  16 
  14 
  Greater 
  Undead 
  12 
  16 
  N/E 
  16 
  X * 
  X * 
  N/E 
  15 
  13 
  14 
  12 
  Dragons 
  9 
  16 
  10 
  11 
  9 
  10 
  10 
  13 
  11 
  12 
  9 
  Dragon Kind 
  10 
  17 
  12 
  12 
  10 
  11 
  11 
  14 
  12 
  13 
  10 
  Balrogs 
  10 
  18 
  13 
  10 
  12 
  12 
  12 
  16 
  14 
  15 
  12 
  Lesser Demons 
  9 
  13 
  11 
  11 
  9 
  9 
  9 
  16 
  14 
  15 
  12 
  Greater 
  Demons 
  8 
  12 
  10 
  10 
  8 
  8 
  8 
  15 
  13 
  14 
  7 
  Demi-Gods 
  7 
  11 
  9 
  9 
  7 
  7 
  7 
  14 
  13 
  12 
  6 
  Lesser Slimes 
  and Oozes 
  20 
  N/E 
  15 
  18 
  X 
  X 
  10 
  19 
  17 
  18 
  15 
  Greater Slimes 
  and Oozes 
  18 
  N/E 
  13 
  16 
  X 
  X 
  8 
  17 
  16 
  17 
  14 
  Avians 
  18 
  18 
  15 
  16 
  15 
  16 
  19 
  18 
  16 
  17 
  16 
  Mammals 
  17 
  17 
  16 
  17 
  16 
  15 
  15 
  17 
  15 
  14 
  14 
  Insects 
  16 
  19 
  14 
  18 
  15 
  14 
  10 
  19 
  17 
  18 
  15 
  Piscoids 
  12 
  17 
  17 
  15 
  13 
  13 
  18 
  16 
  14 
  15 
  14 
  X – These attacks automatically slow them with 75% success 
  * – except skeletons, zombies, and ghouls, which need 18 versus Acid 
  N/E – means No Effect 
  111
  Timothy Schaefer (order #5257304)
  
  CHARACTER SAVING ROLL CHART BY CLASS 
  CHARACTER 
  TYPE 
  DRAGON 
  BREATH 
  PSYCHIC 
  ATTACK POLYMORPH DISINTEGRATE
  STONING
  PARALYSIS
  POISON, 
  VENOM, 
  OR ACID
  SPOKEN 
  SPELLS 
  RODS 
  OR 
  WANDS
  STAFFS
  ALL 
  ELSE
  Mage 
  16 
  17 
  10 
  16 
  16 
  15 
  15 
  13 
  11 
  12 
  18 
  Illusionist 
  17 
  14 
  12 
  16 
  15 
  16 
  15 
  15 
  13 
  14 
  18 
  Rune Weaver 
  15 
  15 
  11 
  15 
  14 
  14 
  15 
  14 
  12 
  13 
  16 
  Singer/Bard 
  16 
  16 
  15 
  14 
  16 
  15 
  14 
  14 
  15 
  16 
  14 
  Druid 
  14 
  14 
  13 
  15 
  13 
  12 
  11 
  15 
  13 
  14 
  15 
  Medicine Man 
  14 
  14 
  15 
  15 
  12 
  13 
  11 
  15 
  14 
  15 
  14 
  Psychic 
  17 
  12 
  16 
  16 
  18 
  16 
  16 
  17 
  15 
  16 
  18 
  Trader 
  15 
  14 
  14 
  18 
  16 
  14 
  13 
  16 
  15 
  16 
  14 
  Modern Soldier 
  16 
  14 
  14 
  16 
  15 
  14 
  12 
  17 
  15 
  16 
  15 
  Barbarian 
  14 
  19 
  14 
  16 
  13 
  12 
  12 
  18 
  16 
  17 
  13 
  Warrior 
  15 
  15 
  13 
  16 
  14 
  13 
  12 
  16 
  14 
  15 
  14 
  Slaver 
  15 
  17 
  15 
  17 
  15 
  14 
  13 
  17 
  15 
  16 
  15 
  Paladin 
  15 
  14 
  14 
  16 
  13 
  13 
  16 
  15 
  13 
  14 
  14 
  Ranger 
  13 
  16 
  13 
  16 
  12 
  13 
  11 
  17 
  15 
  16 
  14 
  112
  Timothy Schaefer (order #5257304)
  
  CHARACTER SAVING ROLL CHART BY CLASS (CONTINUED) 
  CHARACTER 
  TYPE 
  DRAGON 
  BREATH 
  PSYCHIC 
  ATTACK POLYMORPH DISINTEGRATE
  STONING
  PARALYSIS
  POISON, 
  VENOM, 
  OR ACID
  SPOKEN 
  SPELLS 
  RODS 
  OR 
  WANDS
  STAFFS
  ALL 
  ELSE
  Cleric 
  13 
  18 
  16 
  14 
  14 
  14 
  14 
  15 
  13 
  14 
  16 
  Saint 
  12 
  19 
  15 
  13 
  13 
  13 
  18 
  14 
  12 
  13 
  17 
  Witch Hunter 
  15 
  14 
  14 
  14 
  14 
  12 
  13 
  16 
  14 
  15 
  14 
  Monk 
  16 
  16 
  13 
  14 
  15 
  12 
  12 
  16 
  15 
  16 
  13 
  Martial Artists 
  15 
  15 
  14 
  15 
  16 
  11 
  14 
  17 
  15 
  16 
  12 
  Techno 
  15 
  14 
  17 
  16 
  15 
  16 
  17 
  20 
  18 
  19 
  18 
  All Outlaws 
  14 
  16 
  13 
  16 
  15 
  13 
  11 
  17 
  15 
  16 
  13 
  Assassin 
  17 
  13 
  16 
  17 
  13 
  15 
  10 
  16 
  14 
  15 
  15 
  Thief 
  17 
  15 
  14 
  16 
  16 
  14 
  13 
  15 
  13 
  14 
  15 
  Alchemist 
  18 
  16 
  13 
  17 
  13 
  13 
  9 
  18 
  16 
  17 
  18 
  Courtesan 
  20 
  15 
  17 
  18 
  17 
  16 
  17 
  20 
  18 
  19 
  18 
  Normal 
  16 
  18 
  16 
  17 
  16 
  15 
  16 
  18 
  17 
  18 
  17 
  Special Note: The numbers shown are the base numbers for 1st level types.  For every 3 experience levels gained, deduct -1 from the base number (3rd 
  level is -1, 9th level is -3, etc.).  Die rolls are made on 2d10.  Race, as opposed to Class, always takes precedence; an Elven Mage rolls under the Elf 
  row (see Character Saving Roll Chart By Race for specific Race data). 
  113
  Timothy Schaefer (order #5257304)
  
  CHARACTER TYPE SAVING THROW LIST 
  CHARACTER TYPE 
  DRAGON BREATH 
  PSYCHIC ATTACK 
  POLYMORPH 
  DISINTEGRATE 
  STONING 
  PARALYZE 
  POISON, VENOM, 
  OR ACID 
  SPOKEN SPELLS 
  RODS, WANDS 
  STAFFS 
  ALL NOT COVERED 
  Phraint 
  10 
  11 
  13 
  18 
  11 
  17 
  9 
  15 
  13 
  14 
  12 
  Saurig 
  9 
  16 
  12 
  12 
  10 
  14 
  10 
  16 
  14 
  15 
  11 
  Deodanth 
  10 
  10 
  11 
  15 
  16 
  13 
  13 
  13 
  11 
  12 
  12 
  Kobbitt 
  15 
  141 
  14 
  14 
  13 
  15 
  12 
  18 
  16 
  17 
  14 
  Thaelastra 
  17 
  12 
  16 
  15 
  16 
  10 
  16 
  17 
  15 
  16 
  15 
  Centaur 
  12 
  14 
  12 
  13 
  13 
  15 
  17 
  12 
  10 
  11 
  13 
  Merman 
  15 
  15 
  11 
  141 
  14 
  12 
  12 
  14 
  12 
  13 
  14 
  Mermaid 
  16 
  14 
  11 
  14 
  14 
  12 
  13 
  14 
  12 
  13 
  14 
  Hawkman 
  17 
  15 
  13 
  14 
  15 
  15 
  14 
  13 
  11 
  12 
  13 
  Haggorym 
  16 
  18 
  14 
  14 
  12 
  12 
  11 
  16 
  14 
  15 
  12 
  Cave Man 
  17 
  181 
  15 
  15 
  13 
  13 
  12 
  15 
  13 
  14 
  13 
  Brownie 
  18 
  18 
  9 
  12 
  9 
  9 
  15 
  11 
  9 
  10 
  10 
  Khorb 
  15 
  151 
  13 
  14 
  12 
  12 
  12 
  14 
  12 
  13 
  13 
  Argalanthi 
  12 
  12 
  12 
  16 
  13 
  16 
  10 
  15 
  13 
  14 
  12 
  Octorilla 
  15 
  18 
  12 
  15 
  14 
  14 
  14 
  16 
  14 
  15 
  13 
  Gargoyle 
  12 
  18 
  13 
  14 
  10 
  12 
  13 
  17 
  15 
  16 
  12 
  Throon 
  17 
  16 
  15 
  14 
  12 
  13 
  15 
  15 
  13 
  14 
  13 
  Knoblin 
  18 
  17 
  10 
  16 
  15 
  14 
  13 
  16 
  14 
  13 
  14 
  Wolf 
  18 
  18 
  17 
  17 
  16 
  16 
  15 
  16 
  14 
  15 
  14 
  Warg 
  17 
  17 
  18 
  16 
  17 
  15 
  14 
  15 
  13 
  14 
  13 
  Lion/Tiger 
  17 
  17 
  17 
  16 
  15 
  15 
  15 
  15 
  13 
  14 
  13 
  Gnorc 
  16 
  15 
  15 
  16 
  15 
  12 
  13 
  14 
  12 
  13 
  13 
  Nixie 
  17 
  18 
  12 
  15 
  12 
  11 
  15 
  11 
  9 
  10 
  15 
  Pixie 
  18 
  17 
  12 
  15 
  12 
  10 
  16 
  11 
  9 
  10 
  15 
  Remember, this is just a base from which to work.  For every 3 levels of experience a character is, 
  subtract -1 from the necessary saving throw.  This list supplements the preceding lists (Character 
  Saving Roll Chart By Class and Character Saving Roll Chart By Race) and vice versa. 
  114
  Timothy Schaefer (order #5257304)
  
  SAVING ROLL CHART FOR ALL STONING OF THE 
  GLANCE OR GAZE VARIETY 
  LEVEL 
  1’ – 10’ 
  11’ – 20’ 21’ – 30’ 31’ – 40’ 41’ – 50’ 51’ – 60’ 61’ – 80’ 81’ – 100’ 
  101’+ 
  1 – 3 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  4 – 6 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  7 – 9 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  10 – 12 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  13 – 15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  16 – 18 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  6 
  4 
  19 – 21 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  22 – 24 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  – 
  25 – 27 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  – 
  – 
  28 – 30 
  7 
  6 
  5 
  4 
  3 
  2 
  – 
  – 
  – 
  31+ 
  6 
  5 
  4 
  3 
  2 
  – 
  – 
  – 
  – 
  This chart is to determine if a person has been “looked upon” by a creature that turns flesh to stone 
  with a glance or gaze.  The d20 is rolled, and a failure to match or exceed the number indicated by 
  the character’s level versus the distance from the monster means that he/she MUST make the saving 
  roll versus being “stoned” as it were.  If it is a surprise situation, with the monster jumping out at the 
  party, then add +2 to the indicated die roll.  On the other hand, if the party is aware of the creature 
  before attempting to confront it, then subtract -2 from the indicated die roll. 
  115
  Timothy Schaefer (order #5257304)
  
  CLASS ERRATA AND 
  RESOURCES 
  SPECIAL ERRATA NOTICE 
  From Arduin Grimoire II (Page 73) 
  CLERICAL SPELLS, HEALING, 
  REGENERATING, AND SUCH LIKE 
  From Arduin Grimoire II (Pages 53 – 54) 
  BLACK CLERICS 
  From Arduin Grimoire II (Page 68) 
  SPECIAL NOTE ON THIEVES AND THIEVERY
  From Arduin Grimoire II (Pages 12 – 13) 
  REWORKING THE CLERICAL CURING AND 
  HEALING SYSTEM 
  From Arduin Grimoire III (Page 24) 
  TECHNO MAGIK 
  From Arduin Grimoire III (Page 47) 
   
   
  116
  Timothy Schaefer (order #5257304)
  
  SPECIAL ERRATA NOTICE 
  The Experience Level Chart in the David Hargrave's Words Of  Wisdom master section shows a 
  “Monk” column.  This should be changed to read: Martial Artist.  By using the generalized 
  information available herein, and plugging in any extra special items you yourself desire, any kind of 
  Martial Artist can be fairly and accurately run. 
  CLERICAL SPELLS, HEALING, REGENERATING, AND 
  SUCH LIKE 
  1. All spells that heal take 1 minute per 1 point of damage to fully heal. 
  2. Devices and other outside agencies that cause regeneration heal at a rate of 3 points per 
  minute (troll like), 6 points per minute (vampire like), or 1 point per minute for all others not 
  specifically stated otherwise. 
  3. “Natural” healing carries on regardless of the situation; however, spell or device healing 
  requires that the person being healed be resting and motionless during the entire healing 
  process.  However, with worn devices (i.e., rings, bracers, etc.), a wearer will heal at half the 
  listed rate if he does not rest and stay still, as it is the device working and not himself. 
  4. Clerics and the like do have to memorize specific spells just as Mages do!! 
  5. A person may heal only the number of points equivalent to his Constitution multiplied by 
  his level each day.  That means he himself is repairing damage to his own body by whatever 
  means. 
  6. Anything that requires a “ritual” takes 1 minute per level to complete, less 1 minute per 3 
  levels of experience the Cleric has. 
  7. Clerics may wield any weapon consistent with their religion (i.e., a priest of Athena would 
  probably use spear and shield, or a priest of Dagon would use a trident and net, etc.). 
  8. Clerics may also wear any armor consistent with their religion (i.e., a priest of Thor would 
  probably wear chainmail and carry a shield, but a priest of Bacchus would probably only be 
  wearing leaves and homespun wool)!  You must be what your religion dictates. 
  9. Clerics will heal those of their own religion 100% of the time (see the below chart for other 
  circumstances). 
  CLERICAL REACTION CHART FOR HEALING AND RAISING DEAD 
  CONDITION 
  REACTION 
  Cleric’s Level 
  +1 chance per each 3 levels of Cleric 
  Same Faith 
  +3 for the same, +2 for the same Pantheon, +1 for something similar in type
  (Close To) Own Type
  +3 for other Clerics, +2 for all religious types, +1 for all that are given 
  slightly related to 
  Same Race 
  +3 for all of the same race, +2 for similar or related races, +1 for any even 
  remotely related 
  Same Nationality 
  +3 for all from the same country, +2 for allies of one’s country, +1 for all 
  those not at war with one’s country 
  Money Paid 
  (for raise dead only) 
  +1 per each 1,000 GS over 1,000 GS per level of the Cleric (e.g., a 6th level 
  Cleric would need a minimum of 7,000 GS to get a +1) 
  117
  Timothy Schaefer (order #5257304)
  
  NOTES AND VARIANCES 
  1. Add +1 if alignments are the same, but take -1 away for each alignment differential (e.g., +1 
  for a True Lawful vis-à-vis a True Lawful, but -1 for a True Lawful vis-à-vis a Marginally 
  Lawful type). 
  2. If the Cleric is Good and the wounded person is Evil (or vice versa), subtract -3.  If the 
  wounded person is Neutral and the Cleric is Good, subtract -2.  If both are Good (or Evil), 
  add +1. 
  3. An Evil or Amoral Cleric will require 50% more money paid for the “plusses”. 
  4. Add +6 if the wounded person is willing to convert to the healing Cleric’s religion.  
  However, if the healed person then reneges, all further heals will be at a -10 chance! 
  5. Add +2 if the hurt person has ever, himself, saved the Cleric’s life. 
  6. Minimum “pay” is 50 GS for light wounds, 100 for heavy wounds, 500 for cures, etc. 
  CHANCE ROLL CHART FOR CLERICAL HEALING AND RAISING DEAD 
  DIE ROLL (D20) 
  RESULTS 
  1 – 3 
  Absolutely refuses, with no chance of changing his mind. 
  4 – 6 
  Refuses, but may be persuaded with double pay (one re-roll try). 
  7 – 9 
  Will do it if paid (one re-roll try), but reluctantly this once. 
  10 – 12 
  Will do it if paid (two re-roll tries), maybe once more. 
  13 – 15 
  Will do it if paid, every time. 
  16 – 19 
  Will do it free, of course! 
  20 
  Will only do it if person swears to convert! 
  Simply figure all plusses and minuses, then roll, adding or subtracting as indicated, for the results. 
  BLACK CLERICS 
  A “Black Cleric”, or “Anti Cleric”, can heal, raise the dead, and do all the other things that the other, 
  less evil, clerical types can do.  They simply are able to pervert (in a good Cleric’s eyes) those same 
  powers to hurtful and bad ends, if they desire.  After all, who do you think it is that heals and repairs 
  all those wounded Orcs that managed to get away from your last expedition anyway?  You can bet it 
  wasn’t the good fairy! 
  SPECIAL NOTE ON THIEVES AND THIEVERY 
  Thieves in fantasy role-playing games are a unique and challenging character type to play, especially 
  successfully.  Here are a few helpful hints that may make it easier. 
  To begin with, a Thief should NEVER be put into a strictly combat only situation unless there is 
  absolutely no help for it.  Thieves are NOT fighters, and cannot hold their own in combat situations.  
  A Thief’s job is to open locked doors, treasure chests, and other locked enclosures, and to deactivate 
  any and all mechanical traps that may be defending them.  They are occasionally used to sneak into 
  various areas to try to steal some very portable treasure, magik or otherwise, if it is felt that direct 
  assault is unfeasible. 
  Most of all, they are a character type that allows the game player to have a full range of abilities and 
  possibilities not confined to the more traditional Mage, Cleric, or Fighter type.  Just remember to play 
  them as Thieves and nothing else, and all will be well. 
  118
  Timothy Schaefer (order #5257304)
  
  CHART FOR TRAP ACTIVATION 
  LEVEL OF 
  TRAP 
  % CHANCE OF 
  ACTIVATION 
  DELAYED ACTIVATION 
  RESET 
  1st 
  25% 
  5% 
  1% 
  2nd 
  30% 
  10% 
  4% 
  3rd 
  35% 
  15% 
  7% 
  4th 
  40% 
  20% 
  10% 
  5th 
  455 
  25% 
  15% 
  6th 
  50% 
  28% 
  20% 
  7th 
  55% 
  31% 
  25% 
  8th 
  60% 
  34% 
  28% 
  9th 
  65% 
  37% 
  31% 
  10th 
  70% 
  40% 
  34% 
  11th 
  72% 
  42% 
  37% 
  12th 
  74% 
  44% 
  40% 
  13th 
  76% 
  46% 
  43% 
  14th 
  78% 
  48% 
  46% 
  15th 
  80% 
  50% 
  49% 
  16th 
  82% 
  52% 
  52% 
  17th 
  85% 
  56% 
  55% 
  18th 
  90% 
  58% 
  58% 
  19th 
  95% 
  60% 
  61% 
  20th 
  99% 
  65% 
  65% 
  The level of the trap indicates its sophistication, deadliness, and difficulty in being disarmed.  A 
  simple 1st level trap may be a spring loaded sword blade that zips out to stab the lock opener.  A 
  simple 3rd level trap would probably be a spring loaded poison coated steel needle that pops out to 
  prick the finger of the Thief.  A good 7th or 8th level trap might be a fragile glass vial of deadly 
  poison gas inside the lock that a carelessly used lock pick could shatter, thus slaying the holder.  The 
  level of the trap is determined by the DM, but a good general idea would be a 5th level trap on the 
  5th level of a dungeon, and so on. 
  The % Activation Chance refers to the chance a Thief has of tripping the trap when he is trying to 
  deactivate it.  A trap always goes off when the lock, etc., that it guards is opened.  Also remember 
  that if the Thief successfully deactivates the trap, this table is ignored. 
  The % Delayed Activation Chance is rolled for by the DM, when the trap fails to go off on the 
  percentile chance while someone is trying to deactivate it.  The delay is d20 seconds. 
  The % Reset Chance is always rolled for by the DM after a trap goes off, to determine if it has 
  rearmed itself automatically.  If it does rearm itself, then it must be deactivated or fired all over again.  
  This step is repeated as often as necessary or until the trap has been deactivated. 
  119
  Timothy Schaefer (order #5257304)
  
  SPECIAL NOTE 
  For every level that a Thief is over the level of the trap that he is trying to deactivate, or over the lock 
  he is trying to open, he gets a bonus of +5%.  There is no penalty for the trap or lock being of a 
  level over the Thief. 
  THIEVING AND RELATED ABILITIES CHART 
  This chart shows the base percent chance for success that Thieves and other related types have of 
  doing what they do best: STEAL! 
  LEVEL CLIMB HIDE STEAL 
  LOCKPICK 
  DEACTIVATE
  CON 
  PICKPOCKET 
  LIE 
  1st 
  5% 
  10% 
  5% 
  5% 
  3% 
  7% 
  7% 
  10% 
  2nd 
  8% 
  15% 
  7% 
  8% 
  5% 
  9% 
  9% 
  15% 
  3rd 
  11% 
  20% 
  9% 
  11% 
  7% 
  11% 
  11% 
  20% 
  4th 
  15% 
  25% 
  12% 
  15% 
  10% 
  15% 
  15% 
  25% 
  5th 
  20% 
  30% 
  15% 
  20% 
  15% 
  20% 
  20% 
  30% 
  6th 
  25% 
  33% 
  20% 
  45% 
  20% 
  25% 
  25% 
  33% 
  7th 
  30% 
  36% 
  25% 
  30% 
  25% 
  30% 
  30% 
  36% 
  8th 
  33% 
  39% 
  30% 
  33% 
  30% 
  33% 
  33% 
  39% 
  9th 
  36% 
  42% 
  33% 
  36% 
  33% 
  36% 
  36% 
  42% 
  10th 
  39% 
  45% 
  36% 
  39% 
  36% 
  39% 
  39% 
  45% 
  12th 
  42% 
  50% 
  39% 
  42% 
  39% 
  42% 
  42% 
  50% 
  14th 
  45% 
  52% 
  42% 
  45% 
  42% 
  45% 
  45% 
  52% 
  16th 
  50% 
  54% 
  45% 
  50% 
  45% 
  50% 
  50% 
  54% 
  18th 
  52% 
  56% 
  50% 
  52% 
  50% 
  52% 
  52% 
  56% 
  20th 
  54% 
  58% 
  52% 
  54% 
  52% 
  54% 
  54% 
  58% 
  25th 
  56% 
  60% 
  54% 
  56% 
  54% 
  56% 
  56% 
  60% 
  30th 
  58% 
  64% 
  56% 
  58% 
  56% 
  58% 
  58% 
  64% 
  40th 
  60% 
  68% 
  58% 
  60% 
  58% 
  60% 
  60% 
  68% 
  50th 
  64% 
  75% 
  60% 
  64% 
  60% 
  64% 
  64% 
  75% 
  75th 
  68% 
  80% 
  64% 
  68% 
  64% 
  68% 
  68% 
  80% 
  100th 
  75% 
  85% 
  68% 
  75% 
  68% 
  75% 
  75% 
  85% 
  These are the maximums allowed for each category subject to the modifiers listed below. 
  • 
  CLIMB means the percent chance of not falling while in a non-supported situation. 
  • 
  HIDE means the percent chance of not being seen in shadow, night, or similar situations. 
  • 
  STEAL means the percent chance of not getting caught while taking a visible object. 
  • 
  LOCKPICK means the percent chance of opening locked enclosures, etc., successfully. 
  • 
  DEACTIVATE means the percent chance of disarming successfully any lock associated 
  trap. 
  • 
  CON is the percent chance of successfully bilking intelligent beings out of their own 
  possessions through conversation and fakery. 
  • 
  PICKPOCKET means the percent chance of stealing successfully objects directly off 
  people. 
  • 
  LIE is the percent chance of successfully talking your way out of any situation in which you 
  have been caught stealing, etc. 
  120
  Timothy Schaefer (order #5257304)
  
  SPECIAL CHARACTER TYPE ADDITIONAL ABILITIES 
  1. Elves get +20% to HIDE, +10% to LIE, and +5% to CON over the normal base. 
  2. Hobbitts get +20% to STEAL, +10% to CON, and +5% to PICKPOCKET over the 
  normal base. 
  3. Kobbitts get +20% to LOCKPICK, +10% to PICKPOCKET, and +5% to CLIMB over 
  the normal base. 
  4. Dwarves get +20% to DEACTIVATE, +10% to LOCKPICK, and +5% to CLIMB over 
  the normal base. 
  5. Half Elves get +10% to HIDE and +5% to CON over the normal base. 
  6. Humans get +10% to LIE and +5% to CON over the normal base. 
  121
  Timothy Schaefer (order #5257304)
  
  REWORKING THE CLERICAL CURING AND HEALING 
  SYSTEM 
  The way clerical healing and curing has been done in the past has left much to be desired.  For 
  example: why is it that a tenth level character requires several Heal Lesser Wounds rituals to fix up 
  the same proportional damage that a first level character needs only one lesser heal to fix?  The 
  disparity gets greater the higher in experience that a character gets. 
  Therefore, in Arduin, the healing works as outlined below: 
  • 
  Heal Lesser Wounds will heal up to 25% of a character’s own hit points. 
  • 
  Heal Wounds of the More Serious Sort will heal up to 50%, as above. 
  • 
  Heal Grievous Wounds will heal up to 75%, as above. 
  • 
  Heal Critical Wounds will heal up to 100%, as above. 
  Remember that the quoted percentages are for each individual character’s own hit points.  This is to 
  insure a fair proportional healing of different characters regardless of level or hit point size. 
  TECHNO MAGIK 
  Technology truly has its place within the confines of fantasy game play, so long as it is always 
  subservient to the basic concept of play: fantasy. 
  In Arduin, most people think of Technos as just another branch of magik user, like Rune Weavers or 
  Illusionists.  Their frequent comment about some machine or artifact they can’t fathom is: “oh, don’t 
  worry, it’s just Techno magik!” 
  A laser pistol is so totally un-understandable to a 
  medieval type personality, that it is as close to real 
  magik as to be the same for all practical purposes as 
  far as he’s concerned.  To him, it would simply be a 
  strangely shaped fire lance wand. 
  Also, the Technos themselves so jealously guard their 
  knowledge, that even if their books and blueprints 
  were discovered, they would simply appear as magikal 
  runes to the uneducated (in technology). 
  Technological items can play wonderfully scary and/or 
  funny roles in adventures.  I’ll never forget the 
  Barbarian caught in a revolving glass door screaming 
  “it’s trying to eat me” as he smashed his way out of it 
  with his battle axe!  Another is the Dwarf with a 
  flashlight who, having once observed a laser in action, 
  always attacked with that first (usually getting pretty 
  badly mauled in return), and continuing to believe that 
  “there’s gotta be sumthin’ it’ll kill, I just gotta find out 
  what”.  He never did though, and eventually the 
  batteries died. 
  I could tell you the story about the high level Mage, 
  the flush toilet, and his lightning bolt wand, but I 
  think you get the idea. 
  Technology is only as playable as the DM lets it be, 
  but if common sense is used, it is a useful adjunct to 
  fantasy gaming, and should be utilized.  Try it! 
  122
  Timothy Schaefer (order #5257304)
  
  THE MULTIVERSE
  THE MULTIVERSE 
  From Arduin Grimoire II (Page 92) 
  GUILDS AND SOCIETIES OF THE ARDUINIAN 
  CYCLE 
  From Arduin Grimoire II (Page 84) 
  RANK AND ROYALTY CHART 
  From Arduin Grimoire II (Page 87) 
  PRINCIPLE WILD TRIBES OF THE 
  ARDUINIAN NEXUS 
  From Arduin Grimoire III (Pages 91 – 92) 
   
   
  123
  Timothy Schaefer (order #5257304)
  
  THE MULTIVERSE 
  Now there’s a word full of meaning.  In this case, it refers to the 4,000 or so paralleled universes 
  discovered in those 1,211 years.  Universes that are all variants of one another, but reflecting nearly 
  infinite diversity.  Dead worlds, jungle worlds, worlds of monsters, and worlds of light and reason – 
  all impinging on the nexus.  What with the crossovers and intermixing, Arduin is a wild and wooly 
  place to live. 
  Although Arduin is only 200 by 170 miles, it contains five major walled cities and a myriad of small 
  towns and hamlets, as well as a series of semi-fortified inns on the main roads.  There are 13 
  dungeons or caverns, seven of which have so far been discovered with five visited regularly.  I have 
  averaged close to three runs a week for several years now.  Several players have also opted to accept 
  the responsibility of running a country on my world, with all the attendant mapping, dungeons, etc.  
  Bill Voorhees’ Tharkhala, with its nasty Durfang caverns high in the mountains and reachable only by 
  traversing Breakheart Pass, is one.  The Rainbow Isles, Rothan (which has since disappeared off the 
  world), the Kozangi Dales, and Ozrhaen, run by Brad Thom, Andy Rodriguez, Charley Parker, and 
  Peter Savoy respectively, are others.  So we have not only Arduin and the continent, but other full 
  nations that are in play in a campaign that nearly defies description.  The politics are fantastically 
  overlapping and great fun!  It is a true campaign game of worldwide proportions. 
  Our world is highly structured, with Guilds, Societies, and the like having great say in the day-to-day 
  affairs of specialized types (Thieves, Assassins, Traders, etc.), and we have an entire set of written 
  and historically researched laws that keep utter chaos at arm’s length.  This doesn’t mean that players 
  can’t act as they please.  Quite the contrary seems to be the rule, and the consequences are usually 
  most interesting and exciting.  Our players brave overland expeditions for the right to explore each 
  other’s countries (or long sea voyages).  Having a half dozen wildly varying DM’s in control of their 
  own mini-worlds within the rather loose confines of my larger world makes for very interesting 
  variations on my basic rules, keeping us all guessing as to how a particular spell will work from one 
  country to the next.  The people who gate into my world onto the Plateau of Forever from their 
  other universes all have the right to run their people, magik, etc., according to the rules of their own 
  particular worlds (the exception being how a few of their spells or devices work).  However, if they 
  stay more than a few days, they begin to be affected by the laws of my world, and slowly become 
  working parts of our laws and rules.  This allows them to “feel” out my world and acclimate to it.  If 
  they leave before the changeover is complete, they will slowly reverse the process in their own world 
  until they are as they were before they left it. 
  124
  Timothy Schaefer (order #5257304)
  
  GUILDS AND SOCIETIES OF THE ARDUINIAN CYCLE 
  GENERAL 
  ALIGNMENT 
  NAME OF DESIGNATION 
  BASIC GUIDELINE OR TENET 
  Neutral 
  Thieves’ Guild 
  Honor Among Thieves 
  Neutral 
  Assassin’s Guild 
  Impartial Death 
  Lawful 
  Merchant’s Guild * 
  Profits And Fairness 
  Neutral 
  Slaver’s Guild 
  The Strong Prevail 
  Lawful 
  Seafarers’ Guild 
  Ever Seeking 
  Neutral 
  College of Mages 
  The Pentagram And The Power 
  Lawful 
  College of Sages 
  Knowledge Above All 
  Lawful 
  College of Clerics 
  Know Thy Gods 
  Lawful 
  Techno’s League 
  Science Is Truth 
  Chaotic 
  Black Lotus Society 
  To Rule Alternity 
  Neutral 
  Brotherhood of the Hammer (Dwarven) 
  To Build, To Forge, To Be Free 
  Chaotic 
  Society of the Silmarilli (Elven) 
  Time Ago, Time Again 
  Neutral 
  The 13 Cycles of the Monastic Mysteries 
  Each To His Own Self 
  Chaotic 
  The Red Shiva Society 
  Red Death To All 
  Chaotic 
  The Society of the Hands of Hell 
  To Grip The Universe 
  Chaotic 
  Society of the Red Lily 
  Take It, Hold It 
  Neutral 
  Society of the Singing Star (Half Elven) 
  Ever Improving 
  Neutral 
  The Black Legion 
  Honor, Unity, Supremacy 
  Neutral 
  Brotherhood of the Iron Spider 
  Terror, Fear, Death 
  Neutral 
  The Foxfire Confederacy 
  Infinity, Power, Life 
  Lawful 
  The Starfire Conspiracy 
  Star Power And Truth 
  Chaotic 
  The Serpents of Set 
  The Dark Circle 
  Chaotic 
  Children of the Dark 
  Chaos! Chaos! Chaos! 
  Chaotic 
  Orcas (Orcs) 
  Shield Mates, Sword Brothers 
  Neutral 
  Warriors of the Web 
  One Web, One Rule 
  Neutral 
  The Chosen Ones 
  To Rule Alternity 
  Neutral 
  Sons of the Scorpion 
  Born To Rule 
  Lawful 
  The Silver Circle 
  The Bright Circle 
  Chaotic 
  The Taroteers 
  Puppeteers, Taroteers, Infinity 
  Neutral 
  The Mobius Conspiracy 
  Alternity Now 
  * – This includes all of the separate “Trade Guilds” (e.g., Coppersmiths’ Guild, Drayage Guild, and 
  so on). 
  125
  Timothy Schaefer (order #5257304)
  
  RANK AND ROYALTY CHART 
  (Remember, these are general guidelines.) 
  RANK 
  TITLE 
  MONTHLY 
  PAY ∆ 
  LAND 
  HOLDINGS 
  SPECIAL COLOR 
  SIGIL OR 
  EMBLEM 
  True Royalty 
  1st 
  Emperor 
  1,500 GS 
  150,000+ acres
  Purple 
  Rayed Sun 
  2nd 
  King 
  750 GS 
  100,000+ acres
  Royal Blue 
  Dragon 
  3rd 
  Archduke 
  500 GS 
  72,500+ acres 
  Scarlet 
  Wyvern 
  4th 
  Duke 
  350 GS 
  50,000 acres 
  Kelly Green 
  Griffon 
  5th 
  Baron 
  275 GS 
  37,000 acres 
  Grey-Blue 
  Hippogryf 
  6th 
  Baronet * 
  225 GS 
  25,000 acres 
  Light Green 
  Manticore 
  7th 
  Marquis 
  175 GS 
  17,500 acres 
  Yellow 
  Chimera 
  8th 
  Viscount 
  135 GS 
  12,500 acres 
  Pale Orange-Tan 
  Gorgon 
  9th 
  Count 
  100 GS 
  7,500 acres 
  Aquamarine 
  Roc 
  10th 
  Siege Lord * 
  75 GS 
  5,000 acres 
  Cyan 
  Winged Serpent
  Noble but not Royalty 
  1st 
  Lord 
  100 GS 
  3,750 acres 
  none 
  varies 
  2nd 
  Governor 
  80 GS 
  3,000 acres 
  none 
  varies 
  3rd 
  Mayor (city) 
  72.5 GS 
  2,500 acres 
  none 
  varies 
  4th 
  Burgher (town) 
  60 GS 
  1,500 acres 
  none 
  varies 
  5th 
  Esquire (village) 
  45 GS 
  1,000 acres 
  none 
  varies 
  6th 
  Squire 
  (large landholder) 
  37.5 GS 
  varies 
  none 
  varies 
  7th 
  Guild Master 
  32.5 GS 
  varies 
  none 
  varies 
  8th 
  High Sage 
  25 GS 
  varies 
  Saffron 
  varies 
  9th 
  Knight Errant ** 
  18 GS 
  usually none 
  Black 
  varies 
  10th 
  Knight ** 
  15 GS 
  usually none 
  Black And White 
  varies 
  Military Ranks 
  1st 
  General 
  80 GS † 
  1,500 acres ♦ 
  Orichalcum 
  Rose 
  2nd 
  Commander 
  30 GS 
  1,000 acres ♦ 
  Adamantine 
  Solid Diamond
  3rd 
  Captain 
  18 GS 
  500 acres♦ 
  Mithril 
  Circle Trigon 
  4th 
  Lieutenant 
  12 GS 
  250 acres ♦ 
  Platinum 
  Triangle 
  5th 
  Sergeant 
  9 GS 
  100 acres ♦ 
  Gold 
  Square 
  6th 
  Corporal 
  7.5 GS 
  35 acres ♦ 
  Electrum 
  Cross In Circle
  7th 
  Lance Corporal 
  6 GS 
  10 acres ♦ 
  Silver 
  Circle 
  8th 
  Soldier 
  5 GS 
  1.5 acres ♦ 
  Bronze 
  X 
  9th 
  Militiaman 
  (Town Watch) 
  3 GS 
  1 acres ♦ 
  Copper 
  none 
  10th 
  Recruit 
  1.5 GS 
  none 
  Iron 
  none 
   
  * – Indicate ranks bestowed for service to those 
  not of royal or “high” blood. 
  ** – These two are of ambiguous level (usually 
  landless sons of lesser noble birth). 
  † – Plus 1 sovereign per each 5 years of service. 
  ♦ – These are end-of-service payoffs (30 years). 
  ∆ – Plus percentage of the booty, depending on 
  rank. 
   
  126
  Timothy Schaefer (order #5257304)
  
  PRINCIPLE WILD TRIBES OF THE ARDUINIAN NEXUS 
  RACIAL STOCK 
  TRIBAL NAME 
  FANTASTIC OR “TRUE 
  EARTH” EQUIVALENCY 
  (APPROXIMATE) 
  PRIMARY LOCATION 
  APPROXIMATE 
  MAXIMUM 
  FIGHTING 
  FORCE 
  AVAILABLE 
  TO FIGHT 
  mixed Caucasian 
  The Blue Barbarians 
  The Franks 
  N of Ghorfar to coast 
  50,000 
  Asiatic 
  The Tuchukk Horde 
  The Huns 
  NE of Azelkha but W of “Orn Country” 
  65,000 
  Aryan 
  The Saka’s 
  The Parthians 
  N of Saast, W of Azelkha, S of The Picts 
  30,000 
  Eurasian 
  The Mingol 
  The Mongols 
  N of Bossalia, W of Rherekk 
  50, 000 
  Caucasian Celtic 
  The Picts 
  R.E. Howard’s Picts 
  N between Bossalia and Azelkha 
  80,000 
  Mixed Caucasian 
  Men of Rhun 
  Tolkien’s “Rhuai” 
  N of the Great Grass of Forever, E of the 
  Tuchukks 
  15,000 
  Hawkmen 
  The Hawkmen 
  none – Medieval 
  N of the Great Green Wall, S of Vingalon 
  10,000 
  Hobbitts 
  The Dart People 
  (Wild Hobbitts) 
  live like Bantu Pygmies 
  E of Azelkha (close) 
  10,000 
  Insect 
  The Phraints 
  as on “Gor” 
  N edge of the Great Sand Sea into the Great 
  Grass Sea 
  12,500 
  Half (and Third) Elves 
  The Exiles 
  none – Neolithic 
  The Contested Lands 
  13,500 
  Nordic Caucasian 
  The Talar Men 
  Vikings 
  isles of the Silver Sea and its coast 
  15,000 
  Throon 
  The Roo-Anai Tribes 
  none – Bronze Age 
  the Mountains of Madness 
  8,000 
  mixed Lycanthropes 
  The Changelings 
  none – Bronze Age 
  the Gibbering Mountain 
  5,650 
  large, otter like beings 
  The Snow Fiends 
  none – Neolithic 
  the White Wilderness 
  28,000 
  Haggorym 
  The Eaters Of Men 
  like insane Neanderthals 
  the Haggorym Lands 
  49,750 
  Orcs 
  each tribe has its own “name”
  Tolkien’s Orc Tribes 
  the Orc Wilds 
  56,500 
  127
  Timothy Schaefer (order #5257304)
  
  PRINCIPLE WILD TRIBES OF THE ARDUINIAN NEXUS (CONTINUED) 
  RACIAL STOCK 
  TRIBAL NAME 
  FANTASTIC OR “TRUE 
  EARTH” EQUIVALENCY 
  (APPROXIMATE) 
  PRIMARY LOCATION 
  APPROXIMATE 
  MAXIMUM 
  FIGHTING 
  FORCE 
  AVAILABLE 
  TO FIGHT 
  Caucasian Latin 
  The Panthex Corsairs 
  Latin (Italian) Pirates 
  small islands in the Dragon Sea 
  9,500 
  mixed, but usually 
  Semitic 
  The Taragalan Freebooters 
  Illyrian Pirates 
  small isles in the Cerulean Sea 
  9,800 
  as above, but usually 
  Aryan or Aryan/Asian 
  The Shing Privateers 
  Malay Pirates 
  small isles in the Rainbow Sea 
  10,500 
  Dwarves 
  The Stone Makers 
  Neolithic Tolkien 
  Dwarves 
  the Agorian Mountains 
  11,650 
  Asiatic 
  The Ralabar Tribes 
  though Asiatic – culturally 
  they are the Gauls 
  the Margaat Mountains 
  39,500 
  mixed Caucasian 
  The Borangé Tribes 
  The Iberians 
  the Chaladoth Mountains 
  27,650 
  mixed Caucasian 
  The Dragon Masters 
  none – medieval and 
  technological 
  Dragon Valley 
  9,500 
  Caucasian Germanic 
  The Agamman Horde 
  The Germanians 
  The Pylomere Mountains 
  36,500 
  mixed Semitic and 
  Negroid 
  The Styrii 
  Nubians/Berbers 
  the southern unexplored areas (W and S) 
  58,000 
  Negroid 
  The Champa’s 
  Zulu’s 
  as above but centrally located 
  25,000 
  Saurigs 
  The Ssithiri 
  None - Neolithic 
  as above but centrally located 
  25,000 
  mixed Caucasian 
  The Brachae Peoples 
  The Dacians 
  as above but in The Interior Mounts (central)
  40,000 
  mixed Amerindian 
  The Windri Tribes 
  Amerindians 
  as above but on the south coastal areas 
  35,000 
   
  N = North 
  S = South 
  E = East 
  W = West 
  NE = Northeast 
   
  128
  Timothy Schaefer (order #5257304)
  
  MONEY AND 
  VALUABLES 
  VALUE CHART FOR COINAGE 
  From Arduin Grimoire II (Page 43) 
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND 
  OTHER VALUABLES 
  From Arduin Grimoire II (Pages 44 – 46) 
  PRICE EXAMPLES FOR THE ARDUINIAN 
  UNIVERSE 
  From Arduin Grimoire II (Page 41) 
  WERGILD 
  From Arduin Grimoire II (Page 75) 
   
   
  129
  Timothy Schaefer (order #5257304)
  
  VALUE CHART FOR COINAGE 
  COMPOSITION 
  SHAPE 
  NAME 
  VALUE 
  NOTES AND PURCHASE POWER 
  copper 
  round 
  Minum 
  1% Silver Penny 
  The price of a small bread loaf. 
  copper 
  round 
  Ha’penny 
  10% Silver Penny 
  The common man’s daily coin. 
  copper 
  round 
  Penny 
  20% / Silver Penny 
  Will buy enough food for one meal. 
  silver 
  round 
  Silver Penny 
  10% / Gold Sovereign 
  A night’s food and lodging. 
  silver 
  round 
  Buckler 
  12.5% Gold Sovereign 
  Called “the sailor’s coin”. 
  silver 
  triangle 
  Heater 
  33.3% Gold Sovereign 
  Palmist’s or seer’s cost for advice. 
  silver 
  round 
  Round 
  50% Gold Sovereign 
  The average bribe or “squeeze”. 
  silver 
  rod 
  Rod 
  2 Gold Sovereigns 
  Average temple offering. 
  Silveel 
  branch 
  Huorn 
  150% Gold Sovereigns 
  Usual Elven medium of exchange. 
  Silveel 
  tree 
  Ent 
  3 Gold Sovereigns 
  Usual Elven hoard coinage. 
  Silveel 
  heart 
  Heart 
  1 Royal Sovereign 
  Used between elves only. 
  electrum 
  oval 
  Oval/Hand 
  5 Silver Pennies 
  Normal Bard’s pay for performance. 
  electrum 
  square 
  Fist 
  3 Gold Crowns 
  The average soldier’s “squeeze”. 
  gold 
  pentagon 
  Half Crown 
  25% Gold Sovereign 
  Most ferry rides cost this much. 
  gold 
  6 sided 
  Crown 
  50% Gold Sovereign 
  The price of a woman’s “favors”. 
  gold 
  7 sided 
  Sovereign 
  10 Silver Pennies 
  A month’s “common” wages. 
  gold 
  octagon 
  Royal Sovereign 
  5 Gold Sovereigns 
  A month’s wages for a common soldier. 
  gold 
  bar 
  Bar 
  5 Royal Sovereigns 
  A month’s wages for an officer. 
  platinum 
  star 
  Star 
  1 Royal Sovereign 
  Mainly a Dwarven medium of exchange. 
  platinum 
  cube 
  Niner 
  3 Stars 
  A common Dwarf hoard item. 
  Mithril 
  9 sided 
  Manor 
  9 Gold Sovereigns 
  Used commonly by gnomes. 
  130
  Timothy Schaefer (order #5257304)
  
  VALUE CHART FOR COINAGE (CONTINUED) 
  COMPOSITION 
  SHAPE 
  NAME 
  VALUE 
  NOTES AND PURCHASE POWER 
  Mithril 
  12 sided 
  Niner 
  12 Gold Sovereigns 
  Commonly used by Titans. 
  Mithril 
  round 
  Pard 
  5 Royal Sovereigns 
  Used by Elves in trade with Dwarves. 
  Mithril 
  diamond 
  Planet 
  2 Planets 
  Used by Elves in trade with Dwarves. 
  adamantine 
  round 
  Lunar 
  5 Planets 
  Commonly seen in royal treasuries. 
  adamantine 
  sphere 
  Orb 
  3 Lunars 
  Commonly seen in royal treasuries. 
  Orichalcum 
  round 
  Solar 
  5 Lunars 
  Known by legend only to common folk. 
  Orichalcum 
  “x” 
  Constellation 
  4 Solars 
  Known by legend only to common folk. 
  Orichalcum 
  “s” 
  Snake 
  5 Solars 
  Used in legend by the dread Kthoi. 
  blue jade 
  triangle 
  Gat 
  50% Gold Crown 
  From legendary Khra and the east. 
  green jade 
  square 
  Agat 
  1 Gold Crown 
  From legendary Khra and the east. 
  red jade 
  round 
  Shagat 
  1 Gold Sovereign 
  From legendary Khra and the east. 
  black jade 
  octagon 
  Gort 
  1 Royal Sovereign 
  From legendary Khra and the east. 
  ivory 
  cube 
  Ti 
  1 Royal Sovereign 
  From the jungles of Namorand. 
  brass 
  round 
  Bluker 
  50% Ha’penny 
  From the lost city of Khoraz. 
  brass 
  square 
  Telk 
  1 Ha’penny 
  From the lost city of Khoraz. 
  nickel 
  round 
  Staad 
  1 Penny 
  From the lost city of Khoraz. 
  tin 
  square 
  Volk 
  25% Silver Penny 
  From the lost city of Khoraz. 
  iron 
  round 
  Rilk 
  50% Copper Minum 
  From dread Marmachand. 
  osmium 
  sphere 
  Twaal 
  7 Gold Sovereigns 
  From far Tasalla. 
  hafnium 
  cube 
  Bann 
  4 Gold Sovereigns 
  From the Dreaming Isles. 
  These are just a few of the coins and other mediums of exchange extant in the Arduin universe.  They are here to act as an example, so use your own 
  imaginations, and see what you can come up with yourself. 
  131
  Timothy Schaefer (order #5257304)
  
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND OTHER VALUABLES 
  ITEM 
  VALUE 
  NOTES AND COMMENTS 
  White Diamond 
  375 GS per carat 
  Most common diamond. 
  Orange Diamond 
  395 GS per carat 
  Fairly common type. 
  Yellow Diamond 
  400 GS per carat 
  Usually found in or near Mithril mines. 
  Pink Diamond 
  450 GS per carat 
  Usually associated with new volcanoes. 
  Green Diamond 
  475 GS per carat 
  Called Sea Diamonds. 
  Blue Diamond 
  500 GS per carat 
  Usually found in or near tin and silver mines. 
  Red Diamond 
  650 GS per carat 
  Associated with Balrogs and lesser demons. 
  Lavender Diamond 
  725 GS per carat 
  Usually seen only in Elf hoards. 
  Black Diamond 
  775 GS per carat 
  Associated with greater demons. 
  Rainbow Diamond 
  1,000 GS per carat 
  The rarest of rare, associated with the dread Elder Gods and their fell rites.
  Emerald 
  750 GS per carat 
  The gem of royalty, highly prized. 
  Blue Topaz 
  125 GS per carat 
  Fairly common stone. 
  Yellow Topaz 
  140 GS per carat 
  Fairly common stone. 
  Smoky Topaz 
  175 GS per carat 
  The rarest Topaz, still fairly common. 
  Moonstone 
  175 GS per carat 
  Prized by Hobbits. 
  Amethyst Of All Colors 
  150 GS per carat 
  Nearly the most common gem in Arduin. 
  Star Tears 
  1,125 GS per carat 
  One of the rarest stones in existence. 
  Sun Drops 
  975 GS per carat 
  Holds the warmth of the sun and glows! 
  Orc Eyes 
  33 GS per carat 
  A form of agate, hated by true Orcs! 
  All Other Agate 
  20 GS per carat 
  The most common stone in Arduin. 
  132
  Timothy Schaefer (order #5257304)
  
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND OTHER VALUABLES (CONTINUED) 
  ITEM 
  VALUE 
  NOTES AND COMMENTS 
  Tourmaline 
  105 GS per carat 
  Fairly rare, and prized by Centaurs. 
  Aquamarine 
  135 GS per carat 
  Prized by Dryads and other forest folk. 
  Common Opals 
  250 GS per carat 
  Prized by most humans and Saurigs. 
  Fire Opals 
  335 GS per carat 
  Prized by goblins above all other gems. 
  Sea Opals 
  350 GS per carat 
  A common Sea Elf trade item. 
  Black Opals 
  440 GS per carat 
  Usually associated with graveyards, etc. 
  Demon Eyes 
  995 GS per carat 
  Alchemists use them in their work. 
  Thunderstorms 
  800 GS per carat 
  A shocking gem to say the least! 
  Fire Stars 
  885 GS per carat 
  Very rare, as they originate off-planet. 
  Common Rubies 
  500 GS per carat 
  Prized as a standard Trader’s item. 
  Black Rubies 
  630 GS per carat 
  Associated usually with Amazon royalty. 
  Star Rubies 
  660 GS per carat 
  Fairly rare, prized by Phraints. 
  Common Sapphires 
  320 GS per carat 
  One of the most common of all gems. 
  Star Sapphires 
  395 GS per carat 
  Prized by seafarers as trade items. 
  Garnets 
  40 GS per carat 
  Very common semi-precious gem. 
  Dunestars 
  615 GS per carat 
  Found in mirage oases only. 
  Dragon Tears 
  675 GS per carat 
  Usually associated with dragon hoards. 
  Chrysoprase 
  35 GS per carat 
  Common semiprecious gem of jungle areas. 
  Heliotrope 
  25 GS per carat 
  Common in desert areas. 
  Peridot 
  14 GS per carat 
  So common in some area.  Unknown in other areas. 
  133
  Timothy Schaefer (order #5257304)
  
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND OTHER VALUABLES (CONTINUED) 
  ITEM 
  VALUE 
  NOTES AND COMMENTS 
  Carbuncle 
  10 GS per carat 
  So common in some area.  Unknown in other areas. 
  Snow Tears 
  888 GS each 
  So cold, they’ll freeze water! 
  Heart Stones 
  320 GS each 
  Associated with Star Powered Mages. 
  Elf Stones 
  375 GS each 
  As the name implies. 
  Dwarf Nodes 
  325 GS each 
  As the name implies. 
  Lodestones 
  200 GS each 
  Prized by travelers worldwide. 
  Bloodstone 
  70 GS per ounce 
  Used to carve perfume bottles. 
  Amber 
  50 GS per ounce 
  Prized by Druids and Barbarians. 
  Carnelian 
  25 GS per ounce 
  Prized by mages for magikal usage. 
  Sardonyx 
  22 GS per ounce 
  Used as a substitute for carnelian. 
  Chalcedony 
  24 GS per ounce 
  Used like bloodstone. 
  Ebony 
  50 GS per ounce 
  Use worldwide for religious icons, etc. 
  Turquoise 
  110 GS per ounce 
  Used as inlay, etc., worldwide; it’s rare. 
  Lapis Lazuli 
  145 GS per ounce 
  As above, but much rarer. 
  White Pearl 
  35 GS per 1/4” diameter 
  The most common type of pearl. 
  Orange Pearl 
  30 GS per 1/4” diameter 
  Found in tropic seas only. 
  Pink Pearl 
  60 GS per 1/4” diameter 
  Found in mermaid hoards mostly. 
  Yellow Pearl 
  75 GS per 1/4” diameter 
  Highly prized by amazons. 
  Green Pearl 
  95 GS per 1/4” diameter 
  Also called “Sea Pearls”. 
  Red Pearl 
  115 GS per 1/4” diameter 
  Prized highly by nixies and pixies. 
  134
  Timothy Schaefer (order #5257304)
  
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND OTHER VALUABLES (CONTINUED) 
  ITEM 
  VALUE 
  NOTES AND COMMENTS 
  Blue Pearl 
  135 GS per 1/4” diameter 
  Found only in polar seas. 
  Black Pearl 
  150 GS per 1/4” diameter 
  Prized by Alchemists for potion making. 
  Silver Pearl 
  152 GS per 1/4” diameter 
  Prized by witch doctors for healing potions. 
  Gold Pearl 
  155 GS per 1/4” diameter 
  Found in dragon turtle hoards only. 
  Lavender Pearl 
  175 GS per 1/4” diameter 
  Extremely rare; originate off world. 
  Rainbow Pearl 
  185 GS per 1/4” diameter 
  So rare, only three are known to exist. 
  Triton Eyes (Petrified) 
  225 GS each 
  Used by mages in necromantic arts. 
  Dragon Eyes (Petrified) 
  1,500 GS each 
  Prized by rich merchants as a sign of great wealth and power. 
  Ambergris 
  1,000 GS per ounce 
  The main essence for perfume, thus highly prized by perfume makers and 
  also very rare in a fresh state. 
  Raw Spider Silk 
  50 GS per 1’ square 
  That’s for 1/4” twisted rope form. 
  Green Jade 
  100 GS per ounce 
  The most common jade. 
  Yellow Jade 
  105 GS per ounce 
  Highly prized by amazons. 
  Pink Jade 
  110 GS per ounce 
  Usually found in pixie hoards. 
  Blue Jade 
  125 GS per ounce 
  Found only in the Thunder Mountains. 
  White Jade 
  135 GS per ounce 
  Highly prized by gnomes. 
  Red Jade 
  150 GS per ounce 
  Revered by Priests of Set. 
  Purple Jade 
  175 GS per ounce 
  Found only in dread Marmachand. 
  Black Jade 
  185 GS per ounce 
  The rarest of all jades. 
  Clear Crystal 
  10 GS per pound 
  The most common “fine” crystal. 
  135
  Timothy Schaefer (order #5257304)
  
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND OTHER VALUABLES (CONTINUED) 
  ITEM 
  VALUE 
  NOTES AND COMMENTS 
  Pink Crystal 
  15 GS per pound 
  Common in the Mickleback Mountains. 
  Yellow Crystal 
  20 GS per pound 
  Found in the Scorpion Mountains. 
  Green Crystal 
  25 GS per pound 
  Also called “Sea Glass”. 
  Blue Crystal 
  30 GS per pound 
  Prized by mages for potion holders. 
  Red Crystal 
  35 GS per pound 
  Prized by clerics for amulets. 
  Orange Crystal 
  35 GS per pound 
  Found only in Tharkhala. 
  Purple Crystal 
  45 GS per pound 
  Prized by elves for wall facings. 
  Maroon Crystal 
  60 GS per pound 
  Very rare, seldom seen by men. 
  Black Crystal 
  90 GS per pound 
  Found only in dread Marmachand. 
  White Marble 
  6 GS per pound 
  The most common “fine” marble. 
  Pink Marble 
  8 GS per pound 
  Abounds in Arduin. 
  Yellow Marble 
  10 GS per pound 
  Highly prized by amazons. 
  Green Marble 
  12 GS per pound 
  Found mostly in the Dreaming Isles. 
  Blue Marble 
  15 GS per pound 
  Used universally for palace walls. 
  Black Marble 
  16 GS per pound 
  Found only in Morvaen. 
  Lavender Marble 
  18 GS per pound 
  Prized by elves in home building. 
  Red Marble 
  20 GS per pound 
  Used in Temples of Set. 
  Orange Marble 
  22 GS per pound 
  Rare now, used to come from Akkon. 
  Any Silver Veined Marble 
  25 GS per pound 
  Fairly rare, used in palaces. 
  Any Gold Veined Marble 
  28 GS per pound 
  Very rare, used in palaces also. 
  136
  Timothy Schaefer (order #5257304)
  
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND OTHER VALUABLES (CONTINUED) 
  ITEM 
  VALUE 
  NOTES AND COMMENTS 
  Rainbow Marble 
  33 GS per pound 
  From off world, EXTREMELY rare. 
  White Coral (Polished) 
  10 GS per pound 
  Most common “gem quality” coral. 
  Pink Coral (Polished) 
  12 GS per pound 
  Common in all but arctic seas. 
  Yellow Coral (Polished) 
  15 GS per pound 
  Highly prized by amazons. 
  Orange Coral (Polished) 
  18 GS per pound 
  Found only in tropic seas. 
  Green Coral(Polished) 
  20 GS per pound 
  Most common Sea Elf trade coral. 
  Blue Coral (Polished) 
  22 GS per pound 
  Used by Alchemists in potions. 
  Red Coral (Polished) 
  24 GS per pound 
  Worn only by Courtesans. 
  Black Coral (Polished) 
  25 GS per pound 
  Found off the coast of Marmachand. 
  Purple Coral (Polished) 
  28 GS per pound 
  Prized by Dryads and Nixies. 
  Rainbow Coral (Polished) 
  30 GS per pound 
  Prized by Dragons. 
  Silver Coral (Polished) 
  50 GS per pound 
  The sign of lesser royalty; rare. 
  Gold Coral (Polished 
  77 GS per pound 
  The sign of kings, very rare. 
  Sard 
  16 GS per pound 
  Fairly abundant in desert areas. 
  Jasper 
  24 GS per pound 
  Usually found in mountain areas. 
  Petrified Wood (Polished) 
  10 GS per pound 
  Fairly rare in the lands of men. 
  Nacre 
  8 GS per pound 
  Used in alchemical experiments. 
  Meteoritic Metal 
  250 GS per pound 
  Prized by mages and dwarves. 
  Meteoritic Stone 
  100 GS per pound 
  Prized by clerics and alchemists. 
  Dragon Hide (Uncured) 
  100 GS per 1’ square (average)
  Used to make magik leather armor. 
  137
  Timothy Schaefer (order #5257304)
  
  PRECIOUS GEMS, SEMIPRECIOUS GEMS, AND OTHER VALUABLES (CONTINUED) 
  ITEM 
  VALUE 
  NOTES AND COMMENTS 
  Demon Hide (Uncured) 
  500 GS per 1’ square (average)
  Used by Mages and Alchemists. 
  Hydra’s Teeth (Whole) 
  50 GS each 
  Used as amulets and in potions. 
  Unicorn’s Horn (Whole) 
  1,000 GS per ounce 
  The most potent aphrodisiac known. 
  Mummy Dust 
  300 GS per pound 
  Used in potions and poultices. 
  Kraken’s Ink 
  50 GS per ounce 
  Used in writing magik scrolls. 
  Hemp 
  50 GS per ounce 
  It’s smoked in magik rites. 
  Opium 
  100 GS per ounce 
  It’s smoked in magik rites. 
  Psychedelic Mushrooms, Etc. 
  up to 250 GS per ounce 
  It’s smoked in magik rites. 
  Marijuana 
  35 GS per ounce 
  Used medicinally by the populace. 
  Quinine 
  45 GS per pint 
  Used medicinally by the populace. 
  Black Powder (Boom Dust Or Bang Dirt)
  500 GS per ounce 
  Used in esoteric rites and rituals. 
  Common Black Obsidian 
  10 GS per 100 pounds 
  Used in some temples as flooring. 
  Green Obsidian 
  18 GS per 100 pounds 
  Used in some temples as flooring. 
  Red Obsidian 
  25 GS per 100 pounds 
  Used in some temples as flooring. 
  Hands Of Glory 
  1,500 GS each 
  Must be authenticated, used in magikal rituals of the highest order. 
  This list is by no means complete, so use it as a base from which to work. 
  138
  Timothy Schaefer (order #5257304)
  
  PRICE EXAMPLES FOR THE ARDUINIAN UNIVERSE 
  Pint of ale 
  1 Ha’penny and up 
  Depends on the locale. 
  1 pound Bag of salt 
  1 silver penny 
  A very important staple. 
  Bale of Hay 
  3 – 5 copper minums 
  Depends on the season 
  Large wooden chest with lock 
  1 – 7 silver pennies and up 
  Depends on the workmanship. 
  Having a horseshoe put on 
  1 – 5 pennies 
  Depends on the location. 
  Mailing a letter (Pony Mail) 
  1 penny 
  More for foreign destinations. 
  Bottle of wine 
  1 penny and up 
  Varies widely by country.  * 
  Bottle of horse liniment 
  1 Ha’penny and up 
  Seldom more than 1 penny. 
  Having a weapon silver coated 
  20% – 50% the cost of the 
  weapon 
  Varies by locations.  ** 
  Leather map 
  1 gold sovereign and up 
  The larger the area the map 
  shows, the more it costs. 
  * – A 1 penny bottle of wine is pretty bad, and is usually called (derogatorily) by names like “Old 
  Oliphant Puke”, “Panther Piss”, and the like. 
  ** – The silver coating on a weapon is worn off in combat at the rate of 10% per hit, thus if in a 
  single battle a person lands ten hits, when the wraiths appear five minutes later, you haven’t got a 
  silver weapon with which to fight!  Sure, you still have a perfectly good iron or steel blade, but 
  that hasn’t cut an undead monster lately!  So it pays to have a reserve weapon, and to recoat 
  weapons regularly. 
  WERGILD 
  Wergild is money paid to a family or relative that has suffered injury or death because of your 
  actions.  The payment is made to keep from instigating a blood feud and more death and destruction, 
  probably your own!  It is usually 1,000 GS per level of the person that was killed, or 100 GS per level 
  of the person that was permanently injured. 
  139
  Timothy Schaefer (order #5257304)
  
  MULTIVERSAL 
  TRADING COMPANY
  MULTIVERSAL TRADING COMPANY PRICE 
  LIST 
  From Arduin Grimoire I (Page 27) 
  LOAN RATES AND OTHER INFORMATION 
  From Arduin Grimoire II (Page 35) 
  PRICE LIST FOR GOODS 
  From Arduin Grimoire II (Page 42) 
  PRICE LIST FOR SPECIALTY MAGIK ITEMS 
  From Arduin Grimoire II (Pages 39 – 40) 
  MAGIK ITEM PRICE LIST 
  From Arduin Grimoire II (Pages 37 – 38) 
  MAGIK WEAPONRY VALUE CHART 
  From Arduin Grimoire II (Page 36) 
   
   
  140
  Timothy Schaefer (order #5257304)
  
  MULTIVERSAL TRADING COMPANY PRICE LIST 
  ALL PRICES IN GOLD SOVEREIGNS (GS) 
  WEAPONS, OFFENSIVE 
   
  WEAPONS, DEFENSIVE 
  dagger or stiletto 
  3 – 15 
   
  leather armor 
  15 – 40 
  throwing knife 
  4 – 10 
   
  scale armor 
  30 – 65 
  hand axe 
  3 – 7 
   
  chain armor 
  30 – 85 
  light throwing axe 
  4 – 8 
   
  plate armor 
  50 – 250 
  heavy throwing axe 
  5 – 12 
   
  helmet 
  10 – 20 
  battle axe 
  6 – 15 
   
  small shield 
  10 – 18 
  two-handed battle axe 
  10 – 25 
   
  large or kite shield 
  15 – 25 
  war pick 
  6 – 10 
   
   
   
  war hammer 
  5 – 10 
   
  POISON ANTIDOTE (PER DOSE) 
  mace 
  5 – 12 
   
  1st – 3rd level 
  375 
  morning star 
  7 – 18 
   
  4th – 7th level 
  575 
  short flail 
  7 – 15 
   
  8th – 12th level 
  875 
  two-handed flail 
  9 – 18 
   
  13th – 20th level 
  1,500 
  two-handed sword 
  9 – 18 
   
   
   
  studded cudgel 
  1 – 3 
   
  VENOM ANTIDOTE (PER DOSE) 
  broadsword 
  8 – 20 
   
  1st – 3rd level 
  300 
  shortsword 
  8 – 15 
   
  4th – 7th level 
  500 
  rapier 
  9 – 18 
   
  8th – 12th level 
  1,000 
  scimitar, cutlass 
  8 – 12 
   
  13th – 20th level 
  1,500 
  spear (7’) 
  2 – 5 
   
  Doctor John’s Salve 
  1,000 
  lance (12’) 
  4 – 10 
   
   
   
  short bow 
  20 – 40 
   
  COMMON WARDS 
  long bow 
  30 – 60 
   
  holy water (2 ounce vial) 
  25 
  composite bow 
  40 – 80 
   
  holy water (64 ounces) 
  650 
  light crossbow 
  15 – 35 
   
  garlic (bunch) 
  5 
  heavy crossbow 
  25 – 75 
   
  wolfsbane (sprig) 
  10 
  arrows or bolts (30) 
  5 – 7 
   
  belladonna (sprig) 
  10 
  sling 
  5 – 8 
   
   
   
  lead shot (50) 
  5 
   
   
   
  trident 
  10 – 15 
   
   
   
  gladiator net (10’x10’, weighted) 
  30 
   
   
   
  141
  Timothy Schaefer (order #5257304)
  
  MULTIVERSAL TRADING COMPANY PRICE LIST 
  (CONTINUED) 
  TOOLS 
   
  TOOLS (BY MATERIAL) 
  leather-tipped pole (10’) 
  1 
   
  backpack 
   
  oak plank (15’) 
  2 
   
   
  leather 
  5 – 15 
  brass shod quarterstaff (7’6”) 
  1 – 3 
   
   
  cloth 
  3 – 7 
  pick, shovel 
  3 
   
  hand hook 
   
  rope (50’) 
  1 
   
   
  iron 
  9 
  rope ladder (30’) 
  10 
   
   
  steel 
  18 
  large bag 
  2 
   
  grappling hooks 
   
  small bag 
  1 
   
   
  bronze 
  10 
  wineskin (half gallon) 
  3 
   
   
  iron 
  15 
  torches (6, 2 hour duration each) 
  8 – 15 
   
   
  steel 
  25 
  lantern 
  8 – 15 
   
   
  Mithril alloy 
  95 
  oil (1 pint flask) 
  2 
   
   
  adamantine alloy 
  200 
  mallet and stakes 
  3 
   
  spikes (6”, set of 12) 
   
  trail rations (5 days) 
  2 
   
   
  bronze 
  1 
  iron rations (5 days) 
  10 
   
   
  iron 
  2 
  stretcher 
  6 
   
   
  steel 
  3 
  medical kit 
  35 – 50 
   
  crowbar (4’) 
   
  boots 
  5 – 25 
   
   
  bronze 
  5 
  boots (fur lined) 
  10 – 50 
   
   
  iron 
  7 
  cloak 
  5 – 25 
   
   
  steel 
  10 
  cloak (fur lined) 
  10 – 50 
   
   
  Mithril 
  35 
  pants and shirt 
  1 – 5 
   
   
  adamantine 
  75 
  leather whip (15’) 
  8 
   
  mirror 
   
  climbing pitons, steel (20) 
  9 
   
   
  steel 
  5 
  iron doorstop 
  3 
   
   
  silver 
  15 
  aerial saddle 
  40 – 125 
   
   
  glass 
  75 
  artificial limb 
  5 – 500 
   
   
   
  spider-silk rope (per foot) 
  200 
   
   
   
  142
  Timothy Schaefer (order #5257304)
  
  MULTIVERSAL TRADING COMPANY PRICE LIST 
  (CONTINUED) 
  STEEDS AND EQUIPMENT 
   
  BOATS 
  pony cart 
  65 – 80 
   
  rowboat 
  95 
  small wagon 
  100 – 145 
   
  canoe 
  80 
  medium wagon 
  150 – 200 
   
  small sailboat 
  375 – 1,750 
  large wagon 
  365 – 500 
   
  small caravel 
  5,750 – 8,750 
  pony 
  30 – 40 
   
  medium caravel 
  10,000 – 18,750 
  mule 
  20 – 30 
   
  large caravel 
  21,575 – 67,500 
  medium draft horse 
  30 – 50 
   
  liburnium 
  10,000 – 20,000 
  large draft horse 
  60 – 95 
   
  bireme 
  21,500 – 39,750 
  pack horse 
  25 – 35 
   
  trireme 
  33,750 – 69,500 
  heavy pack horse 
  40 – 75 
   
  galisse or dhowrigged 
  40,000 – 75,000 
  light warhorse 
  40 – 75 
   
  oars (per pair) 
  9 
  medium warhorse 
  100 – 150 
   
   
   
  heavy warhorse 
  200 – 335 
   
   
   
  saddle 
  25 – 75 
   
   
   
  saddlebag 
  10 – 30 
   
   
   
  leather barding 
  95 – 135 
   
   
   
  chain or scale barding 
  150 – 200 
   
   
   
  plate barding 
  250 – 500 
   
   
   
   
  143
  Timothy Schaefer (order #5257304)
  
  MULTIVERSAL TRADING COMPANY 
  LOAN RATES AND OTHER INFORMATION 
  Multiversal Trading Company, or MTC, will store goods, bank valuables, loan money, underwrite research, treasure hunts, and caravans, build to order 
  anything from toothpicks to warships, sell or buy magik items, spells, or other thing, contract out guards, guard beasts (both ordinary and unusual), and 
  demons, sell and buy information (either at hand or to order), and in general perform every act or service that could be required by anyone or anything.  
  Below is the basic information.  Prices are usually at cost plus 20% – 40%. 
  LOAN RATES 
  LEVEL 
  1 
  2 
  3 
  4 
  5 
  6 
  7 – 10 
  11 – 15 
  16 – 20 
  21 – 25 
  RATE 
  50% 
  45% 
  40% 
  35% 
  30% 
  25% 
  20% 
  10% 
  7.50% 
  5% 
  Credit Union Loans cost 50% of the above rates; however, the borrow may acquire 50% more than he has deposited in the union (up to 5th level); 65% 
  (up to 10th level); 75% (up to 15th level); 100% (up to 25th level); 250% (up to 50th level); and negotiable thereafter accordingly. 
  LOAN LIMITS 
  LEVEL 
  1 
  2 
  3 
  4 
  5 
  6 
  7 – 10
  11 – 15
  16 – 20 
  21 – 25 
  26 – 50 
  51+ 
  LIMIT (GS) 
  500 
  750 
  1,500 3,500
  7,500
  10,000
  15,000
  25,000
  50,000 
  10,000 / level over 20th 
  (100,000 maximum) 
  20,000 / level 
  over 25th 
  50,000 / level 
  over 50th 
  Interest Rates – All money banked (in the credit union only) earns 5% interest per Arduinian year.  Any money withdrawn before the year’s end causes 
  the entire account to lose all accrued interest.  Interest is paid on Tai Taowyn. 
  Magikal Favors – The “House Mages” will perform magik incantations for you at 1,000 GS per level of magik required (through 5th level); 7,500 GS 
  (6th level); 10,000 GS (7th level); 24,000 GS (8th level); 50,000 GS (9th level); 100,000 GS (10th level).  Wishes cannot be bought!  “Permanent” 
  spells cost 100,000 GS.  All of the above is based, of course, on availability (100% for 1st level, decreasing 20% per level to 4th, then 10% per level 
  through 7th, then 2% per level thereafter). 
  Offices – Every settlement of 5,000 or more has a small store through which all items not carried may be ordered.  All settlements of 10,000 or more 
  have a medium sized store that carries about half of our inventory on hand, and of course orders may be placed through them.  All settlements of 
  50,000 or more have a major store which carries a complete line of wares.  The main store is in Arduin, at Talismondé. 
  Rules – If any contractual agreement is broken deliberately or knowingly by the customer, that customer will not only have legal action (pursuant to 
  Arduin law) brought against him, but will also be forever barred from doing any kind of business with Multiversal Trading Company in the future.  
  In some cases, a contract with the Assassin’s Guild may be taken out against the defrauding customer. 
  Remember, just because there is a price list does not mean they are for sale!  The MTC cannot sell any item that has not been bought by it. 
  144
  Timothy Schaefer (order #5257304)
  
  PRICE LIST FOR GOODS 
  ARMOR 
  COST 
  STEEDS / EQUIPMENT 
  COST 
  leather, studded 
  20 – 50 
  war pony 
  45 – 95 
  leather, banded 
  22 – 55 
  destrier 
  275 – 550 
  chain, light 
  33 – 88 
  war ass 
  33 – 66 
  half plate 
  40 – 200 
  small buggy 
  75 – 250 
  full helm 
  12 – 24 
  large buggy 
  100 – 500 
  1 man chariot 
  75 – 100 
  WEAPONRY 
  COST 
  2 man chariot 
  85 – 135 
  two-handed sword 
  8 – 20 
  4 man chariot 
  95 – 175 
  martiobarbuli (each) 
  3 – 7.50 
  2 horse coach 
  125 – 375 
  chakra 
  3 – 7.50 
  4 horse coach 
  150 – 450 
  blow gun 
  3.50 – 12.50 
  6 horse coach 
  175 – 525 
  darts for above 
  .75 – 2.50 
  8 horse coach 
  225 – 675 
  shuriken 
  1 – 3 
  12 horse coach 
  300 – 3,000 
  double dagger 
  5 – 25 
  triple dagger 
  7.50 – 35 
  BOATS, ETC. 
  COST 
  bullwhip (12’) 
  5 – 25 
  kayak 
  100 
  javelin, light 
  2.50 – 7.50 
  felucca 
  5,000 – 9,750 
  javelin, heavy 
  3 – 9 
  dhow 
  5,500 – 10,000 
  spear, throwing (5’) 
  3 – 9 
  junk 
  6,000 – 12,500 
  quadreme, light 
  40,000 – 80,000 
  MEDICINES (PER DOSE) 
  COST 
  quadreme, heavy 
  47,500 – 100,000 
  golden centaur salve 
  1,500 
  elf tea 
  250 
  TOOLS 
  COST 
  pixie wine 
  10,000 
  sledgehammer (2 pound) 
  2 
  sledgehammer (5 pound) 
  3 
  CAMPING GEAR 
  COST 
  sledgehammer (10 pound) 
  5 
  tent, 1 man 
  10 – 20 
  ice pick, iron 
  1 
  tent, 2 man 
  12 – 25 
  ice axe, steel 
  35 
  tent, 4 man 
  15 – 35 
  bilge pump (4 man) 
  250 
  tent, 8 man 
  20 – 60 
  bilge pump (hand) 
  45 
  tent, 12 man 
  35 – 125 
  steel fish hooks (each) 
  tent, 20 man 
  50 – 500 
  very small 
  .10 
  pot, large 
  3 
  small 
  .25 
  pot, small 
  1.50 
  medium 
  .50 
  pan, large 
  2.50 
  large 
  .75 
  pan, small 
  1 
  very large 
  1.25 
  knife/fork/spoon 
  .50 
  giant 
  2.50 
  chalk (per stick) 
  .05 
  145
  Timothy Schaefer (order #5257304)
  
  PRICE LIST FOR GOODS (CONTINUED) 
  MISCELLANEOUS EQUIPMENT 
  ITEM 
  COST 
  ITEM 
  COST 
  snowshoes 
  1.50 – 15 
  matches (per 100) 
  .25 
  climbing spikes (pair) 
  matches, waterproof (per 10) 
  1.50 
  copper 
  1 
  bugle, brass  
  2.50 – 25
  bronze 
  1.50 
  lyre, common 
  7.50 – 125
  iron 
  2.50 
  mandolin, common 
  3.50 – 100
  jar, pottery, small 
  .25 
  bagpipes, common 
  5 – 500 
  jar, pottery, medium 
  .50 
  heliograph 
  125 
  jar, pottery, large 
  1 
  papyrus (per 36”x12”) 
  1.50 
  sponge, small 
  2.50 
  paper (per 8”x11”) 
  2.50 
  sponge, medium 
  3.50 
  vellum (per 12” square) 
  1.25 
  sponge, large 
  5 
  snuff (per 1 ounce tin) 
  .25 – 25 
  chest, wood, small 
  1.50 – 25 
  tobacco (per 6 ounce pouch) 
  .75 – 75 
  chest, wood, medium 
  2.50 – 50 
  string (per 500’) 
  .75 
  chest, wood, large 
  5 
  pins/needles (dozen + thimble) 
  1.25 
  vial, glass 
  1.50 
  flint/steel 
  .50 
  flask, tin 
  1.50 
  quills (per dozen) 
  .75 
  bottle, pottery, small 
  .35 
  ink (per 8 ounce jar) 
  1.50 
  bottle, pottery, large 
  .75 
  ink, waterproof (per ounce) 
  2.50 
  keg, wood 
  .95 
  rubber, raw (per ounce) 
  2.50 
  hogshead, wood 
  1.50 
  plaster (per 16 ounce jar) 
  .50 
  barrel, wood 
  3.25 
  glue (per 8 ounce jar) 
  .75 
  cask, wood 
  5 
  paint, water based (per quart) 
  1.25 
  royal cask, wood 
  15 
  paint, oil based (per tube) 
  .75 
  tacks, brass (per 50) 
  .75 
  cage, iron (1’ cube) 
  2.5 
  caltrops, iron (each) 
  1.25 
  cage, iron (3’ cube) 
  7.50 
  CORRECTIONS TO THE MULTIVERSAL TRADING COMPANY PRICE LIST 
  The listed prices for garlic, wolf bane, belladonna, and oil were in SILVER PENNIES, not GS.  The 
  price of large and small bags was in COPPER PENNIES.  Torches were in SILVER PENNIES.  All 
  “Mithril”, “Adamantine”, and the like items were alloys, NOT PURE METALS. 
  NOTES 
  Remember, these are prices for the Arduin Multiverse, so feel free to use what you like, modify what 
  you need, and throw out what you can’t use.  The game is based on how each separate DM sees it, so 
  let your prices reflect your world’s culture, and your ideas. 
  146
  Timothy Schaefer (order #5257304)
  
  PRICE LISTS FOR SPECIALTY MAGIK ITEMS 
  EQUIPMENT 
  BASIC 
  ITEM 
  EACH 
  CHARGE 
  EACH 
  OFFENSIVE 
  EACH 
  DEFENSIVE 
  EACH 
  DETECT 
  EACH 
  COMMAND 
  FLIGHT 
  ABILITY 
  TELEPORT 
  ABILITY 
  ALL OTHER 
  ABILITIES 
  Rings 
  100 
  1,500 
  1,500 
  1,500 
  2,500 
  3,500 
  5,000 
  1,000 
  Amulets 
  150 
  1,250 
  1,250 
  1,750 
  2,000 
  2,500 
  5,000 
  1,250 
  Jewelry 
  250 
  1,500 
  1,500 
  1,500 
  1,500 
  3,000 
  7,500 
  1,500 
  Helms 
  1,000 
  1,000 
  1,500 
  2,500 
  3,500 
  5,000 
  10,000 
  2,500 
  Cloaks 
  750 
  1,500 
  1,750 
  1,750 
  2,750 
  3,500 
  7,500 
  2,000 
  Clothing 
  875 
  1,875 
  1,875 
  1,875 
  3,875 
  2,875 
  7,750 
  1,000 
  Robes 
  975 
  1,375 
  1,575 
  1,750 
  2,250 
  3,375 
  9,750 
  1,375 
  Wands 
  50 
  1,000 
  1,000 
  1,000 
  1,500 
  2,500 
  4,500 
  1,000 
  Rods 
  100 
  1,500 
  1,500 
  1,500 
  2,500 
  3,500 
  7,500 
  1,500 
  Staffs 
  250 
  1,875 
  1,875 
  1,875 
  3,500 
  4,750 
  10,000 
  1,875 
  GOLEM VALUE CHART 
  TYPE OF GOLEM 
  (BASE) 
  SPEAK 
  MAGIK 
  ATTACK 
  MAGIK 
  DEFENSE 
  HASTE 
  FLIGHT 
  MAGIK 
  SPECIALTIES 
  INDEPENDEN
  T OPERATION
  ALL OTHER 
  Flesh (10,000) 
  500 
  1,500 
  1,500 
  2,000 
  3,000 
  5,000 
  5,000 
  1,500 
  Clay (15,000) 
  650 
  1,875 
  1,875 
  2,500 
  3,750 
  5,775 
  5,975 
  1,750 
  Stone (20,000) 
  750 
  2,500 
  2,500 
  3,250 
  4,500 
  6,500 
  7,250 
  2,000 
  Iron (35,000) 
  975 
  3,250 
  3,250 
  4,000 
  5,250 
  7,250 
  8,000 
  2,750 
  Bronze (45,000) 
  1,000 
  4,000 
  4,000 
  5,000 
  6,000 
  8,000 
  9,000 
  3,500 
  Copper (40,000) 
  1,000 
  3,750 
  3,750 
  4,500 
  5,825 
  7,925 
  8,875 
  3,000 
  Silver (50,000) 
  1,500 
  5,000 
  5,000 
  6,000 
  7,000 
  9,000 
  10,000 
  4,000 
  Gold (75,000) 
  2,500 
  10,000
  10,000
  10,000
  10,000
  10,000 
  12,500 
  5,000 
  Orichalcum (100,000)
  3,000 
  15,000
  15,000
  15,000
  15,000
  15,000 
  15,000 
  7,500 
  Adamantine (88,500) 
  2,875 
  12,500
  12,500
  12,500
  12,500
  12,500 
  12,500 
  6,500 
  Tar (12,500) 
  575 
  1,625 
  1,625 
  2,000 
  3,000 
  5,375 
  5,585 
  1,665 
  Green Slime (80,000) 
  1,000 
  1,450 
  1,450 
  1,450 
  2,450 
  3,450 
  3,750 
  1,450 
  Snow (12,500) 
  1,000 
  1,000 
  1,000 
  1,000 
  1,500 
  1,500 
  10,000 
  2,500 
  Diamond (500,000) 
  15,000 
  15,000
  15,000
  15,000
  15,000
  15,000 
  25,000 
  20,000
  Shadow (250,000) 
  12,500 
  12,500
  12,500
  12,500
  12,500
  12,500 
  17,500 
  15,000
  Light (250,000) 
  12,500 
  12,500
  12,500
  12,500
  12,500
  12,500 
  15,000 
  12,500
  Any Robot (25,000) 
  1,000 
  100,000 100,000 100,000 100,000
  10,000 100,000 50,000
  147
  Timothy Schaefer (order #5257304)
  
  MAGIK SCROLL VALUE CHART 
  SCROLL TYPE 
  PER LEVEL 
  PER USE 
  PERMANENT 
  FIRE PROOF 
  ACID PROOF 
  SELF 
  PROTECTING 
  OTHER 
  Attack 
  100 
  100 
  1,500 
  250 
  250 
  1,500 
  250 
  Defense 
  100 
  100 
  1,500 
  250 
  250 
  750 
  225 
  Conjuration 
  250 
  250 
  1,875 
  300 
  300 
  1,250 
  275 
  Gate 
  500 
  1,000 
  10,000 
  1,000 
  1,000 
  2,500 
  750 
  Teleport 
  375 
  375 
  2,250 
  500 
  500 
  1,500 
  335 
  Pass Matter 
  325 
  325 
  2,375 
  400 
  400 
  1,375 
  325 
  Flight 
  300 
  300 
  2,000 
  375 
  375 
  1,325 
  300 
  Capture 
  400 
  325 
  2,000 
  445 
  445 
  1,445 
  345 
  Mesmerize 
  285 
  250 
  1,475 
  225 
  225 
  975 
  200 
  Control 
  450 
  400 
  3,500 
  500 
  500 
  1,750 
  335 
  Annihilate 
  500 
  750 
  7,500 
  750 
  750 
  2,000 
  675 
  Polymorph 
  750 
  750 
  5,000 
  750 
  750 
  2,375 
  725 
  Change Shape 
  975 
  975 
  10,000 
  1,000 
  1,000 
  2,500 
  500 
  Telekinesis 
  225 
  225 
  1,250 
  300 
  300 
  975 
  175 
  Other Psychic 
  335 
  250 
  1,675 
  325 
  325 
  875 
  200 
  Cures/Heals 
  500 
  500 
  1-10,000
  500 
  500 
  750 
  500 
  NOTES 
  These charts are here simply to give you an idea 
  of the relative value of certain type magik scrolls, 
  gadgets, and golems.  Please remember that your 
  world can be any way you want it to be.  So don’t 
  use everything that you read simply because “it’s 
  in the book”.  That is a dead end.  Be creative, 
  and make your own charts.  Here is a handy way 
  to figure out wet measures (I know it’s not 
  exactly right, but it’s how it is done in my 
  Multiverse): a vial is 1 ounce; a flask is 1/2 pint; a 
  small bottle is a pint; a large bottle is a quart; a 
  wineskin is 2 quarts; a keg is a gallon; a hogshead 
  in 3 gallons; a barrel is 5 gallons; a cask is 20 
  gallons; and a “Royal Cask” is 55 gallons.  
  Screwy, but it serves the purpose quite well.  By 
  the way, the most common measure of ale or 
  beer bought is a one pint flagon, although two 
  pint flagons are fairly common also. 
   
   
  148
  Timothy Schaefer (order #5257304)
  
  MAGIK ITEM PRICE LIST 
  ITEM 
  BASE PRICE 
  ADDED COST FACTORS 
  Flying Broom 
  6,500 
  None 
  Flying Carpet 
  10,000 
  Weave, material, fireproofing, etc. 
  Skyhook 
  2,500 
  Attached line material. 
  Magik Spade of Digging 
  2,500 
  None 
  Magik Mattock of Digging 
  2,500 
  None 
  Magik Lyre of Construction 
  50,000 
  Actual materials it is made of. 
  Chimes of Knocking 
  12,500 
  As above, usually gem encrusted. 
  Ropes of Magik Types 
  250 – 500 per foot
  None. 
  Horns of Nordic Magik 
  25,000 – 75,000 
  Actual construction materials. 
  Bag of Enormous Holding 
  3,500 
  As above. 
  Stasis Bag of Enormous Holding 
  5,000 
  As above. 
  Pouch of Extra Holding 
  1,500 
  As above. 
  Pouch of Magik Beans 
  5,000 
  The more beans, the higher value (+1000). 
  Pouch of Magik Tricks 
  7,500 
  The greater the called beasts, added cost. 
  Cards of Many Magik Things 
  100,000 
  None 
  Efreet Calling Items 
  8,500 
  Actual construction materials add cost. 
  Djinn Calling Items 
  10,000 
  As above, usually gem studded. 
  Elemental Summoning Devices 
  25,000 
  As above. 
  Magik Powder of Appearing 
  175 per pinch 
  None 
  Magik Powder of Disappearing 
  200 per pinch 
  None 
  One Use Magik “Walls” 
  25 per square foot
  None 
  Magik Transportable Hole 
  4,500 
  None 
  Portable Magik Door 
  7,500 
  Size, the larger the door, the more the cost. 
  Candles of Power 
  10,000 
  Varies by its magik usage and potency. 
  Magik Chalk 
  1,000 – 10,000 
  per stick 
  Varies by potency and size of stick. 
  Magik Make Up 
  10,000 per ounce 
  As above. 
  “Gate” Devices 
  100,000 
  The larger and more distant the gate, the 
  more it costs. Also portability helps. 
  Athames 
  5,000 
  Most are gem encrusted, precious metal, so 
  that adds cost as does its magik potency. 
  Magik String 
  1,000 per foot 
  None 
  Magik Umbrellas 
  10,000 
  Actual construction material may add cost. 
  Gauntlets of Super Strength 
  up to 100,000 
  The more strength, the more cost. 
  Aphrodisiacs 
  100 – 10,000 
  per dose 
  Varies by potency and number of doses. 
  Bracers of Magikal Defending 
  1,000 per “Plus” 
  Varies according to material it’s made of. 
  Compasses 
  1,500 
  Considered “Techno Magik”. 
  Lighters/light fire devices 
  25 – 2,500 
  Considered “Minor, but useful magik”. 
  Flashlights/light casters 
  100 – 10,000 
  Considered “Minor, but useful magik”, 
  Techno or otherwise. 
  149
  Timothy Schaefer (order #5257304)
  
  MAGIK ITEM PRICE LIST (CONTINUED) 
  ITEM 
  BASE PRICE 
  ADDED COST FACTORS 
  Wineskin of Capacious Holding 
  100 per 
  25 gallon capacity
  As above. 
  Automatic Lookouts, etc. 
  250 – 10,000 
  As above. 
  Automatic Scouts, etc. 
  500 – 25,000 
  As above. 
  Jug of Infinite Waters 
  3,750 
  Depends on composition. 
  Alembic of Alchemy 
  10,000 
  As above. 
  Vial of Infinite Potions 
  10,000 
  Depends on the potion it spews forth. 
  Crystal Balls 
  5,000 
  1,500 for each additional power.  Fairly rare.
  Magik Mirrors 
  5,000 
  2,500 for each additional power.  Rarer still. 
  Boots of Flight 
  5,000 
  Variable depending on speed of flight. 
  Boots of Great Speed 
  2,500 
  As above but for ground speed. 
  Boots of Mighty Leaping 
  2,500 
  As above but for distance per jump. 
  Boots of Walking on Anything 
  5,000 
  Super rare. 
  Shields 
  1,250 per “Plus” 
  Can vary according to extra powers. 
  Leather Armour (All types) 
  1,500 per “Plus” 
  As above. 
  Chain / Scale Armour 
  1,750 per “Plus” 
  As above. 
  Half Plate Armour 
  2,000 per “Plus” 
  As above. 
  Full Plate Armour 
  2,500 per “Plus” 
  As above. 
  Helms / Helmets 
  Use the “broadsword” listings under magik weaponry. 
  This is just a base list from which 
  to work, use what you like, and 
  add all you want! 
   
   
  150
  Timothy Schaefer (order #5257304)
  
  MAGIK WEAPONRY VALUE CHART 
  WEAPON TYPE 
  EACH 
  LANGUAGE 
  EACH PSI 
  ABILITY 
  EACH 
  DETECT 
  FIRE/COLD 
  LIFE DRAIN 
  DISRUPTION 
  ANY FLY 
  LEVITATE 
  POLYMORPH 
  EACH INT 
  POINT 
  EACH PLUS 
  ALL OTHER 
  ABILITIES 
  Broadsword 
  100 
  1,000 
  500 
  1,000 
  2,500 
  2,000 
  1,500 
  750 
  2,500 
  100 
  1,000 
  1,000 
  2 Hand Sword 
  150 
  1,250 
  550 
  1,750 
  1,750 
  3,500 
  2,000 
  1,000 
  3,500 
  125 
  1,500 
  1,500 
  Bastard Sword 
  125 
  1,150 
  525 
  1,500 
  3,250 
  3,000 
  1,750 
  975 
  3,000 
  110 
  1,250 
  1,250 
  Short Sword 
  100 
  1,375 
  750 
  1,875 
  4,500 
  3,500 
  2,500 
  1,250 
  3,375 
  150 
  1,750 
  2,000 
  Scimitar 
  100 
  1,500 
  1,000 
  2,500 
  5,000 
  1,250 
  1,000 
  1,250 
  1,775 
  100 
  1,000 
  1,000 
  Saber, etc. 
  100 
  1,000 
  675 
  1,175 
  4,000 
  3,500 
  1,875 
  1,000 
  2,400 
  200 
  750 
  1,000 
  Rapier 
  175 
  1,750 
  1,750 
  2,500 
  7,500 
  3,750 
  1,000 
  750 
  2,250 
  135 
  1,000 
  1,250 
  Samurai Sword 
  250 
  2,500 
  500 
  1,375 
  5,000 
  1,000 
  1,575 
  1,150 
  3,775 
  150 
  575 
  1,225 
  Mace 
  250 
  2,000 
  1,000 
  3,000 
  5,000 
  500 
  2,275 
  1,275 
  1,500 
  135 
  750 
  1,000 
  Maul 
  300 
  2,400 
  1,200 
  3,300 
  4,000 
  775 
  2,500 
  1,375 
  1,875 
  150 
  675 
  1,250 
  Morningstar 
  440 
  3,000 
  2,000 
  1,475 
  3,975 
  975 
  2,750 
  1,750 
  2,000 
  150 
  650 
  750 
  War Pick 
  475 
  3,000 
  1,875 
  3,500 
  4,000 
  2,500 
  2,500 
  1,500 
  2,250 
  150 
  875 
  975 
  War Hammer 
  125 
  1,550 
  500 
  2,000 
  2,000 
  675 
  500 
  375 
  2,000 
  125 
  500 
  575 
  2 Hand Hammer 
  175 
  2,000 
  575 
  1,875 
  750 
  750 
  750 
  500 
  2,500 
  175 
  850 
  975 
  Short Flail 
  175 
  2,475 
  550 
  2,350 
  2,000 
  550 
  1,250 
  1,000 
  2,340 
  150 
  500 
  550 
  Long Flail 
  200 
  4,575 
  575 
  2,500 
  2,200 
  500 
  1,500 
  1,250 
  1,950 
  185 
  575 
  650 
  Battleaxe 
  100 
  1,000 
  525 
  1,225 
  3,000 
  1,000 
  2,000 
  995 
  2,350 
  105 
  995 
  875 
  2 Hand Axe 
  225 
  1,750 
  750 
  850 
  2,500 
  1,500 
  2,500 
  1,125 
  2,000 
  125 
  1,025 
  1,000 
  Francisca 
  275 
  2,750 
  1,250 
  1,675 
  3,350 
  1,350 
  375 
  750 
  3,000 
  135 
  675 
  650 
  Tomahawk 
  500 
  3,500 
  2,000 
  3,000 
  5,000 
  7,500 
  250 
  1,250 
  4,500 
  225 
  250 
  400 
  Hand Axe 
  100 
  1,450 
  1,350 
  2,375 
  3,000 
  3,000 
  1,275 
  985 
  4,500 
  100 
  325 
  475 
  151
  Timothy Schaefer (order #5257304)
  
  MAGIK WEAPONRY VALUE CHART (CONTINUED) 
  WEAPON TYPE 
  EACH 
  LANGUAGE 
  EACH PSI 
  ABILITY 
  EACH 
  DETECT 
  FIRE/COLD 
  LIFE DRAIN 
  DISRUPTION 
  ANY FLY 
  LEVITATE 
  POLYMORPH 
  EACH INT 
  POINT 
  EACH PLUS 
  ALL OTHER 
  ABILITIES 
  Short Spear (7’) 
  240 
  1,500 
  1,185 
  1,535 
  1,000 
  750 
  2,000 
  1,575 
  5,000 
  105 
  300 
  500 
  Long Spear (9’) 
  275 
  1,750 
  1,250 
  1,750 
  1,500 
  1,000 
  2,325 
  1,675 
  6,000 
  110 
  350 
  555 
  Pike (12”) 
  500 
  5,000 
  2,500 
  4,000 
  8,775 
  7,775 
  5,000 
  5,000 
  7,500 
  240 
  1,875 
  2,250 
  Long Pike (22’) 
  750 
  6,000 
  3,250 
  5,000 
  10,000 
  9,250 
  6,000 
  5,000 
  10,000 
  250 
  2,000 
  2,500 
  Halberd 
  450 
  3,200 
  2,000 
  3,750 
  4,500 
  2,875 
  3,000 
  2,000 
  3,000 
  200 
  850 
  1,750 
  Pole Axe 
  600 
  5,000 
  4,000 
  4,000 
  8,800 
  6,600 
  4,500 
  3,500 
  7,500 
  180 
  950 
  1,000 
  Long Pole Arm 
  650 
  5,500 
  4,800 
  4,500 
  8,000 
  6,000 
  5,000 
  4,000 
  8,000 
  175 
  800 
  925 
  Short Pole Arm 
  625 
  5,250 
  4,400 
  4,250 
  8,250 
  6,500 
  4,825 
  3,825 
  7,775 
  160 
  725 
  985 
  Lance 
  1,000 
  10,000 
  7,500 
  7,500 
  12,500 
  15,000 
  25,000 
  10,000 
  12,500 
  275 
  500 
  1,500 
  Heavy Javelin 
  750 
  7,500 
  6,000 
  4,500 
  5,000 
  2,500 
  550 
  1,000 
  5,000 
  200 
  400 
  880 
  Light Javelin 
  825 
  8,000 
  7,250 
  5,000 
  6,000 
  3,000 
  500 
  1,250 
  10,000 
  225 
  345 
  925 
  Throwing Spear 
  500 
  4,000 
  4,000 
  4,000 
  5,000 
  2,000 
  400 
  1,000 
  9,500 
  165 
  300 
  600 
  Dagger/Dirk 
  145 
  2,500 
  500 
  3,300 
  10,000 
  9,750 
  1,500 
  875 
  9,975 
  100 
  750 
  975 
  Stiletto, etc. 
  200 
  3,000 
  675 
  3,600 
  8,800 
  7,500 
  1,725 
  725 
  9,995 
  130 
  775 
  1,000 
  Knife 
  225 
  3,125 
  725 
  3,725 
  9,000 
  8,000 
  1,850 
  1,000 
  11,575 
  145 
  655 
  825 
  Longbow 
  2,500 
  7,500 
  3,500 
  2,500 
  2,000 
  1,750 
  250 
  1,250 
  15,000 
  500 
  750 
  2,500 
  Shortbow 
  2,500 
  7,875 
  3,395 
  2,675 
  2,225 
  1,825 
  225 
  1,300 
  16,000 
  475 
  725 
  2,225 
  Composite Bow 
  2,500 
  7,275 
  3,450 
  2,250 
  2,425 
  2,000 
  200 
  1,500 
  17,500 
  495 
  650 
  2,000 
  Heavy Crossbow 
  3,000 
  10,000 
  5,000 
  4,500 
  2,000 
  1,000 
  175 
  2,000 
  11,750 
  485 
  725 
  1,250 
  Light Crossbow 
  3,500 
  12,500 
  5,500 
  5,000 
  3,000 
  1,500 
  150 
  2,250 
  12,500 
  500 
  650 
  1,000 
  Sling 
  5,000 
  14,000 
  6,000 
  5,000 
  10,000 
  9,500 
  100 
  2,500 
  15,000 
  575 
  500 
  1,375 
  Staff Sling 
  5,500 
  15,000 
  7,500 
  6,000 
  12,500 
  11,500 
  125 
  3,000 
  20,000 
  650 
  1,000 
  1,500 
   
  152
  Timothy Schaefer (order #5257304)
  
  WEAPONS 
  GENERAL NOTES ON WEAPONS 
  From Arduin Grimoire I (Page 49) 
  WEAPON CLASSIFICATION TABLES 
  From Arduin Grimoire II (Page 72) 
  WEAPON ATTACK CHART 
  From Arduin Grimoire I (Page 55) 
  WEAPON DAMAGE TABLE 
  From Arduin Grimoire I (Page 56) 
  MISSILE WEAPON ATTACK CHART 
  From Arduin Grimoire I (Page 57) 
  MISSILE DAMAGE TABLE 
  From Arduin Grimoire I (Page 58) 
  GENERAL GUNNERY CHARTS 
  From Arduin Grimoire II (Pages 31 – 32) 
  NON-WEAPON ATTACK MATRIX (CLAWS 
  AND THINGS) 
  From Arduin Grimoire II (Page 27) 
  WEAPON'S BREAKAGE CHART 
  From Arduin Grimoire II (Page 71) 
   
   
  153
  Timothy Schaefer (order #5257304)
  
  GENERAL NOTES ON WEAPONS 
  The question has often been raised as to what can hit a mythological or magikal monster and what 
  cannot.  Herewith is how it is done in Arduin.  Magikal weapons can hit anything, as can 
  technological energy weapons.  Pistols and so forth cannot hit undead types, and silver weapons can 
  hit all undead.  Normal swords and the like will have virtually no effect on animated metal or stone 
  monsters due to the fact that they’re usually magikally animated anyway, and because it is simply too 
  hard for swords to do more than chip stone or scratch metal.  Also, fireballs and the like won’t do 
  more than warm a stone golem up, even though it is magik fire.  If the Mage is smart enough to hit 
  that golem with a fireball one turn and a cold blast the next though, the expansion and contraction 
  will be equal to the damage of both blasts, and the damned thing will probably shatter!  I would also 
  suggest that the Mage duck, because the fragmentation effect in a confined space would do an eight 
  inch artillery shell justice! 
  WEAPON CLASSIFICATION TABLES 
  CLASS 
  WEAPON EXAMPLES INCLUDED IN THE CLASS 
  Impact Pole Arm 
  Halberds, Pole Axes, Glaives, and the like. 
  Pointed Pole Arm 
  Spears, Pikes, and the like. 
  Missile Pole Arm 
  Javelins (heavy and light), Throwing Spears, and the like. 
  Two Handed Impact Arms 
  Mauls, Flails (2 handed), Hammers (2 handed), and the like. 
  Impact Arms 
  Maces, War hammers, War Picks, Short Flails, and the like. 
  Bladed Impact Arms 
  Battleaxes, Hand Axes, and the like. 
  Two Hand Blade Arms 
  Swords (2 handed), Battleaxes (2 handed), and the like. 
  Blade Arms (long) 
  Broadswords, Bastard swords, Sabers, Cutlasses, and the like. 
  Blade Arms (short) 
  Shortswords, Machetes, Tulwars, Kukris, Daggers, and the like. 
  Blade Arms (Special) 
  Rapiers, Foils, and the like. 
  Thrown Blade Arms 
  Tomahawks, Franciscas, Knives, Chakras, Shuriken, and the like. 
  Flexible Arms 
  Morning stars, Chain & Sickles, Bullwhips, and the like. 
  Missile Arms (Bows) 
  Longbows, Shortbows, Composite Bows, Horse Bows, and the like.
  Missile Arms (Crossbows) 
  Heavy, Medium and Light Crossbows, Pellet Bows, and the like. 
  Missile Arms (Slings) 
  Simple Slings, Staff Slings, and the like. 
  These classes are of a general and widely oversimplified nature, because it helps to cut down 
  confusion and helps playability.  Bear with them, and they will serve you well. 
  154
  Timothy Schaefer (order #5257304)
  
  WEAPONS ATTACK CHART 
  WEAPON 
  ARMOUR CLASS 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2+1 
  +2 
  2+3 
  +4 
  2+5 
  +6 
  2+7 
  UP 
  two-handed sword 
  -2 
  -1 
  0 
  0 
  +1
  +2
  +3
  +2
  +1 
  0 
  -1 
  -2 
  hand and a half sword 
  +2 +2 +1
  +1
  0 
  0 
  0 
  -1
  -2 
  -3 
  -4 
  -5 
  broadsword 
  +2 +1 
  0 
  0 
  0 
  0 
  -1
  -2
  -2 
  -3 
  -3 
  -4 
  shortsword 
  +3 +3 +2
  +2
  +1
  0 
  -2
  -3
  -5 
  -7 
  -9 
  -10 
  rapier 
  +5 +4 +3
  +2
  +1
  0 
  -2
  -4
  -6 
  -8 
  -10 
  -12 
  scimitar/cutlass/sabre 
  +4 +3 +2
  +1
  0 
  -1
  -2
  -4
  -6 
  -6 
  -8 
  -10 
  knife/dagger 
  +3 +2 +1
  +1
  0 
  -1
  -2
  -3
  -5 
  -7 
  -9 
  -11 
  two-handed tattle axe 
  -2 
  -1 
  0 
  0 
  +1
  +2
  +3
  +2
  +1 
  0 
  -1 
  -2 
  battle axe 
  -1 
  0 
  +1
  +2
  +3
  +2
  +1
  0 
  -1 
  -2 
  -3 
  -4 
  tomahawk/hand axe 
  +1 +1 +2
  +2
  +1
  0 
  -1
  -2
  -3 
  -4 
  -5 
  -6 
  maul 
  -3 
  -2 
  -1
  0 
  +1
  +2
  +3
  +2
  +1 
  0 
  -1 
  -2 
  mace 
  -4 
  -3 
  -2
  0 
  +2
  +3
  +2
  +1
  0 
  -2 
  -4 
  -6 
  short flail 
  -3 
  -1 
  +1
  +2
  +3
  +2
  +1
  0 
  -1 
  -2 
  -5 
  -8 
  two-headed flail 
  -4 
  -3 
  -2
  -1
  +1
  +2
  +3
  +3
  +2 
  +1 
  0 
  -1 
  two-handed war hammer -3 
  -2 
  -1
  0 
  +1
  +2
  +2
  +1
  0 
  -1 
  -2 
  -3 
  war hammer 
  -2 
  -1 
  -1
  0 
  0 
  +1
  +2
  +2
  +1 
  0 
  -2 
  -4 
  cavalry or war pick 
  -3 
  -2 
  -1
  0 
  +1
  +2
  +3
  +2
  +1 
  0 
  -3 
  -5 
  cudgel/club 
  +3 +2 +1
  0 
  -1
  -3
  -5
  -7
  -9 
  -11 
  -12 
  -12 
  quarterstaff/stave 
  +6 +5 +4
  +2
  0 
  -2
  -4
  -4
  -6 
  -8 
  -10 
  -12 
  mounted lance 
  0 
  +1 +3
  +5
  +6
  +5
  +4
  +3
  +2 
  +1 
  0 
  -1 
  spear * 
  +4 +5 +4
  +3
  +1
  0 
  -1
  -2
  -3 
  -5 
  -7 
  -8 
  long spear/short pike * 
  +3 +4 +3
  +2
  +2
  +1
  0 
  -1
  -2 
  -4 
  -6 
  -8 
  pike * 
  +2 +2 +3
  +3
  +2
  +2
  +1
  0 
  -1 
  -3 
  -5 
  -7 
  halberd 
  0 
  +1 +2
  +3
  +4
  +5
  +4
  +3
  +2 
  +1 
  -1 
  -3 
  crowbar, shovel, etc. 
  +2 +1 
  0 
  -1
  -2
  -3
  -4
  -5
  -6 
  -8 
  -10 
  -12 
  bullwhip 
  +8 +6 +3
  +1
  -1
  -3
  -5
  -7
  -9 
  -11 
  -12 
  -12 
  trident 
  +3 +4 +3
  +2
  0 
  0 
  0 
  -1
  -2 
  -4 
  -6 
  -8 
  scythe 
  +6 +5 +4
  +3
  +1
  -1
  -3
  -5
  -5 
  -7 
  -7 
  -9 
  morning star 
  -2 
  -1 
  +1
  +2
  +3
  +3
  +2
  +1
  0 
  -1 
  -3 
  -5 
  samurai sword 
  +8 +7 +6
  +5
  +3
  +1
  -1
  -3
  -5 
  -7 
  -9 
  -11 
  bare hand 
  +4 +2 
  0 
  -1
  -3
  -5
  -8
  -8
  -12 
  -16 
  -20 
  -24 
  * – +2 for charging weapon, no bonus for standing weapon 
  155
  Timothy Schaefer (order #5257304)
  
  WEAPON DAMAGE TABLE 
  WEAPON 
  SIZE OF ENEMY (IN HIT DICE) 
  ≤ 1/2 ≤ 1+1
  2 – 3 
  3+1 – 4
  6
  4+1 – 
  6+1 – 8
  8+1 – 12 12+1 – 16
  16+1 – 20
  20+1 – 24
  24+1 – 30
  ≥ 30+1
  two-handed sword 
  1 – 8 
  1 – 10
  1 – 12
  2 – 16 
  3 – 18 
  2 – 20 
  18 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  hand & a half 
  1 – 10 1 – 12
  2 – 16
  1 – 12 
  1 – 10 
  1 – 10 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 4 
  1 – 4 
  broadsword 
  1 – 6 
  1 – 8
  1 – 10
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 4 
  1 – 4 
  1 – 2 
  shortsword 
  1 – 6 
  1 – 6
  1 – 8
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 4 
  1 – 4 
  1 – 2 
  1 – 2 
  1 
  1 
  rapier * 
  1 – 6 
  1 – 8
  1 – 10
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  1 
  scimitar/cutlass/sabre 
  1 – 6 
  1 – 6
  1 – 8
  1 – 10 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 4 
  1 – 2 
  1 
  1 
  knife/dagger 
  1 – 3 
  1 – 4
  1 – 5
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  1 
  1 
  two-handed battle axe 
  1 – 8 
  1 – 10
  1 – 12
  2 – 16 
  18 
  2 – 20 
  4 – 24 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  battleaxe 
  1 – 6 
  1 – 8
  1 – 10
  1 – 12 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 4 
  1 – 3 
  tomahawk/hand axe 
  1 – 8 
  1 – 6
  1 – 6
  1 – 5 
  1 – 5 
  1 – 4 
  1 – 4 
  1 – 3 
  1 – 3 
  1 – 2 
  1 – 2 
  1 
  maul 
  1 – 6 
  1 – 8
  l – 10
  1 – 12 
  2 – 16 
  3 – 18 
  2 – 20 
  3 – 18 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  mace 
  1 – 8 
  1 – 8
  1 – 10
  1 – 10 
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 4 
  1 – 3 
  1 – 2 
  1 – 2 
  short flail 
  1 – 10 1 – 10
  1 – 12
  1 – 12 
  1 – 10 
  1 – 10 
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  two-handed flail 
  1 – 8 
  1 – 10
  1 – 12
  2 – 16 
  3 – 18 
  2 – 20 
  4 – 24 
  2 – 20 
  3 – 18 
  2 – 16 
  1 – 12 
  1 – 10
  two-handed war hammer 
  1 – 4 
  1 – 6
  1 – 8
  1 – 12 
  1 – 12 
  2 – 16 
  3 – 18 
  2 – 20 
  3 – 18 
  2 – 16 
  1 – 12 
  1 – 10
  war hammer 
  1 – 6 
  1 – 8
  1 – 8
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 6 
  1 – 4 
  1 – 4 
  1 – 4 
  1 – 3 
  1 – 2 
  156
  Timothy Schaefer (order #5257304)
  
  WEAPON DAMAGE TABLE (CONTINUED) 
  WEAPON 
  SIZE OF ENEMY (IN HIT DICE) 
  ≤ 1/2 ≤ 1+1
  2 – 3 
  3+1 – 4
  6
  4+1 – 
  6+1 – 8
  8+1 – 12 12+1 – 16
  16+1 – 20
  20+1 – 24
  24+1 – 30
  ≥ 30+1
  cavalry or war pick 
  1 – 2 
  1 – 3
  1 – 4
  1 – 5 
  1 – 6 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  cudgel/club 
  1 – 3 
  1 – 4
  1 – 5
  1 – 6 
  1 – 4 
  1 – 2 
  1 – 2 
  1 
  1 
  1 
  1 
  1 
  quarterstaff/stave 
  1 – 4 
  1 – 5
  1 – 6
  1 – 8 
  1 – 6 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  1 
  1 
  mounted lance * 
  1 – 4 
  1 – 5
  1 – 6
  1 – 8 
  1 – 10 
  1 – 12 
  2 – 16 
  3 – 18 
  2 – 20 
  4 – 24 
  3 – 30 
  4 – 24
  spear* 
  1 – 6 
  1 – 6
  1 – 8
  1 – 8 
  1 – 10 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  long spear/short pike * 
  1 – 5 
  1 – 6
  1 – 6
  1 – 8 
  1 – 8 
  1 – 10 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  pike * 
  1 – 4 
  1 – 5
  1 – 6
  1 – 8 
  1 – 10 
  1 – 12 
  2 – 16 
  2 – 16 
  2 – 16 
  1 – 12 
  1 – 12 
  1 – 12
  halberd 
  1 – 6 
  1 – 8
  1 – 10
  1 – 12 
  2 – 16 
  18 
  2 – 20 
  4 – 24 
  2 – 20 
  3 – 18 
  2 – 16 
  1 – 12
  crowbar, shovel, etc. 
  1 – 4 
  1 – 5
  1 – 6
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  1 
  bullwhip 
  1 – 8 
  1 – 10
  1 – 12
  2 – 16 
  18 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 4 
  1 – 2 
  trident * 
  1 – 6 
  1 – 8
  1 – 10
  1 – 12 
  2 – 16 
  1 – 12 
  1 – 12 
  l – 10 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 4 
  long scythe 
  1 – 8 
  1 – 10
  1 – 12
  2 – 16 
  3 – 18 
  2 – 16 
  1 – 12 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  morning star 
  1 – 8 
  1 – 10
  1 – 12
  1 – 12 
  2 – 16 
  1 – 12 
  1 – 12 
  l – 10 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  samurai sword 
  1 – 5 
  1 – 6
  1 – 8
  1 – 10 
  1 – 12 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  bare hand 
  1 – 2 
  1 – 3
  1 – 4
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  1/2 
  0 
  0 
  0 
  * – impalement doubles damage 
  157
  Timothy Schaefer (order #5257304)
  
  MISSILE WEAPON ATTACK CHART 
  WEAPON 
  ARMOUR CLASS 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2+1 
  +2 
  2+3 
  +4 
  2+5 
  +6 
  2+7
  UP 
  heavy crossbow 
  -1 
  0 
  + 1
  +2
  +3
  +3
  +2
  +1
  0 
  -1 
  -2 
  -3 
  light crossbow 
  0 
  +1 
  +2
  +3
  +2
  +1
  0 
  -1 
  -2 
  -3 
  -3 
  -4 
  composite bow 
  +2 
  +2 
  +3
  +3
  +2
  +2
  +1
  0 
  -1 
  -2 
  -3 
  -4 
  short bow 
  +1 
  +2 
  +2
  +1
  0 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -5 
  long bow 
  0 
  +1 
  +2
  +3
  +2
  +2
  +1
  +1
  0 
  -1 
  -2 
  -3 
  sling 
  +3 
  +2 
  +1
  +1
  0 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  staff sling 
  +4 
  +2 
  +3
  +4
  +3
  +2
  + 1
  0 
  -1 
  -2 
  -3 
  -4 
  thrown dart 
  0 
  +1 
  +2
  +1
  0 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  light javelin 
  +2 
  +1 
  0 
  0 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  heavy javelin 
  -1 
  0 
  +1
  +2
  +3
  +2
  +2
  +1
  0 
  -1 
  -2 
  -3 
  light dart engine 
  -1 
  0 
  0 
  +1
  +1
  +2
  +3
  +2
  +1 
  0 
  -1 
  -2 
  medium dart engine 
  -2 
  -1 
  0 
  0 
  +1
  +2
  +2
  +3
  +3 
  +2 
  +1 
  0 
  heavy dart engine 
  -1 
  0 
  +1
  +2
  +3
  +4
  +5
  +5
  +4 
  +3 
  +2 
  +1 
  light stone thrower 
  0 
  +1 
  +2
  +2
  +1
  +1
  0 
  0 
  0 
  -1 
  -1 
  -2 
  medium stone thrower 
  -3 
  -2 
  -1 
  0 
  0 
  0 
  +1
  +1
  +1 
  +1 
  +2 
  +2 
  heavy stone thrower 
  -2 
  -1 
  0 
  +1
  +1
  +2
  +2
  +2
  +2 
  +2 
  +2 
  +3 
  thrown spear 
  -2 
  -1 
  0 
  +1
  +2
  +1
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  tomahawk 
  +3 
  +2 
  +1
  +1
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  heavy throwing axe 
  -2 
  -1 
  0 
  0 
  +1
  +2
  +2
  +1
  0 
  -1 
  -2 
  -3 
  proper throwing knife 
  +4 
  +3 
  +2
  +1
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  thrown knife or dagger 
  +2 
  +1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  -8 
  -9 
  bolo 
  -1 
  0 
  +1
  +2
  +3
  +4
  +3
  +2
  +1 
  0 
  -1 
  -2 
  hand-thrown rock 
  +1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  -8 
  -9 
  -10
  thrown club 
  +2 
  +1 
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  -8 
  -9 
  shuriken 
  +5 
  +4 
  +3
  +2
  +1
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  blow gun dart 
  +6 
  +5 
  +3
  +1
  -1 
  -3 
  -5 
  -7 
  -9 
  -10 
  -11 
  -12
  chakra 
  +5 
  +4 
  +3
  +3
  +2
  +1
  -1 
  -3 
  -5 
  -7 
  -9 
  -10
  Note: Missile weapons get a 3% per level of hitting specific areas aimed at. 
  158
  Timothy Schaefer (order #5257304)
  
  MISSILE DAMAGE TABLE 
  WEAPON 
  HIT DICE OF TARGET 
  ≤ 1/2 ≤ 1+1
  2 – 3 
  3+1 – 4
  8
  4+1 – 6
  6+1 – 
  8+1 – 12 
  12+1 – 16
  16+1 – 20
  20+1 – 24
  24+1 – 30
  ≥ 30+1
  heavy crossbow 
  1 – 8 
  1 – 10
  1 – 10
  1 – 12 
  2 – 16 
  1 – 12 
  1 – 12 
  1 – 10 
  1 – 10 
  1 – 8 
  1 – 8 
  1 – 6 
  light crossbow 
  1 – 8 
  1 – 10
  1 – 10
  1 – 12 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 6 
  1 – 5 
  composite bow 
  1 – 6 
  1 – 8
  1 – 10
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 3 
  short bow 
  1 – 4 
  1 – 5
  1 – 6
  1 – 6 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 4 
  1 – 3 
  1 – 2 
  1 – 2 
  long bow 
  1 – 6 
  1 – 8
  1 – 10
  1 – 10 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 4 
  sling 
  1 – 4 
  1 – 6
  1 – 8
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 3 
  1 – 2 
  1 – 2 
  1 
  1 
  staff sling 
  1 – 6 
  1 – 8
  1 – 8
  1 – 10 
  1 – 10 
  1 – 6 
  1 – 5 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 3 
  1 – 2 
  thrown dart 
  1 – 6 
  1 – 8
  1 – 8
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 4 
  1 – 3 
  1 – 2 
  1 – 2 
  1 
  1 
  light javelin 
  1 – 4 
  1 – 6
  1 – 6
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  heavy javelin 
  1 – 8 
  1 – 8
  1 – 10
  1 – 10 
  1 – 12 
  1 – 12 
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  light dart engine 
  2 – 16 3 – 18
  2 – 20
  4 – 24 
  2 – 20 
  3 – 18 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 4 
  medium dart engine 
  1 – 10 1 – 12
  2 – 16
  3 – 18 
  2 – 20 
  4 – 24 
  2 – 20 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  heavy dart engine 
  1 – 12 2 – 16
  4 – 24
  3 – 30 
  6 – 36 
  3 – 30 
  4 – 24 
  2 – 20 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  light stone thrower 
  1 – 12 2 – 16
  1 – 16
  3 – 18 
  3 – 18 
  2 – 20 
  4 – 24 
  3 – 18 
  2 – 16 
  1 – 12 
  1 – 10 
  1 – 8 
  159
  Timothy Schaefer (order #5257304)
  
  MISSILE DAMAGE TABLE (CONTINUED) 
  WEAPON 
  HIT DICE OF TARGET 
  ≤ 1/2 ≤ 1+1
  2 – 3 
  3+1 – 4
  8
  4+1 – 6
  6+1 – 
  8+1 – 12 
  12+1 – 16
  16+1 – 20
  20+1 – 24
  24+1 – 30
  ≥ 30+1
  medium stone thrower 
  1 – 10 1 – 12
  1 – 12
  2 – 16 
  3 – 18 
  2 – 20 
  4 – 24 
  3 – 30 
  4 – 32 
  3 – 30 
  4 – 24 
  3 – 18
  heavy stone thrower 
  1 – 8 
  1 – 10
  1 – 10
  1 – 12 
  2 – 16 
  1 – 20 
  4 – 24 
  4 – 32 
  3 – 36 
  4 – 48 
  3 – 36 
  4 – 24
  thrown spear 
  1 – 6 
  1 – 6
  1 – 8
  1 – 8 
  1 – 10 
  1 – 8 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  tomahawk 
  1 – 8 
  1 – 8
  1 – 6
  1 – 6 
  1 – 5 
  1 – 5 
  1 – 4 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  heavy throwing axe 
  1 – 8 
  1 – 10
  1 – 12
  1 – 12 
  1 – 10 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  proper throwing knife 
  1 – 4 
  1 – 5
  1 – 6
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  1 
  1 
  thrown knife or dagger 
  1 – 6 
  1 – 5
  1 – 4
  1 – 3 
  1 – 2 
  1 – 2 
  1 
  1 
  1 
  1 
  1 
  1 
  bolo 
  1 – 6 
  1 – 8
  1 – 10
  1 – 12 
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  hand-thrown rock 
  1 – 2 
  1 – 3
  1 – 4
  1 – 3 
  1 – 2 
  1 – 2 
  1 – 2 
  1 
  1 
  1 
  1 
  1 
  thrown club 
  1 – 3 
  1 – 4
  1 – 5
  1 – 6 
  1 – 5 
  1 – 4 
  1 – 3 
  1 – 2 
  1 
  1 
  1 
  1 
  shuriken 
  1 – 6 
  1 – 5
  1 – 4
  1 – 3 
  1 – 2 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  blow gun dart 
  1 – 1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  chakra 
  1 – 4 
  1 – 6
  1 – 8
  1 – 10 
  1 – 8 
  1 – 6 
  1 – 4 
  1 – 2 
  1 – 2 
  1 – 2 
  1 
  1 
  Note: Use +2 for close range, +1 for medium range, no bonus for long range, and -2 for maximum range. 
  160
  Timothy Schaefer (order #5257304)
  
  GENERAL GUNNERY CHARTS 
  LARGE CALIBER WEAPONS CHART 
  SIZE 
  MBD 
  CORE 
  ACP 
  1/3 
  ACP 
  2/3 
  ACP 
  3/3 
  ACP 
  DH 
  ACP 
  DH DAMAGE 
  (FROM PENETRATION)
  CORE 
  DAMAGE
  1/3 
  DAMAGE
  2/3 
  DAMAGE
  3/3 
  DAMAGE
  20 mm 
  30’ 
  3 
  5 
  6 
  7 
  2+7 
  6d10 
  36 
  32 
  20 
  10 
  25 mm 
  33’ 
  3 
  5 
  6 
  7 
  2+7 
  6d12 
  40 
  36 
  24 
  12 
  30 mm 
  36’ 
  3 
  5 
  6 
  7 
  2+7 
  8d10 
  44 
  40 
  27 
  14 
  37 mm 
  42’ 
  2 
  4 
  5 
  6 
  2+7 
  9d10 
  48 
  44 
  30 
  17 
  40 mm 
  45’ 
  2 
  4 
  5 
  6 
  2+7 
  10d10 
  50 
  48 
  32 
  16 
  57 mm 
  48’ 
  2+1 
  2 
  3 
  4 
  2+7 
  12d12 
  60 
  56 
  38 
  20 
  75 mm 
  60’ 
  2+3 
  2+1 
  2 
  3 
  2+7 
  15d12 
  80 
  72 
  48 
  24 
  88 mm 
  72’ 
  2+4 
  2+2 
  2+1 
  2 
  2+7 
  16d12 
  100 
  88 
  60 
  30 
  105 mm 
  90’ 
  2+5 
  2+3 
  2+2 
  2+1 
  2+7 
  18d12 
  150 
  132 
  88 
  44 
  5 in. 
  105’ 
  2+6 
  2+4 
  2+3 
  2+2 
  2+7 
  12d20 
  180 
  175 
  118 
  60 
  5.5 in. 
  120’ 
  2+7 
  2+5 
  2+4 
  2+3 
  2+7 
  14d20 
  200 
  185 
  124 
  64 
  6 in. 
  150’ 
  2+7 
  2+6 
  2+5 
  2+4 
  2+7 
  15d20 
  240 
  225 
  150 
  75 
  8 in. 
  180’ 
  2+7 
  2+7 
  2+6 
  2+5 
  2+7 
  18d20 
  300 
  280 
  187 
  94 
  11 in. 
  210’ 
  2+7 
  2+7 
  2+7 
  2+6 
  2+7 
  20d20 
  400 
  375 
  250 
  125 
  14 in. 
  240’ 
  2+7 
  2+7 
  2+7 
  2+7 
  2+7 
  25d20 
  600 
  560 
  374 
  188 
  16 in. 
  300’ 
  2+7 
  2+7 
  2+7 
  2+7 
  2+7 
  30d20 
  880 
  820 
  547 
  274 
  NOTES AND EXPLANATION 
  MBD = maximum blast diameter 
  ACP = armor class penetration 
  DH = direct hit 
  The “core” is the impact area itself.  The “thirds” are self-explanatory; the shrapnel only penetrates as indicated on the diameter chart.  Simply ascertain 
  where the target is in the blast zone for the proper penetration.  The damage is always 2/3 concussive and 1/3 fragmentation caused.  Remember, 
  concussion causes hearing loss, internal hemorrhaging, and even stunning or unconsciousness.  Victims in the “core” area can be blinded and/or set 
  afire, the frequency being up to the individual DM. Blast effects travel great distances in semi-confined or channeled areas such as dungeon corridors.  
  Damage is always shared.  A “core” hit is like a shell going off on the ground between your legs, not direct but as close as possible otherwise. 
  161
  Timothy Schaefer (order #5257304)
  
  GENERAL GUNNERY CHARTS (CONTINUED) 
  SMALL CALIBER WEAPONS CHART 
  CALIBER 
  POINT BLANK 
  TO 100 YARDS 
  TO 250 YARDS 
  TO 500 YARDS 
  GREATER 
  ACP 
  DAMAGE 
  ACP 
  DAMAGE 
  ACP 
  DAMAGE 
  ACP 
  DAMAGE 
  ACP 
  DAMAGE 
  .22 
  6 
  d4 
  7 
  d2 
  8 
  8 
  9 
  1 
  9 
  1 
  .25 
  7 
  d4 
  9 
  d2 
  No appreciable effect beyond this range. 
  .30 (C) 
  2+1 
  2d8 
  3 
  d12 
  5 
  d8 
  7 
  d6 
  9 
  d4 
  .30 (R) 
  2+7 
  3d6 
  2+5 
  2d8 
  2+3 
  d12 
  2+1 
  d10 
  3 
  d8 
  .32 
  3 
  d12 
  6 
  2d8 
  No appreciable effect beyond this range. 
  9 mm 
  2+2 
  2d8 
  3 
  d10 
  7 
  d4 
  As above beyond this range. 
  .38 
  2+1 
  2d8 
  5 
  d8 
  No appreciable effect beyond this range. 
  .357 (M) 
  2+5 
  3d6 
  2 
  d12 
  7 
  d4 
  As above beyond this range. 
  .41 (M) 
  2+6 
  2d10 
  2 
  d12 
  7 
  d4 
  As above beyond this range. 
  .44 (M) 
  2+7 
  4d6 
  2+2 
  2d8 
  5 
  d6 
  As above beyond this range. 
  .50 
  2+7 
  4d12 
  2+6 
  4d10 
  2+3 
  3d12 
  2 
  3d10 
  Decreases to 1,500 yards.
  .505 (E) 
  2+7 
  3d10 
  2+2 
  2d10 
  2 
  d10 
  7 
  d6 
  9 
  d2 
  .600 (E) 
  2+7 
  3d12 
  2+3 
  4d12 
  2+1 
  d12 
  6 
  d8 
  8 
  d4 
  .58 (MK) 
  3 
  2d10 
  6 
  d10 
  9 
  d4 
  Not effective beyond this range. 
  .69 (MK) 
  2 
  4d6 
  5 
  d12 
  8 
  d6 
  As above beyond this range. 
  12 gauge (S) 
  3 
  4d8 
  Not effective beyond 30 yards. 
  16 gauge (S) 
  4 
  3d10 
  As above beyond 25 yards. 
  20 gauge (S) 
  5 
  3d6 
  As above beyond 20 yards. 
  410 gauge (S) 
  6 
  d12 
  As above in all respects. 
  NOTES AND EXPLANATION 
  (C) = Carbine Round 
  (M) = Machine Pistol 
  (R) = Rifle Round 
  (E) = Elephant or Big Game Round 
  (MK) = Musket Ball 
  (S) = Shotgun Round 
   
  162
  Timothy Schaefer (order #5257304)
  
  NON-WEAPON ATTACK MATRIX (CLAWS AND THINGS) 
  D20 ATTACK DIE ROLL NEEDED TO HIT BY LEVEL 
  ARMOUR 
  CLASS 
  1 – 2 
  3 – 4 
  5 – 6 
  7 – 8 
  9 – 10 
  11 – 12 
  13 – 14 
  15 – 16 
  17 – 18 
  19 – 20 
  21 – 30 
  31+ 
  2+7 
  – 
  – 
  – 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  2+6 
  – 
  – 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  2+5 
  – 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  2+4 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  2+3 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  2+2 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  2+1 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  2 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  3 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  4 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  5 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  6 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  7 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  – 
  8 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  – 
  – 
  9 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  – 
  – 
  – 
  SPECIAL NOTE 
  Those strikes that show as automatic hits have a 5% chance of missing, rolled on percentile dice 
  (d100).  All attacks that happen during grappling, rolling on the ground, etc., are +4 in their hit 
  probability. 
  163
  Timothy Schaefer (order #5257304)
  
  WEAPON BREAKAGE CHART 
  USER’S 
  STRENGTH 
  MAGIK WEAPONS BY “PLUSSES”, ETC. 
  NON-MAGIK WEAPONRY 
  +0 
  +1 
  +2 
  +3 
  +4 
  +5 
  +6 
  +7 
  COPPER
  BRONZE
  IRON 
  STEEL 
  8 – 9 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  5% 
  3% 
  1% 
  None 
  10 
  1% 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  8% 
  5% 
  2% 
  1% 
  11 
  2% 
  1% 
  – 
  – 
  – 
  – 
  – 
  – 
  11% 
  7% 
  3% 
  2% 
  12 
  3% 
  2% 
  1% 
  – 
  – 
  – 
  – 
  – 
  14% 
  9% 
  4% 
  3% 
  13 
  4% 
  3% 
  2% 
  1% 
  – 
  – 
  – 
  – 
  17% 
  11% 
  5% 
  4% 
  14 
  5% 
  4% 
  3% 
  2% 
  1% 
  – 
  – 
  – 
  20% 
  13% 
  6% 
  5% 
  15 
  6% 
  5% 
  4% 
  3% 
  2% 
  1% 
  – 
  – 
  23% 
  15% 
  7% 
  6% 
  16 
  7% 
  6% 
  5% 
  4% 
  3% 
  2% 
  1% 
  – 
  26% 
  17% 
  8% 
  7% 
  17 
  8% 
  7% 
  6% 
  5% 
  4% 
  3% 
  2% 
  1% 
  29% 
  19% 
  9% 
  8% 
  18 
  9% 
  8% 
  7% 
  6% 
  5% 
  4% 
  3% 
  2% 
  32% 
  21% 
  10% 
  9% 
  18/25% 
  10% 
  9% 
  8% 
  7% 
  6% 
  5% 
  4% 
  3% 
  35% 
  23% 
  12% 
  10% 
  18/50% 
  11% 
  10% 
  9% 
  8% 
  7% 
  6% 
  5% 
  4% 
  38% 
  25% 
  14% 
  12% 
  18/75% 
  12% 
  12% 
  11% 
  10% 
  9% 
  8% 
  7% 
  6% 
  41% 
  30% 
  16% 
  14% 
  18/100% 
  13% 
  14% 
  13% 
  12% 
  11% 
  10% 
  9% 
  8% 
  44% 
  35% 
  18% 
  16% 
  19 
  15% 
  15% 
  14% 
  13% 
  12% 
  11% 
  10% 
  9% 
  47% 
  40% 
  20% 
  18% 
  20 
  20% 
  17% 
  16% 
  15% 
  14% 
  13% 
  12% 
  11% 
  50% 
  45% 
  25% 
  20% 
  21 
  25% 
  19% 
  18% 
  17% 
  16% 
  15% 
  14% 
  13% 
  60% 
  50% 
  30% 
  25% 
  22 
  30% 
  22% 
  21% 
  20% 
  19% 
  18% 
  17% 
  16% 
  70% 
  60% 
  35% 
  30% 
  23 
  35% 
  25% 
  24% 
  23% 
  22% 
  21% 
  20% 
  19% 
  80% 
  70% 
  40% 
  35% 
  164
  Timothy Schaefer (order #5257304)
  
  WEAPON BREAKAGE CHART (CONTINUED) 
  USER’S 
  STRENGTH 
  MAGIK WEAPONS BY “PLUSSES”, ETC. 
  NON-MAGIK WEAPONRY 
  +0 
  +1 
  +2 
  +3 
  +4 
  +5 
  +6 
  +7 
  COPPER
  BRONZE
  IRON 
  STEEL 
  24 
  40% 
  28% 
  27% 
  26% 
  25% 
  24% 
  23% 
  22% 
  90% 
  80% 
  45% 
  40% 
  25 
  45% 
  30% 
  29% 
  28% 
  27% 
  26% 
  25% 
  24% 
  100% 
  90% 
  50% 
  45% 
  26 
  50% 
  32% 
  31% 
  30% 
  29% 
  28% 
  27% 
  26% 
  ** 
  100% 
  60% 
  50% 
  27 
  60% 
  34% 
  33% 
  32% 
  31% 
  30% 
  29% 
  28% 
  ** 
  ** 
  70% 
  55% 
  28 
  70% 
  36% 
  35% 
  34% 
  33% 
  32% 
  31% 
  30% 
  ** 
  ** 
  80% 
  68% 
  29 
  80% 
  38% 
  37% 
  36% 
  35% 
  34% 
  33% 
  32% 
  ** 
  ** 
  90% 
  78% 
  30 
  95% 
  40% 
  39% 
  38% 
  37% 
  35% 
  34% 
  33% 
  ** 
  ** 
  99% 
  88% 
  31+ 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  ** 
  ** 
  ** 
  – 
  * – No chance of breakage at all. 
  ** – Always. 
  NOTES 
  Bashing weapons, such as maces, flails, and the like, add 5% to their base save percent, and all two-handed weapons add 3%.  Remember also, if the 
  weapon does break, then a percent roll must be made to determine how many pieces the weapon has broken into.  Also remember that for every “plus” 
  a defender’s armor class is over the armor class of two, 3% is added to the base chance of breakage.  To take the whole chart, here is an example: an 
  Ogre of STR 20 is using a two-handed maul (one handed) to strike a knight wearing full plate armor and shield (which is magik and +1) for an armor 
  class of 2+1.  That means the base chance for breakage would be ZERO!  Surprised you didn’t I?  Well, the breakage chart would not be consulted 
  because the knight, who is the Ogre’s target, is not dense enough to cause breakage.  However, using a Large Red Dragon with the same AC as that 
  knight (2+1), the breakage chance would be based on whether the maul was magik or not, and if not, on whether it was iron, bronze, etc.  So let’s say 
  the Ogre’s maul was iron, then the base would be 25%.  However, because it is a “bashing weapon”, it is reduced by 5% down to 20%.  Again, because 
  it is a massive two-handed weapon, the base chance is further reduced by 3% down to 17%.  Finally, because the target’s armor class is +1 over AC 2, it 
  is increased by 3% back up to 20%.  So there you have it, a base chance of 20% with every pertinent factor accounted and adjudicated for towards 
  combat.  It is fair, concise, complete, and, most of all, accurate in its depiction of weapon sturdiness vis-à-vis impact. 
  165
  Timothy Schaefer (order #5257304)
  
  FIGHTING TOOLS 
  COMBAT 
  From Arduin Grimoire I (Pages 50 – 52) 
  MAIN COMBAT TABLE 
  From Arduin Grimoire I (Page 59) 
  BRAWL CHART 
  From Arduin Grimoire I (Pages 62 – 63) 
  MELEE CHART 
  From Arduin Grimoire I (Page 54) 
  MISCELLANEOUS NOTES 
  From Arduin Grimoire II (Page 1) 
  COMBAT RULES 
  From Arduin Grimoire II (Page 70) 
  NOTES ON FIGHTING MEN AND THE USE 
  OF WEAPONS 
  From Arduin Grimoire II (Pages 72 – 73) 
   
   
  166
  Timothy Schaefer (order #5257304)
  
  COMBAT 
  Fantasy gaming has a tendency to bog down during the combat phase of play.  The following notes 
  and tables have been produced after much play testing and observation of “real” combat as practiced 
  by the Society for Creative Anachronism, Inc. (which, I might add, is as close as one will ever 
  come to the real thing, this side of a time machine.) 
  Generally speaking, combat takes place in a series of “melee turns”, these turns being six seconds in 
  duration.  Ten melee turns constitute one regular movement turn.  However, rather than dividing 
  movement by 10 in order to determine the movement rate during combat, characters are considered 
  to move their full movement rate each melee turn.  This is because all normal movement turns are 
  predicated on the characters moving at a very slow walk, searching diligently for traps and secret 
  doors, whereas a melee turn is at full speed.  So remember: a character covers the same distance in a 
  melee turn as in a normal movement turn – he or she is just moving faster. 
  Having play tested and watched “real” combat, I came to the conclusion that certain things should be 
  incorporated into fantasy combat.  Here they are: 
  • 
  Only two warriors may fight side by side in a 10' space at full efficiency, or only one man 
  with a two handed weapon.  If two two-handed weapons or three regular weapons are 
  wielded within that space, then the warriors involved suffer a -2 penalty on their attack rolls.  
  Although it is nearly impossible to get three two-handed weapons into use in such a small 
  space, four normal weapons may be wielded, but at -4 on the attack – unless the weapons 
  used (all of them) are spears, which may be wielded phalanx fashion.  Carrying this one step 
  further, if there are three spearmen with shields fighting together in that 10’ wide corridor, 
  add 2 to all of their defenses, and if there are four of them, add 4 to their defenses. 
  • 
  Speaking of spears and other long weapons, the longest weapon in any melee will always 
  strike first regardless of opposing dexterities.  On the other hand, because of the 
  unwieldiness of spears and pole arms in close combat, after the initial round of combat, the 
  spearman will suffer a -2 penalty on attacks if his opponent steps into him and forces him to 
  shorten up on his shaft.  The best way to counter this, of course, is to be in one of the 
  aforementioned phalanxes. 
  Shields play a real role in combat, one which most fantasy rules fail to explore fully.  So here are my 
  ideas on shield use in close combat: 
  • 
  On any melee turn, a Warrior with a shield may elect to strike with it instead of with his 
  weapon.  Because the striking area of the shield is so large, +4 is added to the attack.  The 
  shield will do one point of damage, plus one additional point for every point over 15 of the 
  Warrior’s strength.  In any case, the shield will “push back” a similar-sized opponent, and has 
  a 2% chance per experience level of knocking him down. 
  • 
  A shield covers the front of the Warrior and the side on which it is carried, but the side with 
  the weapon is uncovered, and does not get the shield’s bonus to armor class, unless a facing 
  movement is made by the Warrior to cover that side before he is engaged in combat.  Also, 
  when attacking diagonally across one’s shielded side, subtract -1 from the attack, as the arm 
  has to travel in an armor restricted direction, and over an obstruction (the shield). 
  • 
  Based on the difference in level between the attacker and defender, there is a 15% chance 
  per level of difference (assuming that the attacker’s level is higher) that the attack will slip 
  past the shield, so that it cannot be counted in the defender’s armor class.  Those of equal 
  level always have a 5% chance of getting past an opponent’s shield, and, of course, those of 
  a lower level than those they attack have no chance to do so. 
  Enough on shields.  Here are a few more ideas on combat in general. 
  • 
  In movement and combat, the more armor one wears, the more restricted one is.  Armor 
  167
  Timothy Schaefer (order #5257304)
  
  class 2 or 3 subtracts -3 from Dexterity and Agility.  Armor class 4 and 5 subtract -2, and 
  armor class 6 and 7 subtract -1.  These penalties are always subtracted before combat. 
  • 
  In combat, the person with the highest Dexterity attacks first, assuming relatively equal 
  armaments.  It is also possible to get more than one attack in a melee turn, but that also 
  depends on superior speed or dexterity.  For example, an Orc has a DEX 7, and he faces an 
  Elf with a DEX 17.  The Elf attacks first at 17, and ordinarily the Orc would attack next at 
  7, but since the Elf is more than twice as fast, his second attack comes in at 8 ½ (half of his 
  dexterity of 17), so in effect he attacks twice before the poor Orc can even attack once.  
  Another example: an Amazon with DEX 18 and carrying a rapier engages a pirate with 
  DEX 9 carrying a spear.  The pirate, by virtue of having the longer weapon, will attack first, 
  but the Amazon, by virtue of a faster Dexterity, can elect to parry rather than using her first 
  attack, and then counter-attack with her second.  You will note the pattern of these combats.  
  If a person has at least twice the Dexterity of his opponent, then he will get two or more 
  attacks, depending on the actual Dexterity.  It is even possible to get three or more attacks in 
  a turn if you are that much faster than your opponent.  The timing of these attacks is 
  ascertained by dividing your Dexterity by the number of attacks.  (You have a dexterity of 
  18; your opponent has a dexterity of 6.  You will get three attacks, one each on 18, 12, and 6, 
  at which point the enemy will get an attack in return.) 
  • 
  You will also note that a superior Dexterity can always elect to parry instead of attacking.  To 
  determine whether a parry is successful, just roll your normal attack roll.  If a hit is 
  indicated, you have successfully parried the attack.  In the case of fangs and claws instead of 
  weapons, here is how it works.  A dragon normally gets two claws and a bite (or breath) each 
  melee turn, so his attack is already broken up into three phases by the simple virtue of 
  having two separate claws and a head.  So if his Dexterity is 10 and yours is 15, you attack 
  first, and there is no worry – but if his is 16 and yours is only 8, then his first claw strikes on 
  16, his second at around 11, then you attack on 8, and finally his bite follows at 5 or so.  The 
  pattern will hold for all monsters regardless of the number of appendages they use in 
  combat.  Just divide that number into their dexterity, and you have the pattern of their 
  attack. 
  • 
  A shield can be used to block a specific attack in much the same way you parry against a 
  weapon.  If you have the higher dexterity, and you do not want to risk getting hit by the 
  cockatrice, you roll your normal attack, at +4 because of the size of the shield, and if you 
  hit, you block the attack.  Remember, though, that this is in lieu of your normal attack. 
  One further note: full Elves only have the option each and every melee turn of moving and then 
  attacking, of attacking twice (regardless of relative dexterities), or of moving double the normal 
  movement rate.  So as you see, an Elf could move his normal movement allowance, then decide that 
  his opponent might just eat him, and elect to “keep on trucking” and move again, thus covering 
  twice the distance a non-Elf could have covered. 
  One of the real problems of melees is that there is always one idiot who hollers “I’m firing my 
  crossbow at such and such”, totally ignoring the fact that nine of his friends are in the way.  Here is 
  how you discourage such stupidity: for every person in a given 10’ area that the dummy fires into, 
  there is a 25% chance of hitting the wrong target.  Roll the percentage chance first, then determine 
  (by random roll, excluding the intended target), who he actually hit.  After he has killed off a few of 
  his friends, the turkey will normally get the message. 
  A factor in any melee is the combatant’s ability to force his opponent back so that he may trip over 
  some obstruction (his dead friend, for example), or fall down some stairs, or what have you.  
  Therefore, consider any attack that is one less than the number needed to hit to push the opponent 
  back a distance of 3’. 
  168
  Timothy Schaefer (order #5257304)
  
  MAIN COMBAT TABLE 
  (D20 ROLL REQUIRED TO HIT BY LEVEL) 
  ARMOR 
  CLASS 1 – 2 3 – 4 5 – 6 7 – 8
  9 – 10
  11 – 12 13 – 14 15 – 16 17 – 18 19 – 20 21 – 30 31+
  2+7 
  – 
  – 
  – 
  – 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  2+6 
  – 
  – 
  – 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  2+5 
  – 
  – 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  2+4 
  – 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  2+3 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  2+2 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  2+1 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  2 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  3 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  5 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  6 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  7 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  8 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  9 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  * 
  * 
  * 
  * 
  * – ALL these can only miss on a 5% chance (roll d100). 
  ARMOUR DESCRIPTION 
  ARMOR 
  CLASS 
  DESCRIPTION 
  2 
  Full plate armor with shield 
  3 
  Unshielded full plate armor or fully armed Greek Hoplites or late Roman Legionnaires 
  with shields 
  4 
  Chain or scale mail with shield or early Roman Legionnaires with shield 
  5 
  Unshielded chain or scale mail or metal studded or strapped leather armor with shield 
  6 
  Leather armor with shield or metal strapped or studded leather armor unshielded 
  7 
  Unshielded leather armor or quilted/padded cloth armor with shield 
  8 
  Shield only or padded/quilted armor without shield 
  9 
  Unarmored person 
  Notes: If a person has chain mail and a magikal +3 shield, his armor class would be 4+3, not 
  adjusted up to 2+1.  Also, for practical purposes, no armor class greater than 2+7 is allowed.  
  Whenever a 20 is required to hit, it is not a critical hit.  A second roll can then try for one.  
  Clerics and the like always use the column to the left of their real level, and Mages and magikal 
  types use the column two columns to the left.  They’re just not as good. 
  169
  Timothy Schaefer (order #5257304)
  
  BRAWL CHART 
  ATTACK 
  DUCK 
  (R) 
  DUCK 
  (L) 
  GO TO 
  ONE 
  KNEE
  FOREARM 
  BLOCK 
  (R) 
  FOREARM 
  BLOCK 
  (L) 
  SIDE 
  STEP 
  (R) 
  SIDE 
  STEP 
  (L) 
  JUMP 
  BACK 
  (1’ – 3’)
  STEP 
  INTO 
  FOE 
  DROP 
  FLAT TO 
  GROUND
  FRONT 
  ARM 
  BLOCK
  TURN 
  SIDEWAYS 
  (L OR R)
  right cross 
  0 
  1 
  0 
  1/2 
  0 
  1/2 
  1 
  1/2 
  1/4 
  0 
  1/2 
  1 
  right straight (short) 
  1/4 
  1/2 
  1/2 
  1 
  0 
  1/2 
  1 
  0 
  1 
  0 
  1/2 
  1 
  right straight (long) 
  1/2 
  1 
  1/4 
  1/2 
  1/2 
  1 
  1/2 
  1/4 
  1/4 
  0 
  1/4 
  1/2 
  right uppercut 
  1/4 
  1 
  2 
  1 
  0 
  1/2 
  1 
  0 
  2 
  2 
  1 
  1/2 
  right haymaker * 
  0 
  2 
  1/2 
  1/2 
  1/4 
  1/4 
  0 
  1 
  1/2 
  0 
  1/2 
  1 
  left cross 
  1 
  0 
  0 
  1 
  1/2 
  1 
  1/2 
  1/2 
  1/4 
  0 
  1/2 
  1 
  left straight (short) 
  1/4 
  0 
  1/2 
  0 
  1 
  1 
  1/2 
  0 
  1 
  0 
  1/2 
  1 
  left straight (long) 
  1/2 
  0 
  1/4 
  1/2 
  1/2 
  1/2 
  1 
  1/4 
  1/4 
  0 
  1/4 
  1/2 
  left uppercut 
  1 
  1/4 
  2 
  0 
  1 
  1 
  1/2 
  0 
  2 
  2 
  1 
  1/2 
  left haymaker * 
  2 
  0 
  1/2 
  1/4 
  1/2 
  1 
  1/4 
  0 
  1/2 
  0 
  1/2 
  1 
  left low kick 
  1 
  1 
  2 
  1 
  1 
  1 
  0 
  0 
  1/2 
  2 
  1 
  1/2 
  left medium kick 
  1 
  1 
  1 
  1 
  1 
  1 
  0 
  0 
  1/4 
  0 
  1 
  1/4 
  left high kick 
  2 
   
  0 
  1/2 
  1 
  1 
  0 
  0 
  0 
  0 
  1/4 
  0 
  right low kick 
  1 
  1 
  2 
  1 
  1 
  0 
  1 
  0 
  1/2 
  2 
  1 
  1/2 
  right medium kick 
  1 
  1 
  1 
  1 
  1 
  0 
  1 
  0 
  1/4 
  0 
  1 
  1/4 
  right high kick 
  0 
  2 
  0 
  1 
  1/2 
  0 
  1 
  0 
  0 
  0 
  1/4 
  0 
  flying drop kick (low) 
  1 
  1 
  2 
  1 
  1 
  0 
  0 
  1/4 
  1/2 
  0 
  1 
  0 
  flying drop kick (medium) 
  1 
  1 
  1 
  1/2 
  1/2 
  0 
  0 
  1/2 
  1 
  0 
  1 
  0 
  flying drop kick (high) 
  1/2 
  1/2 
  0 
  1 
  1 
  0 
  0 
  1 
  2 
  0 
  1/2 
  0 
  dual overhand smash 
  1/2 
  1/2 
  1 
  1/4 
  1/4 
  1/4 
  1/4 
  0 
  2 
  0 
  1/4 
  1 
  forked fingers to eyes 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  (a) 
  0 
  0 
  0 
  double-ear clap 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  (b) 
  0 
  0 
  0 
  hand chop to nose bridge 
  1/4 
  1/4 
  0 
  0 
  0 
  1/4 
  1/4 
  0 
  (c) 
  0 
  0 
  0 
  grab 
  1 
  1 
  0 
  1/2 
  1/2 
  1/2 
  1/2 
  0 
  1 
  0 
  1 
  1/2 
  170
  Timothy Schaefer (order #5257304)
  
  KEY TO BRAWL CHART 
  SYMBOL 
  NAME 
  DESCRIPTION 
  2 
  Double Hit 
  2d4 points (kick = 2d6 points) Temporary (Brawl Period) damage, plus 1 point per Strength over 14; 20% chance 
  permanent 
  1 
  Full Hit 
  d4 points (kick = d6 points) Temporary (Brawl Period) damage, plus 1 point per Strength over 14; 10% chance 
  permanent 
  1/2 
  Half Hit 
  d2 points (kick = d3 pts) as above, but 5% chance of permanence 
  1/4 
  Quarter Hit 
  1 point (kick = d2 points) as above, with 1% chance of permanence 
  0 
  Miss 
  No Damage 
  (a) 
  Blinded 
  d10 melee turns 
  (b) 
  Stunned 
  d10 melee turns 
  (c) 
  Double Full Hit 
  20% chance Kill 
  SEQUENCE OF PLAY FOR BRAWLING 
  Each person secretly writes his move (faster Dexterity attacks first), then Umpire calls for “brawl” and the orders are shown.  There are at least two 
  parts to each melee as the fastest attacks & slower defends, then slower attacks and faster defends.  Remember, hits are cumulative and those who lose 
  all points are unconscious. 
  NOTE: Use double normal Hit Points for Brawl Points 
  Remember, for every Strength point over 12, add +1 attack, and for every Dexterity point over 12, add +1 to defense; also, for every Agility point over 
  12, add 5% chance of not falling when hit.  Finally, double Dexterity means double attack! 
  All those who fall down are down d3 melee rounds. 
  * – Haymakers turn the body one full facing for the return blow, and facing cannot be changed until move turn. 
  Missed kicks are -30% on Agility fall rolls, and all kickers are -10% when receiving return hit. 
  171
  Timothy Schaefer (order #5257304)
  
  MELEE CHART 
  To compute falls, add the character’s Agility and Dexterity, multiply by 3%, and then subtract the % shown below on the hex side of the direction of 
  impact.  To determine if weapons, items, etc. are dropped, simply multiply the character’s Dexterity by 5%, and that total is subtracted from 100% to 
  give the percent chance on a d100 roll of not dropping said object.  In both cases, if the percentage of difference is not rolled, then the character falls 
  or drops whatever he is carrying (roll for each item carried).  In both bases, a d6 is rolled to ascertain the number of melee turns it then takes for the 
  character to get up or retrieve the dropped item. 
  Defense Capability 
  -2
  -3 
  -2 
  Attack Capability 
  can
  never 
  attack 
   
  Movement Cost For Turning 
  25’
  40’ 
  25’ 
   
   
   
   
   
   
   
   
   
   
   
   
  -1 
   
   
   
  -1
  -1
   
   
   
  -2 
  10’
   
   
   
  10’
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  -1
   
   
   
   shielded
  normal
   
   
   
   -1 
  5’
   
   
   
   5’ 
  shielded 
  attack 
  no cost 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fall Penalty For Agility Rolls 
  -35%
  -65% 
  -35% 
  Visual Sighting Capability 
  will
  never see 
  enemies 
   
  Emergency Turn (Fall Chance) 
  20%
  35% 
  20% 
   
   
   
   
   
   
   
   
   
   
   
   
  -15% 
   
   
   
  -15% 
  50% chance 
   
   
   
  50% chance 
  10% 
   
   
   
  10% 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  -5%
   
   
   
   -10% 
  will
   
   
   
   enemies 
  5%
   
   
   
   none 
  needed
  none 
  always see 
  none needed 
   
  172
  Timothy Schaefer (order #5257304)
  
  MISCELLANEOUS NOTES 
  All monster attacks that hit for more than d6 in damage get the bonuses for Strength just as a player 
  character does.  Monsters should have just as many breaks as the player, so that game balance does 
  not suffer. 
  In combat, one tends to find oneself haggling over who can do what.  Therefore, this DM insists 
  that all who play in this world read and heed all that is in this Trilogy and the other Arduin 
  Grimoires. 
  173
  Timothy Schaefer (order #5257304)
  
  COMBAT RULES 
  1. Along with the fact that all people get a 3% chance per level of experience of placing any 
  missile or other aimed type shot into an exact target, be aware of the fact that Hobbitts and 
  Kobbitts have an additional base percentage of 25%, and that Elves have a base of 10%. 
  2. All persons being knocked over or accidentally falling in combat will stay down for d6 melee 
  turns, based on the DM’s die roll.  However, if the fallen party is assisted by one person to 
  rise, then one turn is subtracted from the required down time.  If two help (which is the 
  maximum number allowed to help), then two turns are subtracted.  Also, if the downed 
  party wishes to try to do something while he is down, he must wait until the next to the last 
  turn of the time he is to be down.  However, that action means that he has ceased trying to 
  rise, so that at any time when he wishes to do so, must take an additional two melee turns to 
  complete the actions.  Finally, if the downed person dropped his weapon or any other object 
  when he fell, it will require an additional one melee turn to retrieve it.  Remember also that if 
  a person is down for five melee turns, for example, it is only on the end, after all combat has 
  been decided, of the 5th melee round when the person will stand up.  In the immediately 
  following movement cycle, that person may not do more than make facing movements in 
  place. 
  3. If a party is surprised at night when members of the party are sleeping, then a d6 will be 
  rolled for each member that is asleep, and the resultant die rolls will determine how long it 
  takes each member to rise.  Just as for the knock down roll noted above, the person will 
  stand in place the first turn he is up.  The only exceptions to this rule are Elves, Deodanths, 
  and the like, who will roll the die and then divide by two to obtain their number. 
  4. Weapons have been known to break in combat when struck against objects made of very 
  dense material (such as stone golems, dragons, and the like).  This is further exacerbated 
  when the wilder is one with strength equivalent to any Giant.  Therefore, the Weapon’s 
  Breakage Chart will be used (NO EXCEPTIONS).  Add 3% breakage chance for each 
  “+” over the defender’s true AC. 
  5. Everyone involved in a combat has the option of declaring “Targets of Opportunity” and 
  holding his fire until such time as he sees fit.  However, as the target finally selected may be 
  at a different facing than the one he had at the beginning of the melee round, than a roll to 
  see if the delayed fire is completed is required.  This is done using the Melee Chart.  The 
  Emergency Turn Chart will be used, the percent of failure being based on the degree of 
  turn as illustrated therein.  For example: an archer with a Dexterity of 17 has no real 
  uncovered targets when his Dexterity comes up; so he declares at that time, “Targets of 
  Opportunity”, and proceeds to watch the melee progress down the Dexterity range.  At 
  Dexterity 13, an enemy knocks down one of his allies, thus exposing himself.  The archer 
  then declares “Target Found”, and the very next Dexterity countdown (i.e., at 12) he will fire, 
  if his failure percent roll was successfully accomplished (i.e., missed).  Of course, he must 
  roll a normal attack and then hit. 
  6. During a melee, it is possible to put a missile on an exact target; however, the critical hit 
  corresponding to the specific area aimed for will only be given if it is actually rolled on the 
  critical hit table.  If any other body area comes up on the roll, then only normal damage is 
  done, although to the exact area hit. 
  174
  Timothy Schaefer (order #5257304)
  
  NOTES ON FIGHTING MEN AND THE USE OF WEAPONS 
  All fighting men (especially Warriors) are trained in as many weapon types as possible, but cultural, 
  social, and economic factors severely limit the possibilities.  Therefore, any type of fighting or 
  Warrior class played will choose one of the above classes for his specialty, and he will be +1 when 
  using any weapon from that class.  Further, he may select any single weapon type from that class and 
  make it his PRIMARY WEAPON.  With this weapon, he will be +2 in his attacks.  He may also 
  choose a second class of weapons as his SECONDARY WEAPONS, with which his attacks will 
  always be even on.  Every other class of weapon will be out of the area of expertise of the fighting 
  man, and his attacks will be at -1 value on the attack chart.  This shows the selective, but very 
  strenuous training that the Warriors of old practiced, and what it availed them.  Remember to always 
  keep the two choices of weapon classes within the bounds of historical fact whenever necessary.  
  That means that a Roman Legionary, for instance, would have as his Primary Weapons: Blade 
  Arms(short), and as his Secondary Weapons: Missile Pole Arms.  On the other hand, a character 
  from one of the fictional worlds that abound in literature could very well have Flexible Arms as a 
  Primary Weapons Group and Two Hand Blade Arms as his Secondary.  What this all means is 
  simple: be as correct as history requires, real or otherwise. 
  Clerics choose only one weapon class.  With every weapon in that class, they are even on.  They can 
  choose a PRIMARY WEAPON from that class, and be +1 with it only. 
  Mages and the like are always -1 with ALL weapon types. 
  Culturally different weapons may reduce hit probability (e.g. the Western knight trying to use a 
  katana).  Thus, primaries become +1 and even on, and secondaries become -1. 
  SPECIAL NOTES ON WARRIORS AND WEAPON CLASSES 
  Any Warrior type may attempt to learn to use any weapon he chooses, of other “Classes”.  He may 
  do this by notifying his DM that his character is attempting to learn to use such and such a weapon.  
  The DM will then tell the player that his character must use only that weapon until such time as he 
  has earned experience points equal to his net jump in level in value.  Thus, to go from 6th to 7th level 
  while learning a new weapon type would cost twice the experience points it usually does.  At the 
  completion of gaining the necessary points, the character may use the weapon in question as if it 
  were one of his normal SECONDARY WEAPON CLASSES or weapons (i.e., at no loss of attack 
  value); in fact he would be even on with it henceforth.  The extra experience gained during this time 
  does not count towards the character’s experience level.  A good way to keep track of this during this 
  time is simply to HALVE all experience earned.  He could, at this time, opt to “do it all over again” 
  to make it one of his PRIMARY WEAPONS. 
  Now why in the world would a character do such a silly thing, you might ask?  Well, what would you 
  do if your primary weapons types were pole arms and your secondary ones were flexible weapons, 
  and you just managed to acquire the wondrous magik sword Anduril?  Here you are, a seasoned 
  Warrior trained to use anything but a magik sword, and you now own one of the most wondrous 
  swords ever conceived!  My bet is you would want to learn how to use it, right?  Well, now you know 
  how to do that in a game context.  I rest my case. 
  All other than “Warrior” type classifications may choose 
  one single weapon as a Primary Weapon and be “even on” 
  with that sole weapon.  Thus, most mages choose a 
  dagger, while an alchemist might take a quarterstaff.  You 
  get the idea. 
  175
  Timothy Schaefer (order #5257304)
  
  ESCAPE AND 
  EVASION 
  ESCAPE AND 
  EVASION 
  ESCAPE TABLES 
  ESCAPE TABLES 
  From Arduin Grimoire I (Page 68) 
  From Arduin Grimoire I (Page 68) 
  OVERLAND ESCAPE AND EVASION CHASE 
  CHART 
  OVERLAND ESCAPE AND EVASION CHASE 
  CHART 
  From Arduin Grimoire II (Page 78) 
  From Arduin Grimoire II (Page 78) 
   
   
  176
  Timothy Schaefer (order #5257304)
  
  ESCAPE TABLES 
  MONSTER LEVEL 
  FIGHTER 
  BARBARIAN 
  RANGER 
  ASSASSIN 
  THIEF 
  CLERIC 
  +10% PER LEVEL
  +7.5% PER LEVEL
  +9% PER LEVEL 
  +5% PER LEVEL 
  +10% PER LEVEL
  +10% PER LEVEL
  1+1 
  75% 
  80% 
  80% 
  50% 
  90% 
  60% 
  2+1 
  60% 
  70% 
  65% 
  48% 
  85% 
  55% 
  3+1 
  45% 
  60% 
  50% 
  46% 
  80% 
  50% 
  4+1 
  30% 
  50% 
  35% 
  44% 
  75% 
  45% 
  5+1 
  15% 
  40% 
  20% 
  42% 
  65% 
  40% 
  6+1 
  10% 
  30% 
  8% 
  40% 
  55% 
  35% 
  7+1 
  5% 
  20% 
  7% 
  35% 
  40% 
  30% 
  8+1 
  4% 
  10% 
  6% 
  30% 
  25% 
  25% 
  9+1 
  3% 
  1% 
  5% 
  25% 
  10% 
  20% 
  10+1 
  2% 
  -5% 
  4% 
  20% 
  1% 
  10% 
  11+1 
  1% 
  -10% 
  3% 
  10% 
  -5% 
  5% 
  12+1 
  -5% 
  -15% 
  2% 
  5% 
  -10% 
  1% 
  13+1 
  -10% 
  -20% 
  1% 
  1% 
  -15% 
  -5% 
  14+1 
  -15% 
  -30% 
  -5% 
  -10% 
  -25% 
  -10% 
  15+1 
  -20% 
  -40% 
  -10% 
  -20% 
  -35% 
  -15% 
  16+1 
  -30% 
  -50% 
  -15% 
  -30% 
  -45% 
  -25% 
  177
  Timothy Schaefer (order #5257304)
  
  ESCAPE TABLES (CONTINUED) 
  MONSTER LEVEL 
  FIGHTER 
  BARBARIAN 
  RANGER 
  ASSASSIN 
  THIEF 
  CLERIC 
  +10% PER LEVEL
  +7.5% PER LEVEL
  +9% PER LEVEL 
  +5% PER LEVEL 
  +10% PER LEVEL
  +10% PER LEVEL
  17+1 
  -40% 
  -60% 
  -25% 
  -40% 
  -60% 
  -40% 
  18+1 
  -50% 
  -70% 
  -35% 
  -50% 
  -75% 
  -55% 
  19+1 
  -60% 
  -80% 
  -45% 
  -60% 
  -90% 
  -70% 
  20+1 
  -70% 
  -90% 
  -60% 
  -70% 
  -105% 
  -85% 
  21+1 to 25+1 
  -85% 
  -100% 
  -75% 
  -80% 
  -120% 
  -100% 
  26+1 to 30+1 
  -100% 
  -125% 
  -90% 
  -90% 
  -130% 
  -115% 
  31+1 to 35+1 
  -120% 
  -150% 
  -105% 
  -100% 
  -145% 
  -130% 
  36+1 to 40+1 
  -140% 
  -175% 
  -120% 
  -125% 
  -175% 
  -160% 
  41+1 to 45+1 
  -160% 
  -200% 
  -130% 
  -150% 
  -205% 
  -190% 
  46+1 to 50+1 
  -180% 
  -225% 
  -145% 
  -175% 
  -235% 
  -220% 
  51+1 to 60+1 
  -200% 
  -250% 
  -160% 
  -200% 
  -265% 
  -250% 
  61+1 to 70+1 
  -220% 
  -275% 
  -175% 
  -225% 
  -295% 
  -280% 
  71+1 to 80+1 
  -240% 
  -300% 
  -200% 
  -250% 
  -325% 
  -310% 
  81+1 to 90+1 
  -260% 
  -325% 
  -225% 
  -275% 
  -355% 
  -340% 
  90+1 to 100 
  -300% 
  -350% 
  -250% 
  -300% 
  -385% 
  -370% 
  178
  Timothy Schaefer (order #5257304)
  
  ESCAPE TABLES (CONTINUED) 
  MONSTER LEVEL 
  MONK 
  MEDICINE MAN 
  MAGE 
  PSYCHIC 
  WITCH HUNTER
  SINGER 
  +20% PER LEVEL
  +2.5% PER LEVEL
  +2% PER LEVEL 
  +1% PER LEVEL 
  +4% PER LEVEL 
  +0.5% PER LEVEL
  1+1 
  100% 
  65% 
  35% 
  20% 
  45% 
  25% 
  2+1 
  95% 
  55% 
  25% 
  15% 
  40% 
  20% 
  3+1 
  90% 
  45% 
  15% 
  10% 
  30% 
  15% 
  4+1 
  85% 
  35% 
  50% 
  5% 
  15% 
  10% 
  5+1 
  80% 
  25% 
  1% 
  1% 
  5% 
  5% 
  6+1 
  70% 
  15% 
  -5% 
  -10% 
  1% 
  1% 
  7+1 
  60% 
  5% 
  -10% 
  -20% 
  -10% 
  -15% 
  8+1 
  50% 
  1% 
  -20% 
  -30% 
  -20% 
  -30% 
  9+1 
  40% 
  -5% 
  -30% 
  -40% 
  -30% 
  -45% 
  10+1 
  30% 
  -10% 
  -40% 
  -50% 
  -40% 
  -60% 
  11+1 
  20% 
  -15% 
  -50% 
  -60% 
  -50% 
  -75% 
  12+1 
  10% 
  -25% 
  -60% 
  -70% 
  -60% 
  -90% 
  13+1 
  5% 
  -35% 
  -70% 
  -80% 
  -70% 
  -120% 
  14+1 
  1% 
  -45% 
  -80% 
  -90% 
  -80% 
  -150% 
  15+1 
  -5% 
  -55% 
  -90% 
  -100% 
  -90% 
  -180% 
  16+1 
  -10% 
  -65% 
  -100% 
  -120% 
  -100% 
  -210% 
  179
  Timothy Schaefer (order #5257304)
  
  ESCAPE TABLES (CONTINUED) 
  MONSTER LEVEL 
  MONK 
  MEDICINE MAN 
  MAGE 
  PSYCHIC 
  WITCH HUNTER
  SINGER 
  +20% PER LEVEL
  +2.5% PER LEVEL
  +2% PER LEVEL 
  +1% PER LEVEL 
  +4% PER LEVEL 
  +0.5% PER LEVEL
  17+1 
  -15% 
  -75% 
  -120% 
  -140% 
  -120% 
  -240% 
  18+1 
  -20% 
  -100% 
  -140% 
  -160% 
  -140% 
  -270% 
  19+1 
  -25% 
  -125% 
  -160% 
  -180% 
  -160% 
  -300% 
  20+1 
  -30% 
  -150% 
  -180% 
  -200% 
  -180% 
  -330% 
  21+1 to 25+1 
  -40% 
  -175% 
  -200% 
  -225% 
  -200% 
  -360% 
  26+1 to 30+1 
  -60% 
  -200% 
  -225% 
  -250% 
  -220% 
  -390% 
  31+1 to 35+1 
  -80% 
  -225% 
  -250% 
  -275% 
  -240% 
  -420% 
  36+1 to 40+1 
  -100% 
  -250% 
  -275% 
  -300% 
  -260% 
  -450% 
  41+1 to 45+1 
  -120% 
  -275% 
  -300% 
  -325% 
  -280% 
  -480% 
  46+1 to 50+1 
  -140% 
  -300% 
  -325% 
  -350% 
  -300% 
  -510% 
  51+1 to 60+1 
  -160% 
  -325% 
  -350% 
  -375% 
  -320% 
  -540% 
  61+1 to 70+1 
  -180% 
  -350% 
  -375% 
  -400% 
  -340% 
  -570% 
  71+1 to 80+1 
  -200% 
  -375% 
  -400% 
  -425% 
  -360% 
  -600% 
  81+1 to 90+1 
  -220% 
  -400% 
  -450% 
  -450% 
  -380% 
  -630% 
  90+1 to 100 
  -240% 
  -425% 
  -500% 
  -500% 
  -400% 
  -660% 
   
  180
  Timothy Schaefer (order #5257304)
  
  OVERLAND ESCAPE AND EVASION CHASE CHART 
  LEVEL 
  CAVE 
  DUNGEON 
  PLAIN 
  SCRUB 
  TREES 
  HEAVY 
  FOREST 
  JUNGLE 
  SWAMP 
  DESERT
  MOUNTAINS
  ALL 
  OTHER
  1 
  5% 
  1% 
  10% 
  15% 
  20% 
  30% 
  40% 
  25% 
  20% 
  35% 
  25% 
  2 
  10% 
  5% 
  15% 
  20% 
  25% 
  35% 
  45% 
  30% 
  25% 
  40% 
  30% 
  3 
  15% 
  10% 
  20% 
  25% 
  30% 
  40% 
  50% 
  35% 
  30% 
  45% 
  35% 
  4 
  20% 
  15% 
  25% 
  30% 
  35% 
  45% 
  55% 
  40% 
  35% 
  50% 
  40% 
  5 
  25% 
  20% 
  30% 
  35% 
  40% 
  50% 
  60% 
  45% 
  40% 
  55% 
  45% 
  6 
  30% 
  25% 
  35% 
  40% 
  45% 
  55% 
  65% 
  50% 
  45% 
  60% 
  50% 
  7 
  35% 
  30% 
  40% 
  45% 
  50% 
  60% 
  70% 
  55% 
  50% 
  65% 
  55% 
  8 
  40% 
  35% 
  45% 
  50% 
  55% 
  65% 
  75% 
  60% 
  55% 
  70% 
  60% 
  9 
  45% 
  40% 
  50% 
  55% 
  60% 
  70% 
  80% 
  65% 
  60% 
  75% 
  65% 
  10 
  50% 
  45% 
  55% 
  60% 
  65% 
  75% 
  82% 
  70% 
  65% 
  80% 
  70% 
  11 – 15 
  55% 
  50% 
  60% 
  65% 
  70% 
  80% 
  84% 
  75% 
  70% 
  82% 
  75% 
  16 – 20 
  60% 
  55% 
  65% 
  70% 
  75% 
  82% 
  86% 
  80% 
  75% 
  84% 
  80% 
  21 – 30 
  65% 
  60% 
  70% 
  75% 
  80% 
  84% 
  88% 
  82% 
  80% 
  86% 
  82% 
  31 – 50 
  70% 
  65% 
  75% 
  80% 
  82% 
  86% 
  90% 
  84% 
  82% 
  88% 
  84% 
  51 – 100 
  80% 
  75% 
  85% 
  90% 
  92% 
  96% 
  99% 
  94% 
  92% 
  98% 
  94% 
  Note – This is a base percent from which to start; add 5% per level difference of chaser to chasee of getting away, or caught as the case may be.  Also 
  take into account such things as Elven cloaks, boots of speed or silence, and other similar items that could have a bearing on the chase.  Remember, 
  this is a chase chart, and is not like the preceding Escape Tables that show the percentages for escaping the actual clutches of an enemy. 
  181
  Timothy Schaefer (order #5257304)
  
  CRITICALS AND 
  FUMBLES 
  CRITICALS AND 
  FUMBLES 
  HARGRAVE'S FUMBLE TABLE 
  HARGRAVE'S FUMBLE TABLE 
  From Arduin Grimoire I (Page 61) 
  From Arduin Grimoire I (Page 61) 
  HARGRAVE'S CRITICAL HIT TABLE 
  HARGRAVE'S CRITICAL HIT TABLE 
  From Arduin Grimoire I (Page 60) 
  From Arduin Grimoire I (Page 60) 
  CRITICAL HIT TABLE FOR NON-WEAPON 
  WOUNDS 
  CRITICAL HIT TABLE FOR NON-WEAPON 
  WOUNDS 
  From Arduin Grimoire II (Page 28) 
  From Arduin Grimoire II (Page 28) 
   
   
  182
  Timothy Schaefer (order #5257304)
  
  HARGRAVE’S FUMBLE TABLE 
  DIE ROLL 
  IMMEDIATE EFFECTS 
  DAMAGE, IF ANY 
  01 – 05 
  Glancing blow 
  One-half normal. 
  06 – 10 
  Weapon twists in hand(s) 
  One-quarter normal and lose next attack. 
  11 – 15 
  Weapon(s) entangled 
  Both parties lose next attack; 25% chance to 
  drop weapon. 
  16 – 20 
  Weapon slips out of grip 
  Lose attack, spend d3 melee turns retrieving 
  weapon. 
  21 – 25 
  Weapon knocked from grasp 
  As above, but time is d6 melee turns. 
  26 – 30 
  Opponent grabs weapon/hand 
  Attack cancelled.  Opponent may decline acting 
  on this result. 
  31 – 35 
  Flexible weapon hits wrong target
  Normal damage to wrong target. 
  36 – 40 
  Flexible weapon entangles self 
  Attack lost for d3 melee turns. 
  41 – 49 
  Hit yourself 
  One-half normal damage. 
  50 
  Normal weapon shatters 
  One-eighth normal damage. 
  51 – 55 
  Foot slips 
  Make an Agility roll or fall; d6 melee turns to 
  regain feet. 
  56 – 60 
  Bump ally 
  Both must make an Agility roll or fall as above. 
  66 – 70 
  Full stumble 
  Those in fall direction make an Agility roll or 
  fall. 
  71 – 75 
  Off balance 
  Make one-half dexterity roll or lose attack. 
  76 – 80 
  Take blow not meant for you 
  Take three-quarters normal damage. 
  81 – 85 
  Twist ankle 
  Lose first attack, Agility halved for 5 minutes. 
  86 – 90 
  Hit wrong target 
  Three-quarters normal damage. 
  91 – 92 
  Hit yourself 
  Lose next attack and take one-half normal 
  damage. 
  93 – 94 
  Magik weapon breaks 
  100% for +1, decreasing 25% per “plus”. 
  95 
  Magik weapon breaks 
  As above, but 100% for +3 and below. 
  96 – 97 
  Hit and stun nearest ally 
  One-half normal damage, stunned for d10 
  melee turns. 
  98 
  Critical hit nearest ally 
  Just as it says. 
  99 
  Critical hit yourself 
  Yep, you did it. 
  100 
  Roll 3 times on above table 
  Accept all 3 roll results. 
  These rolls are made when the attacking player rolls a 00 on an attack, and all results are final and 
  irrevocable. 
  This chart will put realism into the game like nothing you have ever seen, unless you have ever been 
  to a society tourney and seen the novices clobbering everyone but those they’re supposed to hit! 
  One suggestion, though: as “god”, you can adjudicate according to the level of the character by 
  giving the players with characters over, say, eighth level a lower percent of damage given or taken, 
  and melee time lost.  This, however, is up to the individual game master. 
  183
  Timothy Schaefer (order #5257304)
  
  HARGRAVE’S CRITICAL HIT TABLE 
  DIE ROLL 
  HIT LOCATION 
  RESULTS 
  DAMAGE 
  01 – 02 
   
  Head, frontal 
  Brain penetrated, immediate death. 
  4d8 
  03 – 04 ** 
  Neck, frontal 
  Voice box ruined, total voice loss. 
  d8 
  05 – 06 
   
  Wrist 
  Hand severed, die in d8 minutes. 
  3d6 
  07 – 08 
   
  Chest or Back 
  Impalement, weapon is stuck there. 
  3d10 
  09 – 10 
   
  Side (roll) 
  1 – 5 ribs broken. 
  d3 per rib 
  11 – 15 
   
  Leg (roll side) 
  Artery cut, die in d10 minutes. 
  d8 
  16 – 20 
   
  Arm (roll side) 
  As above, but die in d12 minutes. 
  d6 
  21 – 25  ** 
  Foot, rear 
  Achilles’ tendon cut, fall immediately. 
  d3 
  26 – 30 
   
  Fingers 
  1 – 5 severed.  (Roll side) 
  1 each 
  31 – 32 
   
  Toes 
  As above. 
  3 per 2 toes 
  33 – 34 
  *1 
  Face 
  Eye ruined or torn out. 
  d6 
  35 – 36 
  *2 
  Forehead 
  Gashed, blood in eyes, can’t see. 
  d3 
  37 – 38 
  *3 
  Crotch / Chest 
  Genitals/breasts torn off, shock. 
  3d6 
  39 – 40 
  *4 
  Head, side 
  Ear taken off, hearing loss. 
  d3 
  41 – 42 
  *5 
  Buttocks 
  Buttock torn off, fall, shock 
  4d4 
  43 – 44 
   
  Head, general 
  Stunned for d10 melee turns.  No fighting. 
  d2 
  45 – 46 
   
  As above 
  Stunned for d6 minutes.  No fighting. 
  d4 
  47 – 48 
   
  As above 
  Minor concussion, d10 minutes as above. 
  d6 
  49 – 50 
  *6 
  As above 
  Moderate concussion, unconscious. 
  d8 
  51 – 55 
  *7 
  As above 
  Major skull fracture, unconscious. 
  d10 
  56 – 60 
   
  Neck, frontal 
  Throat cut, die in d3 melee turns. 
  d8 
  61 – 65 
   
  Arm, variable 
  Torn off (roll % loss,) die in d3 melee turns. 
  4d6 
  66 – 70 
   
  Leg, variable 
  As above, fall, die in d3 melee turns. 
  4d12 
  71 – 75 
   
  Chest 
  Heart pierced, die immediately. 
  d10 
  76 – 80 
  *8 
  Back, lower 
  Spine ruined, variable results. 
  2d10 
  81 – 85 
   
  Face 
  As for 33 – 34 above, but both eyes destroyed. 
  2d6 
  86 – 90 
  *9 
  Face 
  Nose ruined, -6 Charisma, stunned. 
  d8 
  91 – 94 *A 
  Head, general 
  Nothing apparent.  Later problems. 
  d2 
  95 
   
  Guts ripped out 
  20% chance of tangling feet, die in d10 painful 
  minutes. 
  2d8 
  96 
  *B 
  Head, top 
  Skull caved in, major brain damage. 
  2d6 
  97 
  *C 
  Chest 
  Lung punctured, internal damage. 
  d12 
  98 
   
  Neck 
  Head torn off, immediate death. 
  5d10 
  99 
   
  See results 
  Body split in twain, immediate death. 
  10d10 
  100 
   
  Head 
  Entire head pulped.  Irrevocable death results. 
  Total 
  184
  Timothy Schaefer (order #5257304)
  
  HARGRAVE’S CRITICAL HIT TABLE KEY 
  ** 
  Indicates permanent damage as listed. 
  *1 
  Unable to fight for d10 melee turns.  Loss is irrevocable. 
  *2 
  Blood in eyes, can’t fight for d10 melee turns. 
  *3 
  Immediate shock induced coma, death in d4 minutes. 
  *4 
  Permanent 50% hearing loss and -2 Charisma. 
  *5 
  Shock induced coma for 3d10 minutes, permanent -3 Agility, and speed reduced to half 
  normal. 
  *6 
  Actually unconscious for d6 melee turns; after revival, confused and groggy for 6d10 
  minutes. 
  *7 
  Out for 2d10 minutes, has amnesia for 2d12 hours afterward, with a 40% chance the 
  amnesia is permanent. 
  *8 
  Roll a d6 with the following results: 
  1. Totally paralyzed 
  2. Left side paralyzed 
  3. Right side paralyzed 
  4. Paralyzed from the waist up 
  5. Paralyzed from the waist down 
  6. Vital organs paralyzed, death in 1 minute. 
  *9 
  Breathing problems.  -2 Constitution when dealing with long-term endurance and severe 
  speech problems. 
  *A 
  Brain will hemorrhage in d10 days, resulting in either death or permanent insanity (50% 
  chance for each.) 
  *B 
  All mental faculties permanently halved.  Roll d100 to determine how much memory is 
  destroyed (minimum of 50%).  Charisma is reduced by 8. 
  *C 
  Strength, Constitution, and Endurance permanently halved. 
  185
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  CRITICAL HIT TABLE FOR NON-WEAPON WOUNDS 
  DIE ROLL 
  HIT LOCATION 
  R
  P
  ESULTS 
  OINT DAMAGE
  01 – 02 
  forehead 
  brain penetrated, instant death 
  4d8 
  03 – 04 
  throat 
  esophagus ruined, death in d12 turns 
  *1
  d10 
  05 – 06 
  wrist or ankle 
  appendage severed, death in d10 minutes 
  3d6 
  07 – 08 
  chest or back 
  internal organs ruptured, die in d10 minutes 
  2d10 
  09 – 10 
  side 
  ribs broken (1 – 5), 10% chance of lung damage 
  2d8 
  11 – 15 
  upper leg 
  artery severed, death in d12 minutes 
  d8 
  16 – 20 
  upper arm 
  artery severed, death in d12 minutes 
  d8 
  21 – 25 
  rear of foot 
  Achilles tendon severed, immediate fall 
  *2
  d4 
  26 – 30 
  fingers 
  1 – 5 fingers severed (d2 points damage per each lost) 
  d4 
  31 – 32 
  face 
  one eye torn out 
  *3
  d6 
  33 – 34 
  genitals 
  genitals torn off, immediate shock 
  *4
  2d10 
  35 – 36 
  stomach 
  guts torn out, die in d12 minutes 
  *5
  3d6 
  37 – 38 
  side of head 
  ear torn off, 50% permanent hearing loss 
  d6 
  39 – 40 
  buttocks/thighs 
  completely torn off. instant shock 
  *6
  2d12 
  41 – 42 
  head, general 
  stunned for d10 melee turns 
  d2 
  43 – 44 
  head, general 
  stunned for d6 minutes 
  d4 
  45 – 46 
  head, general 
  concussion, stunned for d12 minutes 
  *7
  d6 
  47 – 48 
  head, general 
  as above, except for 10d10 minutes 
  *8
  d8 
  49 – 50 
  head, general 
  fractured skull, out for 2d12 hours 
  *9
  d10 
  51 – 55 
  throat 
  ripped out, death in d3 melee turns 
  d12 
  56 – 60 
  arm (variable %) 
  torn off (roll % lost), instant shock, death in d6 melee turns 
  4d6 
  61 – 65 
  leg (as above) 
  as above, and with instant fall 
  4d12 
  66 – 70 
  chest, frontal 
  heart torn out, instant death 
  2d10 
  71 – 75 
  lower back 
  spine shattered, varied results 
  *10
  4d8 
  76 – 80 
  face 
  both eyes torn out, permanent blindness 
  2d6 
  186
  Timothy Schaefer (order #5257304)
  
  CRITICAL HIT TABLE FOR NON-WEAPON CAUSED WOUNDS (CONTINUED) 
  DIE ROLL 
  HIT LOCATION 
  R
  P
  ESULTS 
  OINT DAMAGE
  81 – 85 
  mouth 
  tongue torn out, 10% chance of drowning in one’s own blood, permanent 
  coherent voice loss 
  d6 
  86 – 90 
  stomach 
  internal bleeding, die in d20 days 
  d10 
  91 – 94 
  top of head 
  skull crushed, instant death 
  *11
  2d8 
  95 – 98 
  neck 
  head torn off, instant death 
  *12
  5d10 
  99 
  body 
  body torn in twain, instant death 
  10d10 
  100 
  head 
  entire head pulped and splatter about, instant and irrevocable death 
  10d8 
  *1 – Permanent voice loss. 
  *2 – Agility and speed permanently halved. 
  *3 – Attack and defense permanently at -3. 
  *4 – Death may ensue in d20 minutes with a 50% chance, less 2% per Constitution, certainty. 
  *5 – 20% chance of tripping and falling if movement is attempted. 
  *6 – Agility permanently only 1/3 of previous normal, and  speed is only 1/4. 
  *7 – 5% chance of percentile roll memory loss. 
  *8 – As for *7, but a 10% chance. 
  *9 – As for *7, but with a 20% chance. 
  *10 – Use Weapon Damage Chart for the d6 roll of results. 
  *11 – 75% chance for memory loss (d100), and 50/50 chance of a loss of d6 Intelligence points. 
  *12 – As above, but due to lack of blood to the brain. 
  This chart is a base from which to work, and DM’s should ad lib wherever necessary. 
  187
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  UNDEAD 
  NOTES ON UNDEAD 
  From Arduin Grimoire II (Page 98) 
  CLERICAL TURN AWAY CHART 
  From Arduin Grimoire I (Page 31) 
   
   
  188
  Timothy Schaefer (order #5257304)
  
  NOTES ON UNDEAD 
  Quite frequently, a question arises concerning just when does a victim of an attack by an undead 
  creature become one himself, after he is slain?  The answer is quite simple really, in that the time 
  required for such a transformation is based upon the attacking monster’s hit dice level.  Each level 
  that the monster is means a one hour time for the slain victim to become like his slayer (or as 
  otherwise stated).  Thus, a man slain by an 8 dice vampire would require 8 hours to transform into 
  another vampire.  Simple. 
  UNDEAD ATTACK CHART 
  Ghoul 
  Its hit paralyzes for d10 round only, plus d6 damage each. 
  Wight 
  Its hit paralyzes for d10 minutes only, plus d4 damage each. 
  Wraith 
  Its hit drains one life level, plus d8 damage each. 
  Ghost 
  Its hit causes fear for d10 rounds and drains one level, plus d4 each. 
  Spectre 
  Its hit drains two levels, plus d10 damage each. 
  Banshee 
  Its hit paralyzes d10 minutes, plus d10 each: its wail causes fear. 
  Vampire 
  Its hit drains two life levels, plus d10 to d12 damage each. 
  Morghoul 
  Its hit paralyzes for d6 rounds and causes rot damage (see New Monster section). 
  Boogie Man 
  Its hits drain d4 STR points (see New Monster section). 
  Ghost Crab 
  Its hits drain one life level (see New Monster section). 
  I also give a saving throw versus life drains, so that if a save is made, only half the normal drain is 
  taken (half of one = no drain).  However, there are items that BLAST life levels away (like the 
  Javelins of Devastation), and no save is possible against them.  Also, for every life level blasted away, 
  the victim is totally stunned for one melee round.  They really smart! 
  189
  Timothy Schaefer (order #5257304)
  
  CLERICAL TURN AWAY CHART 
  UNDEAD 
  TYPE 
  BY LEVEL 
  1-2 
  3-4 
  5-6 
  7-8
  9-10
  11-15
  16-20
  21-25
  26-30
  31-40 
  41-50
  51+
  Skeleton 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  Zombie 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  Ghoul 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  Wight 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  Wraith 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  Ghost 
  - 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  Banshee 
  - 
  - 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  Mummy 
  - 
  - 
  - 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  Spectre 
  - 
  - 
  - 
  - 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  Vampire 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  Morghoul 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  18 
  17 
  16 
  15 
  All Others 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  18 
  17 
  16 
  Lich 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  18 
  17 
  Notes: A d20 roll is required for all Turn Away.  Subtract 2 from the number required if the undead 
  is of the same faith as the cleric.  Subtract 1 if the cleric is trying his final try.  If a roll is made, 
  the undead types will flee in the straightest line possible away from the cleric.  The turn away 
  takes place in visual sight of the cleric up to 10’ from him (plus 5’ for every 2 levels of 
  experience).  A die roll double or more than that required for turn away causes the undead type 
  to discorporate, causing 100% destruction. 
  190
  Timothy Schaefer (order #5257304)
  
  MONSTER DATA 
  NOTES ON MONSTERS 
  From Arduin Grimoire I (Pages 49 – 50) 
  DINOSAUR CHART 
  From Arduin Grimoire I (Pages 65 – 66) 
  SEA CREATURE LIST 
  From Arduin Grimoire I (Pages 66 – 67) 
  WERECREATURES COMBAT CHART 
  From Arduin Grimoire I (Page 64) 
  OVERLAND (WATER) MONSTER 
  ENCOUNTER CHART 
  From Arduin Grimoire I (Pages 71 – 72) 
  MONSTERS 
  From Arduin Grimoire II (Page 75) 
  DRAGON DETERMINATION CHART 
  From Arduin Grimoire II (Page 25) 
  TRUE ELEMENTALS 
  From Arduin Grimoire III (Pages 61 – 63) 
  EXPERIENCE CHART FOR MONSTER 
  SLAYING 
  From Arduin Grimoire II (Page 33) 
   
   
  191
  Timothy Schaefer (order #5257304)
  
  NOTES ON MONSTERS 
  All mythological or magikal creatures can always hit all other creatures, regardless of the fact that the 
  intended target can go gaseous, ethereal, or whatever (and they can always see such creatures, too).  
  Normal creatures, on the other hand, cannot even scratch anything other than other normal types.  
  Yes, that does mean that a 20 hit die giant spider (of normal mutational birth) cannot scratch the 3 
  hit die ghoul that is slowly picking it apart with his Junior Woodchuck pocket knife.  However, that 
  little ghoul can be shoved aside by superior strength or web by that big spider, or better yet outrun. 
  Also, undead (not including zombies or skeletons) can always see invisible objects simply because 
  they live partly on this plane and partly on the ethereal.  Don’t figure on hiding from that vampire by 
  turning invisible, or you may find yourself an unwilling blood donor! 
  There has also been some debate about what constitutes a “kill” in battle for the purpose of giving 
  out experience points.  Here is how we do it: if the monster has been killed or damaged to within 
  10% of its full hit value whereupon it flees or teleports away, the defenders earn full point value.  If 
  the monster takes up to 80% damage before fleeing, then give out 75% of the normal award.  A 
  monster which has taken up to 50% of its hit points is worth 40% of the normal award, and less 
  than that earns only 10%. 
  Here are a few odds and ends which are of interest: 
  1. If a cleric fails to turn away an undead creature, he can try once more by channeling all of 
  his Strength into his Wisdom.  This will leave him weak and unable to fight for a number of 
  melee turns equal to his Strength, so it had better succeed the second time around, or it’s 
  curtains for him! 
  2. Undead will be repelled only by the signs and symbols of their own religion, so don’t try to 
  turn away a Jewish vampire with a cross of gold or the like.  By the same token, Moslem 
  vampires need to see the actual name of Allah in order to be turned away, and so on and so 
  forth. 
  3. Remember that vampires in classical myth do not like full sunlight, but can generally survive 
  short exposures to it, do not need to sleep during the day, and can wander far and wide if 
  they use a closed coach or some such contrivance to keep the direct light away from 
  themselves. 
  4. Beasts that stone people can themselves only be stoned by those of their own kind. 
  5. Symbols that are of magikal importance must either be seen or, if invisible, touched to be 
  effective.  This holds true for pentagrams of power, magik circles, and the like. 
  6. All fireballs and other offensive area effect weapons have their damage points divided among 
  all of those caught inside the area of effect.  That means that if there are four people 
  caught in a 6 die fireball that does 20 points of damage, then each of the four takes 5 points 
  of damage if they fail their saving throw, and 3 points (2.5 rounded up) if they make the 
  save – not 20 points each. 
  7. All melees are fought as outlined in other sections, but remember that monsters move after 
  the players have moved their pieces, so that unless the character that the monster moves 
  behind was in actual combat with that monster the turn before, he or she must make an 
  emergency turn to try to face the new opponent (and must make an Agility roll to do so).  
  Those that were already in combat have the ability to maintain a proper facing. 
  8. All monsters have the option of choosing their opponent, and may break off combat at will.  
  If they are unintelligent, then roll a d12 at the end of each melee turn with the following 
  results: a roll of 1 indicates retreat; a roll of 2 – 4 means that the creature will pull out of 
  melee for one turn to get its bearings; a roll of 5 – 8 means the creature changes targets; and 
  a roll of 9 – 12 means that the creature will maintain its current target, even if that target is 
  deceased. 
  192
  Timothy Schaefer (order #5257304)
  
  DINOSAUR CHART 
  TYPE 
  HIT 
  DICE 
  AC 
  SPEED 
  (CHARGE)
  TYPES OF ATTACKS PER TURN 
  TEMPERAMENT 
  USUALLY FOUND 
  NUMBERS 
  FOUND IN
  Tyrannosaur 
  12 – 20 
  5 
  12 (18) 
  1 bite for 4d12 to 6d12 
  1 stomp for d10 to 2d10 
  aggressive 
  plains near rivers 
  1 
  Allosaur 
  8 – 12 
  5 
  12 (20) 
  1 bite for 2d12 to 4d12 
  1 stomp for 1-5 to d10 
  aggressive 
  plains near rivers 
  d3 
  Camptosaur 
  9 – 13 
  5 
  10 (15) 
  1 bite for 2d12 to 5d10 
  1 stomp for d4 to d12 
  aggressive 
  plains near rivers 
  1 
  Gorgosaur 
  9 – 15 
  5 
  10 (15) 
  1 bite for 2d12 to 6d10 
  1 stomp for 1-5 to 2d8 
  aggressive 
  plains near rivers 
  1 
  Dimetridon 
  4 – 7 
  6 
  5 (8) 
  1 bite for 3d10 
  sluggish unless aroused 
  swamps, slow rivers 
  d4 
  Plesiosaur 
  3 – 12 
  6 
  9 (12) 
  1 bite for d12 to 4d12 
  aggressive 
  lakes, seas, rivers 
  d6 
  Elamasaurus 
  4 – 16 
  6 
  8 (10) 
  1 bite for 2d8 to 6d10 
  aggressive 
  lakes, seas 
  d4 
  Kronosaurus 
  4 – 14 
  6 
  9 (12) 
  1 bite for 3d6 to 7d10 
  aggressive 
  lakes, seas 
  d3 
  Moasaur 
  5 – 18 
  6 
  10 (15) 
  1 bite for 4d12 to 8d10 
  aggressive 
  lakes, seas 
  d3 
  Ichthyosaur 
  3 – 12 
  7 
  12 (20) 
  1 bite for d8 to 3d10 
  playful unless hungry or 
  aroused 
  lakes, seas 
  d8 
  Pteronodon 
  3 – 7 
  8 
  12 (15) 
  2 claws for d4 to d12 each 
  1 bite for d6 to 2d8 
  usually not aggressive 
  cliffs, seashores 
  3d6 
  193
  Timothy Schaefer (order #5257304)
  
  DINOSAUR CHART (CONTINUED) 
  TYPE 
  HIT 
  DICE 
  AC 
  SPEED 
  (CHARGE)
  TYPES OF ATTACKS PER TURN 
  TEMPERAMENT 
  USUALLY FOUND 
  NUMBERS 
  FOUND IN
  Pterodactyl 
  1 – 5 
  8 
  12 (15) 
  2 claws for d2 to d10 each 
  1 bite for d3 to 2d6 
  usually not aggressive 
  cliffs, seashores 
  3d8 
  Anklysaurus 
  4 – 8 
  2 
  6 (9) 
  1 tail smash for 2d8 to 3d10 
  aggressive defensively 
  plains 
  d4 
  Stegosaurus 
  6 – 12 
  3 
  6 (9) 
  1 tail smash for 4d12 to 5d10 
  aggressive defensively 
  plains, forests 
  d4 
  Trachadon 
  6 – 10 
  7 
  6 (9) 
  step on for d6 to d12 * 
  timid, usually flees in a 
  straight line 
  rivers, swamps 
  d12 
  Diplodocus 
  12 – 30 
  7 
  6 (9) 
  step on for 2d6 to 3d10 * 
  timid, usually flees in a 
  straight line 
  rivers, swamps 
  d4 
  Giant Crocodile 
  6 – 15 
  4 
  8 (12) 
  1 bite for 3d6 to 5d10 
  sluggish unless hungry or 
  aroused 
  rivers, swamps 
  d10 
  Brontosaurus 
  15 – 36 
  7 
  6 (9) 
  step on for 3d6 to 4d12 * 
  timid, usually flees in a 
  straight line 
  rivers, swamps 
  d4 
  Strycasaurus 
  5 – 16 
  5 
  9 (12) 
  1 trample for d8 to 3d12 
  1 horn for d12 to 4d12 
  belligerent, but not 
  aggressively so usually 
  plains, forests 
  d8 
  Triceratops 
  6 – 18 
  5 
  9 (12) 
  3 horns for d12 to 5d10 each 
  1 trample for d10 to 6d10 
  belligerent, but not 
  aggressively so usually 
  plains, forests 
  d8 
  * – indicates usually accidental actions 
  ** – skin scrape damage can range up to d12 points 
  *** – can “eat” a non-moving victim also for damage 
  Remember, all of the above is a general base.  Different species can have widely variant statistics. 
  194
  Timothy Schaefer (order #5257304)
  
  SEA CREATURE LIST 
  TYPE 
  HIT DICE 
  AC 
  SPEED 
  (CHARGE)
  TYPE OF ATTACKS PER TURN 
  TEMPERAMENT 
  USUALLY FOUND
  NUMBERS 
  FOUND IN
  Giant Squid 
  4+1 to 18+1 
  5 to 7
  12 (24) 
  d10 arms hit for d4 to 3d6 
  constrict for d8 to 6d6 
  1 bite for 150% of constrict 
  aggressive 
  deep water 
  1 
  Giant Octopus 
  4+1 to 36+1 
  6 or 7
  8 (15) 
  d10 arms hit for d4 to 6d6 
  constrict for d8 to 6d12 
  1 bite for 150% of constrict 
  placid 
  deep water 
  1 
  Giant Eel 
  3+1 to 18+1 
  6 to 8
  9 (12) 
  1 bite for 1-5 to 4d8 
  1 constriction for d8 to 4d12 
  can also be electric 
  defensively 
  aggressive 
  in the kelp beds 
  near beaches 
  1-3 
  Small Sharks 
  1+1 to 3+1 
  4 or 5
  9 (15) 
  1 bite for d8 to d12 ** 
  as for sharks: ok, 
  unless in a feeding 
  frenzy 
  varys; usually 
  shallows 
  d100 
  Medium Sharks 
  4+1 to 8+1 
  3 or 4
  12 (18) 
  1 bite for d12 to 4d6 ** 
  as above 
  as above 
  4d12 
  Large Sharks 
  9+1 to 14+1 
  2 or 3
  12 (18) 
  1 bite for 4d6 to 4d12 ** 
  as above 
  varys; usually deeps
  2d12 
  Giant Sharks 
  15+1 to 24+1 2 or 3
  15 (24) 
  1 bite for 4d12 to 6d12 ** 
  as previously for 
  sharks 
  varys; usually deeps
  d12 
  Giant Lobster 
  4+1 to 12+1 
  2 or 3
  6 (9) 
  2 claws for d12 to 3d12 *** 
  aggressively 
  defensive 
  medium depths 
  d3 
  Giant Crab 
  4+1 to 16+1 
  2 or 3
  6 (9) 
  2 claws for d12 to 4d12 *** 
  aggressively 
  defensive 
  medium depths 
  2d6 
  Killer whale 
  4+1 to 10+1 
  6 
  10 (18) 
  1 bite for 2d8 to 3d12 
  mild to very 
  aggressive 
  varys, usually near 
  land 
  d20 
  195
  Timothy Schaefer (order #5257304)
  
  SEA CREATURE LIST (CONTINUED) 
  TYPE 
  HIT DICE 
  AC 
  SPEED 
  (CHARGE)
  TYPE OF ATTACKS PER TURN 
  TEMPERAMENT 
  USUALLY FOUND
  NUMBERS 
  FOUND IN
  Sperm Whale 
  12+1 to 24+1 
  5 
  12 (18) 
  1 bite for 4d10 to 8d10 or one tail 
  slap for 4d12 to 10d10 
  mild to very 
  aggressive 
  deeps 
  d4 
  Non-toothed 
  Whale 
  6+1 to 40+1 
  4 to 6
  9 – 12 
  (12 – 18) 
  1 butt for 2d10 to 10d12 
  1 tail slap for 2d12 to 12d12 
  usually very timid 
  deeps 
  d20 
  Giant Sea Slugs 
  4+1 to 40+1 
  7 
  6 (8) 
  1 acid spit for damage equal to HD 
  1 swallow like Purple Worm 
  usually very timid 
  shallows, likes coral
  d10 
  Giant Clam 
  4+1 to 12+1 
  2 or 3
  no move 
  1 crush for d12 to 4d12 
  not applicable 
  shallows 
  1 
  Giant Manta 
  Rays 
  6+1 to 16+1 
  4 to 6
  9 (12) 
  1 sting for d3 plus poison for ? 
  (few have stingers) 
  1 swallow as in Purple Worm 
  timid 
  deeps 
  1 
  Giant Sting Rays 
  4+1 to 12+1 
  5 to 7
  6 (15) 
  1 sting for d2 
  poison for d6 dice 
  aggressively 
  defensive 
  shallows 
  d12 
  * – indicates usually accidental actions 
  ** – skin scrape damage can range up to d12 points 
  *** – can “eat” a non-moving victim also for damage 
  Remember, all of the above is a general base.  Different species can have widely variant statistics. 
  196
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  WERECREATURES COMBAT CHART 
  ANIMAL 
  TYPE 
  HIT DICE 
  RANGE 
  AC 
  NUMBER, TYPE, & DAMAGE OF ATTACKS 
  Wolf 
  1+1 to 5+1 
  4 
  1 bite for d6 to d12 points 
  Bear 
  2+1 to 8+1 
  4 
  1 bite for d8 to 3d6, 1 claw for d4 to d6, 1 hug for 2d12 
  Lion 
  2+1 to 7+1 
  3 
  1 bite for d8 to 3d6, 2 claws for d4 to d10 each 
  Tiger 
  2+1 to 7+1 
  2 
  1 bite for d8 to 3d6, 2 claws for d4 to d10 each 
  Leopard 
  1+1 to 4+1 
  4 
  1 bite for d6 to d12, 2 claws for d3 to d8 each 
  Panther 
  1+1 to 4+1 
  3 
  1 bite for d6 to d12, 2 claws for d3 to d8 each 
  Jaguar 
  1+1 to 5+1 
  4 
  1 bite for d6 to d12, 2 claws for d3 to d8 each 
  Boar 
  1+1 to 5+1 
  5 
  1 slashing butt for d6 to d12, 1 trample for d3 to d8 
  Fox 
  1/2 to 3+1 
  7 
  1 bite for d2 to d6 
  Badger 
  1+1 to 5+1 
  6 
  1 bite for d2 to d10, 1 claw for d3 to d8 
  Weasel 
  1/2 to 4+1 
  5 
  1 bite for d2 to d8 
  Otter 
  1+1 to 5+1 
  5 
  1 bite for d4 to d10 
  Toad 
  1/2 to 5+1 
  6 to 4
  1 bite for d2 to d10 (some are poisonous) 
  Serpent 
  1+1 to 5+1 
  5 
  little damage but poison can be of any strength 
  Falcon 
  1/2 to 1+1 
  7 
  1 bite for d2 to d3, 2 claws for d3 to d4 each 
  Hawk 
  1/2 to 2+1 
  7 
  1 bite for d2 to d4, 2 claws for d3 to d6 each 
  Eagle 
  1+1 to 3+1 
  7 
  1 bite for d3 to d8, 2 claws for d3 to d8 each, wing buffets 
  for 1 point each 
  Condor 
  2+1 to 4+1 
  7 
  1 bite for d4 to d10, 2 claws for d4 to 10 each, wing buffets 
  for 2 points each 
  Owl 
  1+1 to 5+1 
  7 
  1 bite for d3 to d12, 2 claws for d3 to d12 each, wing buffets 
  for 3 points each 
  Spider 
  1/2 to 8+1 
  7 to 6
  1 bite (usually highly poisonous), hunting spiders get 2 leg 
  attacks 
  Wasp 
  1/2 to 5+1 
  5 
  1 bite for 1 to d3, 1 sting usually highly poisonous 
  Dragon Fly 
  1/2 to 7+1 
  4 
  1 bite for 1 to d8 
  Centipede 
  1+1 to 5+1 
  4 
  1 bite for d2 to d8, usually moderately poisonous 
  Scorpion 
  2+1 to 8+1 
  3 
  2 claws for d4 to 2d4 each, 1 highly poisonous sting, 1 bite 
  for d4 to 2d8 
  Beetle 
  3+1 to 10+1 
  2 
  1 jaws crush (bite) for d10 to 2d12 
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  WERECREATURES COMBAT CHART (CONTINUED) 
  ANIMAL 
  TYPE 
  HIT DICE 
  RANGE 
  AC 
  NUMBER, TYPE, & DAMAGE OF ATTACKS 
  Mantis 
  2+1 to 7+1 
  3 to 2
  1 bite for d10 to 2d12, 1 tail slap for d6 to 2d8 
  Dragonet 
  always 3+1 
  varies
  2 claws for d6 to 3d6 each plus 1 bite for d3 to d12 
  Crocodile 
  3+1 to 7+1 
  3 to 2
  equivalent to a young to adult dragon (of appropriate color) 
  Ape 
  (baboon) 
  1+1 to 4+1 
  7 
  1 bite for d4 to d8, 1 claw for d2 to d4 
  Ape 
  (gorilla) 
  3+1 to 6+1 
  6 
  1 bite for d6 to d12, 1 hug for 2d8 to 3d12 or 1 hit for d4 to 
  2d8 
  Rat 
  1/2 to 3+1 
  6 
  1 bite for 1 to d4 
  Notes: Werecreatures gain experience levels per whatever their class (Thief, Warrior, etc.).  They 
  increase as a werebeast, however, by adding 1 beast level per 3 class levels gained until maximum 
  size.  Thereafter, they gain 1 hit point per each 25,000 experience points and 1 hit dice per 8 hit 
  points until they reach double their maximum normal size.  Thereafter they gain 1 hit point every 
  100,000 experience points gained. 
  198
  Timothy Schaefer (order #5257304)
  
  OVERLAND (WATER) MONSTER ENCOUNTER CHART 
  DIE ROLL 
  GENERAL 
  MOUNTAINS 
  D
  A
  ESERT 
  T SEA 
  01 
  1 slime, ooze, etc. 
  4d6 storm birds 
  1 gworm 
  1 sea demon 
  02 
  6d6 ghouls 
  8d6 furies 
  d6 fire snakes 
  d4 pirate ships 
  03 
  10d10 bandits 
  10d10 brigands 
  10d10 nomads 
  2d12 grey skimmers 
  04 
  1 air elemental 
  1 lightning elemental 
  1 fire elemental 
  1 water elemental 
  05 
  d4 dragons (random) 
  d4 blue dragons 
  4d12 desert apes 
  d12 ghost crabs 
  06 
  8d8 ores 
  d12 wind devils 
  6d6 Sand Saurigs 
  1 kraken 
  07 
  d12 ogres 
  2d8 Vords 
  d12 giant scorpions 
  1 dragon (random) 
  08 
  d8 Cyclops 
  8d8 ores 
  d12 red runners 
  2d12 pteranodons 
  09 
  1 hydra 
  d4 hill giants 
  d4 dragons (random) 
  1 roc 
  10 
  6d10 Kobbitts 
  d4 stone giants 
  d4 rocs 
  10d6 Sea Sprites 
  11 
  d12 trolls 
  1 storm giant 
  d12 sundevils 
  4d10 sea elves 
  12 
  d20 Deodanths 
  1 cloud giant 
  2d10 Thorgs 
  6d10 mermen 
  13 
  d8 Wyvergons 
  d8 yeti 
  d12 ogres 
  4d12 tritons 
  14 
  4d8 orgoyles 
  1 hydra 
  1 fire giant 
  d20 sea spiders 
  15 
  d10*100 thunder-bunnies 
  8d8 Knoblins 
  1 hydra 
  d4 plesiosaur 
  16 
  4d6 mansters 
  4d6 gargoyles 
  1 black wind 
  d4 elasmasaur 
  17 
  6d8 Little Fuzzies 
  1 windego 
  1 Djinn 
  d4 kronosaur 
  18 
  12d4 Gnorcs 
  d12 lightning spiders 
  d4 salamanders 
  d4 moasaur 
  19 
  2d8 chimera 
  2d8 gryfylisks 
  1 Efreet 
  1 sea hydra 
  20 
  1 Ibathene 
  d8 rocs 
  1 Ibathene 
  d12 Dragon snails 
  199
  Timothy Schaefer (order #5257304)
  
  OVERLAND (WATER) MONSTER ENCOUNTER CHART (CONTINUED) 
  DIE ROLL 
  FOREST 
  J
  S
  UNGLE 
  WAMP 
  CITIES/RUINS 
  01 
  4d6 swordbirds 
  2d8 gronds 
  d4 giant ground octopus 
  d4 slimes, oozes, etc. 
  02 
  4d8 whisper wasps 
  6d6 skorpoons 
  d4 swamp slime 
  d4 vampires 
  03 
  8d10 Trelves 
  1 ooze/slime (random) 
  2d10 Swamplings 
  d6 spectres 
  04 
  10d10 bandits 
  1 earth elemental 
  1 water elemental 
  d8 wraiths 
  05 
  d8 black fishermen 
  1 hydra 
  6d6 Swamp Saurigs 
  d10 wights 
  06 
  d4 green dragons 
  1 red death cloud 
  d12 yellow legs 
  d12 ghouls 
  07 
  2d8 golden owls 
  2-8 lash lizards 
  d4 black dragons 
  2d8 zombies 
  08 
  2d10 lammasu 
  2d8 Octorillas 
  1 hydra 
  4d6 skeletons 
  09 
  8d8 Orcs 
  2d10 tigers 
  1 allosaurus 
  1 hydra 
  10 
  1 hydra 
  d4 triceratops 
  1 tyrannosaurus 
  d8 Throon 
  11 
  2d10 pixies/nixies 
  d4 Shiva 
  2d10 Pybras 
  1 for 1 opposite aligned party 
  12 
  2d12 brownies 
  1 tri-dragon 
  d10 will-o-wisps 
  4d6 shadows 
  13 
  d6 Kill Kittys 
  1 Ibathene 
  d8 blue moons 
  d4 assorted slimes 
  14 
  d6 Medusae 
  Teng swarm (d10*100) 
  4d6 Vroats 
  d4 dragons (random) 
  15 
  d4 basilisks 
  6d10 stingwings 
  1 Shydra 
  2d12 harpies 
  16 
  d8 gorgons 
  d4 Spigas 
  d4 Maggoths 
  2d10 Deodanths 
  17 
  d8 cockatrice 
  10-50 Phraints 
  d20 Sluggoths 
  d12 Minotaurs 
  18 
  6d10 moondogs 
  4d8 nite hounds 
  d4 boogie men 
  20d6 devil dogs 
  19 
  d8 Spigas 
  d12 furcots 
  1 silverslyth 
  4d12 carrion crows 
  20 
  1 Ibathene 
  d4 floaters 
  1 Ibathene 
  4d6 Wobras 
  200
  Timothy Schaefer (order #5257304)
  
  OVERLAND (WATER) MONSTER ENCOUNTER CHART (CONTINUED) 
  DIE ROLL 
  ARCTIC/SNOW 
  PLAINS/OPEN 
  CAVERNS 
  ALL OTHER AREAS 
  01 
  1 air elemental 
  1 anklysaurus 
  d8 vampires 
  4d6 trogs 
  02 
  1 deathlight 
  blood grass 
  d12 spectres 
  2d10 skyrays 
  03 
  1 blastarr 
  d10*100 Kill-Kills 
  2d8 wraiths 
  6d10 goblins 
  04 
  1 wind demon 
  akadi column d100*100 
  2d12 wights 
  4d12 wargs 
  05 
  4d8 skaith hounds 
  d10*100 thunder bunnies 
  6d10 Aigarthorns 
  d20 air sharks 
  06 
  d4 white dragons 
  d4 dragons (random) 
  d4 rock dragons 
  d4 dragons (random) 
  07 
  1 frost giant 
  2d10 lions (black) 
  1 hydra 
  d4 hydras 
  08 
  1 snow golem 
  4d12 Boruu 
  d4 rock worms 
  d8 Gootchy Goops 
  09 
  2d10 snow spiders 
  2d10 Orns 
  10d10 kobolds 
  4d12 hobgoblins 
  10 
  d10 snow snakes 
  10d10 brigands 
  d12 trolls 
  4d8 trorcs 
  11 
  d10 great white owls 
  4d10 hell maidens 
  8d8 ores 
  d4 triclops 
  12 
  2d10 great snow apes 
  4d12 Skaith Hounds 
  1 stone golem 
  1 aii-loraii 
  13 
  d4 black & white dragons 
  2d8 Sun Devils 
  1 crystaloid 
  1 Ibathene 
  14 
  d4 black & white hydras 
  4d6 red fangs 
  1 earth demon 
  1 magnetic monster 
  15 
  1 windego 
  6d8 nungs 
  10d10 vampire bats 
  10d10 haggorym 
  16 
  1 black wind 
  d4 rocs 
  d4 Liches 
  4d6 hyenadons 
  17 
  1 silver & blue dragon 
  2d100 tumble tangles 
  d4 driches 
  d8 Cyclops 
  18 
  6d8 dire wolves 
  d4 Spigas 
  d8 Molemen 
  4d10 Phraints 
  19 
  d12 ice (white) tigers 
  2d10 Deodanths 
  4d6 Firebats 
  6d10 Little Fuzzies 
  20 
  1 snow Maggoth 
  4d12 waboons 
  1 night demon 
  6d8 Trelves 
  Note: The hydras can be of the “weapon breather” type if need be. 
  201
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  MONSTERS 
  The DM should NEVER tell the players exactly what kind of monster it is that they are seeing.  If at 
  all possible, they should be shown the beastie’s picture (I manufacture and sell monster card sets for 
  just that purpose), but if that is not possible, then only a very general description should be given.  
  NEVER tell the players how many hit dice the monster has, or which of the onrushing Orcs has the 
  magik weapon.  NO!  They are supposed to find these things out for themselves, and remember, just 
  because the player was on an expedition last week and saw the very same thing; his characters today 
  may not have ever met one.  Half of the fun of any melee is trying to figure out what will be the 
  most effective way of killing a beast, before he eats you!  Try it that way, and I guarantee you that 
  after the initial panic wears off, the players will love you for it. 
  DRAGON DETERMINATION CHART 
  DIE 
  ROLL 
  DESCRIPTION 
  YEARS AGE
  % 
  ATTACK 
  VALUE
  HIT 
  POINT 
  VALUE 
  EXPERIENCE 
  POINTS 
  GENERAL 
  TEMPERAMENT
  01 – 10 
  Hatchling 
  0 – 10 
  20% 
  2 
  01 – 25,000 
  Sleepy 
  11 – 25 
  Youngling 
  11 – 20 
  50% 
  4 
  50,000 
  Curious 
  26 – 45 
  Dragonet 
  21 – 50 
  75% 
  6 
  75,000 
  Aggressive 
  46 – 85 
  Dragonet 
  51 – 400 
  100% 
  8 
  100,000 
  Arrogant 
  86 – 95 
  Old Dragon 
  401 – 800 
  110% 
  10 
  150,000 
  Wily 
  96 – 97 Very Old Dragon 801 – 1,200
  115% 
  10+1 
  250,000 
  Very Careful 
  98 – 99 Ancient Dragon 1,201 – 2,000
  120% 
  10+2 
  500,000 
  Contemplative 
  100 
  Dragon of Eld 
  2,000+ 
  125% 
  10+3 
  1,000,000 
  Reclusive 
  Remember also that the percent chances for a Dragon talking vary from 1% for a Hatchling to 95% 
  for a Dragon of Eld.  The chance for sleeping is 75% for a Hatchling, decreasing to 5% for an Adult 
  Dragon, and then increasing again to 95% for a Dragon of Eld.  The “Greed Factor” tends to rise 
  from 20% for a Hatchling, through 98% for an Old Dragon, and then decrease to around 50% for a 
  Dragon of Eld.  These factors also vary by dragon color, their location, number, relations with men, 
  and the like. 
  202
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  TRUE ELEMENTALS 
  TYPE 
  AC 
  HD 
  RANGE 
  DEX 
  RANGE 
  MOVEMENT 
  (PER TURN)
  ATTACKS 
  DESCRIPTION/NOTES 
  LOOKS 
  Fire 
  2+2 
  9 – 11 
  20 – 23 
  240’ 
  2 per turn for 2d6 to 2d12 each 
  each hit has a 10% chance of 
  causing flammables to burst into 
  flames 
  can 
  form 
  itself 
  into 
  walls, 
  cylinders, pinwheels, lines, and 
  the like 
  d12 damage to pass through and 
  up to 10’ in size per HD 
  usually a 30’ tall, 10’ 
  diameter 
  pillar 
  of 
  roaring flame 
  Water 
  2 
  8 – 10 
  17 – 20 
  90’ 
  “slams” its opponents for 2d8 to 
  2d12 then smothers and drowns 
  him (takes 1 melee round per 
  victim’s Constitution point to do so) 
  can “flow” into nearly any shape 
  and hold so still it looks like a 
  stone wall, etc. 
  usually a 30’ square 
  15’ high Tsunami type 
  wave. 
  Air * 
  2+3 
  6 – 8 
  21 – 24 
  280’ 
  3 per turn for 2d6 to 2d10 
  can cause a wind strong enough 
  to bowl over 1 HD per each HD 
  of its own size, completely over 
  barely visible whirling 
  cyclonic column of 
  air (30’ tall, 10’ wide 
  at its base, and 30’ 
  wide at its top) 
  Earth 
  2+5 
  10 – 12 
  15 – 18 
  60’ 
  1 per turn for 3d6 to 5d6.  All hit 
  must save versus stoning. 
  moves through the earth at 90’ 
  per turn and can cause an 
  “earthquake” 
  once 
  every 
  10 
  melee 
  rounds 
  (3 
  per 
  day 
  maximum) 
  vaguely 
  humanoid, 
  blocky, boulder like, 
  10’ – 12’ tall and 7’ – 
  10’ wide. 
  Wood 
  3 
  5 – 7 
  16 – 19 
  120’ 
  can strike once per turn for d10 to 
  2d8 or fire a “splinter” as a heavy 
  catapult but with only a 120’ range 
  (once per day per its own HD) 
  susceptible to magik fire or 
  normal fire of 10d6 or greater 
  strength (takes double damage) 
  vaguely tree shaped 
  thing about 15’ tall 
  Fog/Mist * 2+1 
  7 – 9 
  18 – 21 
  180’ 
  1 envelopment per turn which 
  blinds and suffocates those inside 
  itself at a rate of 1 melee round per 
  Constitution point of the victims or 
  1 strike for d6 to d10 
  can resist being blown away by 
  winds up to half its own HD in 
  power (size) and retreats 10’ per 
  turn per HD over that 
  60’ globular mass of 
  thick, 
  cold, 
  wet, 
  whitish-grey fog 
  203
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  TRUE ELEMENTALS (CONTINUED) 
  TYPE 
  AC 
  HD 
  RANGE 
  DEX 
  RANGE 
  MOVEMENT 
  (PER TURN)
  ATTACKS 
  DESCRIPTION/NOTES 
  LOOKS 
  Storm * 
  2+4 
  10 – 12 
  19 – 22 
  250’ 
  1 per turn of any one of three 
  types: 
  1. Wind (as per wind or cyclone 
  spells) 
  2. Ball lightning (d6 in power per 
  3 HD in size) 
  3. Impact for d8 to d12. 
  lightning regenerates it point for 
  point instantaneously (as fire does 
  for the fire elemental) 
  30’ diameter, roiling, 
  flashing, 
  rumbling 
  thundercloud of dark 
  and ominous aspect 
  * – Only one of any of these may be conjured each MONTH by any single magik user. 
  SPECIAL NOTE 
  All elementals are 25% magik resistant, and only magik weaponry can hit them.  They are capricious, and will fight the conjurer’s will constantly and 
  forcibly.  All elementals use a d10 for size (and always get full dice value).  Thus, a d8 elemental would be 80 HP.  Poisons and venoms have no effect on 
  them.  Fear, paralysis, and confusion don’t faze them in the least.  A Mage may conjure one of each type each month.  However, three different Mages 
  could conjure up three fire elementals (if enough flame was available) and fight one another simultaneously! 
  Fog/mist, air, fire, water, and storm elementals are virtually impervious to chops, cuts, and bashes from magikal weaponry, taking the “plus” value in 
  damage only (and not the normal weapon damage).  Elementals are controlled only with the utmost concentration by the conjurer.  For every 
  Intelligence point the conjurer has, he has a 3% chance of control (plus 1% for each Ego point).  This control must be rolled for each melee round.  If 
  control is lost, it may not be regained by that person, and the elemental immediately attacks (the controller first)!  Note, most amorphous type 
  elementals can cover an area 10’ cubed per each HD in size.  The one exceptions being the fog/mist elemental (covers twice that), the earth elemental 
  (only 10 cubic feet in size or mass), and the wood elemental (10’ – 15’ tall and vaguely tree shaped). 
  All elementals can “control” all things of their own type: a wood elemental can “control plants” or cause “growth in plants”; or a storm elemental can 
  “control weather” causing rainstorms, hail, etc. 
  Elementals may “concentrate” their “self ”, or power, into single items or happenings.  For example, a fire elemental could cover a magik weapon and 
  “concentrate” itself causing all of his heat into trying to melt the weapon.  The weapon makes a saving roll.  If it fails, it melts.  A save means it’s still 
  too hot to hold!  As another example, an air elemental could flow into a person’s lungs and either let him/her breathe normally under water or in a 
  poison gas cloud, or simply expand and burst the hapless victim’s lungs (and probably body) apart!  You get the idea. 
  204
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  EXPERIENCE CHART FOR MONSTER SLAYING 
  SIZE OF 
  MONSTER 
  BASE 
  POISON/VENOMS
  BREATH/STONING
  MAGIK 
  ALL OTHER 
  EXTRAS 
  1/2 HD or less 
  10 
  5 
  10 
  10 
  5 
  up to 1+1 HD 
  15 
  10 
  15 
  15 
  10 
  up to 2+1 HD 
  20 
  15 
  20 
  20 
  15 
  up to 3+1 HD 
  30 
  25 
  30 
  30 
  25 
  up to 4+1 HD 
  50 
  40 
  45 
  45 
  40 
  up to 5+1 HD 
  80 
  70 
  75 
  75 
  70 
  up to 6+1 HD 
  130 
  120 
  125 
  125 
  120 
  up to 7+1 HD 
  205 
  195 
  200 
  200 
  195 
  up to 8+1 HD 
  330 
  320 
  325 
  325 
  320 
  up to 9+1 HD 
  480 
  470 
  475 
  475 
  470 
  up to 10+1 HD 
  655 
  645 
  650 
  650 
  645 
  up to 12+1 HD 
  880 
  870 
  875 
  875 
  870 
  up to 14+1 HD 
  1,130 
  1,120 
  1,125 
  1,125 
  1,120 
  up to 16+1 HD 
  1,430 
  1,420 
  1,425 
  1,425 
  1,420 
  up to 18+1 HD 
  1,780 
  1,770 
  1,665 
  1,775 
  1,770 
  up to 20+1 HD 
  2,180 
  2,170 
  2,175 
  2,175 
  2,170 
  up to 22+1 HD 
  2,680 
  2,670 
  2,675 
  2,675 
  2,670 
  up to 24+1 HD 
  3,180 
  3,170 
  3,175 
  3,175 
  3,170 
  up to 28+1 HD 
  3,680 
  3,670 
  3,675 
  3,675 
  3,670 
  up to 32+1 HD 
  4,000 
  4,000 
  4,000 
  4,000 
  4,000 
  All larger HD 
  5,000 
  5,000 
  5,000 
  5,000 
  5,000 
  This chart is intended to give a simple base from which to work for computing the value of monsters 
  slain in combat either physically or magikally.  Below is an example of how the chart works: 
  A seventh level Mage, a third level Warrior, and two fourth level Thieves have slain a 4+1 HD medusa 
  wearing +2 plate armor and +3 shield, and was carrying a vorpal scimitar (+3).  She is worth a base 50 
  points plus 45 for her stoning ability, plus 45 each for her magik shield and magik armor, and gets another 
  45 because of  her vorpal scimitar for a total point value of  225 points.  That is divided among her slayers 
  (225 divided by 4 = 56.25 or 56 points per slayer, as the point is always rounded to nearest whole number).  
  As the two fourth level Thieves and the third level Warrior were, at best, only equal to the slain medusa’s 
  HD, they get the full base point value of  their share of  points for killing her.  However, as the seventh level 
  Mage was three levels higher than his opponent, he only gets 70% of  the base points or 46 points (56 x .70 
  = 45.5 rounded up) for the Mage.  This is because for every level in size per level difference, 10% of  the 
  base points are subtracted.  Thus, a tenth level Warrior that slays a simple first level animal worth 15 
  points, would only get 15 points less 90% (the nine level difference, remember?), or 1.5 points rounded up to 
  2 points!  Not really a suitable opponent for a really experienced Warrior. 
  As you can see, the points get a lot higher as the HD increases, so that even though it takes more 
  experience to progress in the higher levels, the opponents are commensurate point wise and 
  toughness wise. 
  205
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  NEW MONSTERS 
  NEW MONSTERS 
  From Arduin Grimoire I (Pages 80 – 84) 
  NEW MONSTERS 
  From Arduin Grimoire II (Pages 59 – 64) 
  NEW MONSTERS 
  From Arduin Grimoire III (Pages 49 – 60) 
   
   
  206
  Timothy Schaefer (order #5257304)
  
  NEW MONSTERS 
  AIR SHARK 
  HD: 3+1 to 24+1 
  Number: d20 (more in special 
  “frenzy” situations) 
  DEX: 14 to 18 
  Speed: 18” to 36” (air only) 
  AC: 5+2 
  % Liar: too stupid 
  Attacks: 1 bite for d8 to 8d10 (the skin can do d2 to d12 points of “scrape” damage on brush bys) 
  Looks: As varied as each type of shark on Earth. 
  Notes: They swim through the air like Earth’s sharks do through water.  Due to the hydrogen gas 
  bladders in their bodies, they are highly susceptible to fire, sometimes exploding in a fireball 
  equal to its HD in damage and 5’ per HD in diameter.  They are 100% fear proof.  Their rushing 
  attacks bowl over all they hit of their own size or less. 
  BLUE BELLOWER 
  HD: 4+1 to 18+1 
  Number: d12 
  DEX: 9 to 14 
  Speed: 6” to 10” 
  AC: 3 to 2+1 
  % Liar: too stupid 
  Attacks: 1 stabbing ram for d12 to 4d12, or 1 crush of 2d12 to 10d10.  When sorely wounded, it can 
  exude a 30’ diameter cloud of nauseating gas that causes all of 2nd level and below to pass out 
  and all others up to 6th level to flee, retching, and dizzy. 
  Looks: This bright metallic blue giant rhinoceros beetle bellows so loudly most unprotected ears are 
  deafened for d6 melee turns (35% chance). 
  Notes: While 100% fear proof but so single minded, it is easily fooled.  Lightning has a 50% chance 
  of ricocheting harmlessly off its chitin. 
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  BOOGIE MAN 
  HD: 8+1 to 12+1 
  Number: 1 (always alone) 
  DEX: 20 
  Speed: 9” (fly at 27”) 
  AC: 2+4 
  % Liar: 100% 
  Attacks: 2 kicks for d12 to 2d8 each, 2 horns for d8 to d12 each, and 1 bite for 1-16 to 2d12.  All 
  hits drain d4 strength points.  Those who lose all strength die and become Shadows under the 
  monster’s control. 
  Looks: The Boogie Man is a shadowy, semi-winged, horned, and fanged nightmare. 
  Notes: This monster is 100% fear, paralysis, confusion, and acid resistant.  Only magik or Techno 
  energy weapons hit it.  Clerical light “burns” it at a rate of 1 die per 2 clerical levels.  It can 
  regenerate all but that kind of light at 6 points per turn.  It can pass through solid objects, and 
  uses up to 3rd level magik.  Though a class of undead, it cannot be “turned away”. 
  DEODANTH 
  HD: 4+1 to 9+1 
  Number: d20 
  DEX: 17 to 20 
  Speed: 18” 
  AC: 2 + Dex 
  % Liar: 90% 
  Attacks: 2 claws for d8 to 3d6 and 1 bite for d4 to d12 (with a 20% chance of 1 life level drain) 
  Looks: Deodanths are 6’ to 7’ tall ebon humanoids with flaming red eyes and silver claws and fangs.  
  They wear military trappings, but no clothes. 
  Notes: They can leap 20’ to 40’ in any direction, and hate Elves so much they always attack them on 
  sight.  They are 50% magik resistant, and cannot be life drained. 
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  DOOMGUARD 
  HD: 1+1 to 24+1 
  Number: d100 
  DEX: always equal to its fastest 
  opponent 
  Speed: 6” 
  AC: 2+4 
  % Liar: no intelligence 
  Attacks: by weapon type plus d10 strength points 
  Looks: Like a set of dull black plate armor. 
  Notes: A Doomguard is a magikally animated armor.  It can teleport at will.  While 100% fire, 
  lightning, fear, paralysis, confusion, and charm proof, cold does half damage, and slows them.  
  They must literally be dismembered to stop. 
  EMERALD OOZE 
  HD: 8+1 to 16+1 
  Number: d4 
  DEX: 10 to 12 
  Speed: 12” 
  AC: 2+4 
  % Liar: not intelligent 
  Attacks: d8 pseudopods.  All who are hit have 4d10 points of themselves turned to Emerald Ooze.  
  The following turn that part also adds its own attacks to its victim. 
  Looks: Like a huge, pulsing liquid emerald 3’ across per HD. 
  Notes: It is 100% impervious to chops, cuts, lightning, fear, confusion, or paralysis, is 50% magik 
  resistant, and takes only half damage from all technological weapons. 
  GHOST CRAB 
  HD: 5+1 to 9+1 
  Number: d4 
  DEX: 18 to 20 
  Speed: 10” (15” in water) 
  AC: 2+2 
  % Liar: not sentient 
  Attacks: 2 claws for 4d6 to 4d10 each and 1 life level drain.  If the victim fails to escape, it “eats” 
  3d6 to 4d8 points per turn plus 1 life level drain. 
  Looks: A giant, translucent crab with huge serrated claws and a grinning befanged mouth. 
  Notes: It is a class of undead that inhabits sunken cities, dried up sea beds, salton seas, etc.  They get 
  a +5 save on clerical “turn aways”, and are 100% fear, confusion, and paralysis proof.  Non-
  magikal weapons do not hit them. 
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  GREY HORROR 
  HD: 3+1 to 8+1 
  Number: 1 to 24 
  DEX: 16 to 21 
  Speed: 12” to 24” 
  AC: 5 to 3 
  % Liar: 98% 
  Attacks: 2 claws for d8 to 3d6, 1 bite for d4 to d12 (all bitten off is immediately eaten), and 1 sting 
  for d3 to d8+1 of venom per HD of the monster.  Hobbitts and smaller creatures thus stung 
  dissolve at 3d6 per turn (no save), all others are paralyzed. 
  Looks: A cross between a scorpion and a Spiga, usually 9’ to 24’ long and gunmetal grey. 
  Notes: Grey Horrors are 100% venom or poison proof, and only take half damage from acid, fire, 
  and cold. 
  HELL HORSE 
  HD: 6+1 to 10+1 
  AC: 3 
  Speed: 18” (fly at 24”) 
  DEX: 12 to 16 
  Number: as needed 
  % Liar: 95% 
  Attacks: 2 hooves for d10 to 3d6 each and 1 bite for d6 to d12 
  Looks: A huge skeleton horse with cat like fangs and green flames for eyes. 
  Notes: Although undead, they get +4 save versus clerical “turn aways”.  Only silver and magik 
  weapons hit them, and they are 100% immune to paralysis, fear, sleep, or life drains.  They hate 
  Dwarves, always attacking them. 
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  HELL MAIDEN 
  HD: 5+1 to 8+1 
  AC: 4 
  Speed: 9” 
  DEX: 14 to 18 
  Number: 1 to 120 
  % Liar: 90% 
  Attacks: 1 per turn by weapon type plus d6 for strength 
  Looks: Hell Maidens are Valkyrie like warrior women with bare skull heads and voluptuous bodies.  
  They wear chain mail, and use shields, lances, and either a swords or axes. 
  Notes: Only silver or magik weapons can hit them (or Techno energy weapons).  They are 100% 
  immune to paralysis, fear, confusion, sleep, charm, or life drains.  They ride “Hell Horses”, are 
  cannibalistic, and screech and gibber in combat.  They are not undead. 
  HELL STAR 
  HD: 12+1 
  AC: 2+5 
  Speed: up to 24” 
  DEX: not applicable 
  Number: d4 
  % Liar: never lies 
  Attacks: It envelops its target draining 3 life levels initially and 1 per turn thereafter that it stays.  
  Those enveloped go blind for as long as the envelopment lasts and for d4 turns afterwards 
  Looks: The Hell Star is a 10’ diameter blue white star like apparition.  It is a steady light nearly too 
  bright to look at.  It is a highly intelligent alien life form. 
  Notes: Hell Stars consider all living things as nothing more than food.  Being creatures of pure 
  energy, anything that affects solid flesh will not harm them. 
  IBATHENE 
  HD: 30 to 50 
  AC: 2+1 overall, 2 on belly, 3 on eyestalks 
  Speed: 24” (32” at charge), halve both in water 
  DEX: 9 to 12 
  Number: d6 
  % Liar: too stupid to 
  Attacks: The tongue can reach as many feet as it has HD.  It wraps stickily around the victim doing 
  d12 to 2d12 crushing damage, and then hauls those hit into its maw on the next turn for a 6d10 
  to 8d10 bite.  2 claws for 3d12 to 5d10 each or, instead, 1 tail smash for 4d12 to 6d12. 
  Looks: Ibathenes are 60’-120’ long reptiles with one eye on a long snaky eyestalk.  It is bright green 
  overall, with a red belly and yellow eyestalk. 
  Notes: The tongue can lift a fully armored man and warhorse with no trouble.  The claws can snatch 
  up to 6 men simultaneously.  They are so stupid they sometimes fight on even after killed (d20 
  turns), because they don’t know they’re dead! 
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  KNOBLINS 
  HD: 1+2 
  AC: 6 (wings 8) 
  Speed: 4” (20” flying) 
  DEX: 14 to 18 
  Number: 4d12 
  % Liar: 50% 
  Attacks: 1 hit for d3 or by weapon type (usually 4 dice poisoned darts) 
  Looks: Knoblins are a weird combination of a little Goblin, a bit of Kobold, and a smidgen of bat.  
  Usually, they are dusty grey to black in color and fairly small. 
  Notes: Not very brave, they prefer ambushes. 
  KOBBITTS 
  HD: 1+1 to 3+4 
  AC: 6 
  Speed: 8” 
  DEX: 12 to 17 
  Number: 4d12 
  % Liar 60% 
  Attacks: 1 as per weapon type (they prefer slings with little thorn studded clay balls dipped in 4 dice 
  poison) 
  Looks: A cross between a Kobold and a Hobbitt, they are very hairy, usually with nut brown colored 
  skin and blue eyes. 
  Notes: They like Hobbitts, dislike Kobolds, are extremely accurate (+5 attack) with their slings, and 
  love scones. 
  MAGGOTH 
  HD: 12+1 to 36+1 
  AC: 7 to 5 
  Speed: 9” to 18” 
  DEX: 9 to 12 
  Number: d6 
  % Liar: too stupid to 
  Attacks: 1 acid spit (up to 90’ in range and covering a 10’ area) of a potency equal to half their own 
  HD, or 1 swallowing bite for 2d12 to 6d12.  A roll two better than score needed to hit 
  “swallows” where stomach acid dissolves the victim at d12 to 3d12 per turn. 
  Looks: Huge, grey white and yellow mottled slugs with quivering black tipped eyestalks.  They stink 
  like a cesspool. 
  Notes: Normal weaponry does only 1/4 damage.  Acid, venoms, and poison harm it not at all.  They 
  are highly susceptible to fire, but are so dumb they continue fighting d20 melee turns after death! 
  MORGHOUL 
  HD: 3+1 to 5+1 
  AC: 3 
  Speed: 9” (12” fly) 
  DEX: 18 to 21 
  Number: 2d12 
  % Liar: 85% 
  Attacks: 2 claws for d8 to d12 each and 1 bite for d6 to d10.  All hit are paralyzed and rot 1 point per 
  turn thereafter.  Those bitten rot d20 immediately and 1 point per turn thereafter. 
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  Looks: Morghouls are shadowy green yellow man like shapes that smell like rotted flesh. 
  Notes: A cross between ghouls and shadows, they get +3 save versus clerical “turn aways”.  They are 
  100% fear and paralysis proof, and take half damage from acid, poison, or venoms.  Holy water 
  “burns” them at d10 points per vial. 
  PHRAINT 
  HD: 1+1 to 12+1 
  AC: 3 to 2 
  Speed: 9” to 15” 
  DEX: 17 to 24 
  Number: 1 to 40 
  % Liar: they never lie 
  Attacks: by weapon type or 1 claw for d4 to d10, 1 bite for d4 to d8 and 1 sting of d2 to d4 plus 
  never more than 1+1 dice venom. 
  Looks: A 9’ to 9’ tall bright metallic blue, green, or silver grey insect warriors standing erect.  The 
  Phraint resembles a cross between a mantis and an ant, but with only 2 legs and 2 arms.  They 
  usually carry javelins and two-handed swords. 
  Notes: They can leap 15’ to 30’, and do so in battle throwing their javelins at the top of their arc and 
  landing with sword in hand to strike.  They are cold, emotionless, and logical, a veritable bug 
  “Mr. Spock”. 
  RED FANGS 
  HD: 3+1 to 7+l 
  AC: 7 to 6 
  Speed: 15” to 18” 
  DEX: 18 to 23 
  Number: d10 
  % Liar: 65% 
  Attacks: 2 leg hits for d4 to d10 each, 1 bite for d3 to d8 plus poison double their HD 
  Looks: A Red Fang is a red, velvet furred tarantula with 6 star sapphire like eyes and yellow fangs. 
  Notes: They can leap 20’ to 40’, and move on any surface.  Their venom only paralyses Elves (-4 
  save), and their favorite food is Hobbitts, which they always attack first. 
  SAURIG 
  HD: 1+1 to 8+1 
  AC: 7 to 4 
  Speed: 6” (9” in water for Swamp Saurigs) 
  DEX: 8 to 13 
  Number: 1 to 30 
  % Liars 40% 
  Attacks: 2 claws for d4 to d12 each or by weapon type plus d2 to d10 for strength or only 1 tail for 
  d8 to 2d8 
  Looks: Saurigs are a 5’ to 7’ tall reptile warrior race of two types: green bodied, yellow belly, tailed 
  swamp ones; and tan bodied, grey belly, tailless desert ones. 
  Notes: They use a weapon called “Jhang” which is akin to Aztec or pacific islander swords of 
  ironwood with jagged obsidian edges all around.  They are 100% unslowable, but are highly 
  susceptible to sleep spells. 
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  SKYRAY 
  HD: 4+1 to 8+1 
  AC: 5 to 4 
  Speed: 24” (air only) 
  DEX: 16 to 19 
  Number: d20 
  % Liar: 20% 
  Attacks: 1 tail slash for d8 to 3d6 plus a paralyzing poison equal to their HD 
  Looks: Skyrays have a Grey blue manta ray like shape with wickedly barbed tails and one golden, 
  pupilless eye. 
  Notes: Their “eye” is more akin to radar (all attacks are +41).  They are actually fungoid, not animal, 
  in nature, and due to such are 100% impervious to charm, sleep, paralysis, confusion, and fear.  
  Upon death, they send out a spore cloud 30’ in diameter.  All breathing it become “host” to its 
  “seed” with predictable results in about 3 months. 
  SPIGA 
  HD: 5+1 to 24+1 
  AC: 2 to 2+5 
  Speed: 16” to 36” 
  DEX: 18 to 24 
  Number: d4 
  % Liar: 95% 
  Attacks: 2 leg hits for d4 to 3d12, 1 bite for d6 to 4d12, a paralyzing venom that is half of the 
  Spiga’s HD, or 1 web (a 25’ to 90’ long by 15’ to 45’ wide cone).  The web will hold anything 
  caught in it equal to its own HD plus 50%. 
  Looks: Spigas are metallic silver, gold, or blue giant armored spiders. 
  Notes: They are 50% magik resistant and 100% lightning, fire, poison, venom, and paralysis proof.  
  Cold does 50% more damage.  They are cruel and intelligent and hate humans. 
  TENG 
  HD: 1 point 
  AC: 2+5 
  Speed: 48” 
  DEX: 20 
  Number: Swarms of 10d100 
  % Liar: Too stupid to 
  Attacks: They fling themselves toward any warm or moving target, attacking like living crossbow 
  bolts (heavy) and destroying themselves on impact. 
  Looks: 4” to 7” long black arrowhead shaped winged beetles. 
  Notes: They always attack, and are 100% fear proof.  Smoke confuses them, and makes them torpid. 
  THE HELLTIDE 
  HD: 1 point 
  AC: 8 
  Speed: 6” 
  DEX: 15 to 18 
  Number: A veritable living wave, always in the 
  thousands 
  % Liar: Too stupid to 
  Attack: They swarm over their victims, going for eyes, ears, mouth, etc., first.  Each can bite and sting 
  for 1 point each every turn.  They can devour 10 pounds of a dead being per each 1,000 there. 
  Looks: bright green 3” to 9” long army ants 
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  Notes: Absolutely 100% fear, sleep, and charm proof.  The sound of the “tide” is like a gentle 
  whispering. 
  THERMITE 
  HD: 5+1 to 9+1 
  AC: 3 to 2 
  Speed: 9” (1” per minute through rock) 
  DEX: 12 to 16 
  Number: 1 to 36 
  % Liar: 50% 
  Attacks: 1 bite for 3d6 to 3d12 plus d12 fire damage 
  Looks: Glowing, reddish yellow, red hot, giant warrior termites 
  Notes: Their mere touch does d8 points of heat damage.  They are 100% lightning and fire proof.  
  Cold does double damage. 
  THUNDER BUNNIES 
  HD: 1/2 to 1+1 
  AC: 6 
  Speed: 28” 
  DEX: 14 to 18 
  Number: 100d100 
  % Liar: 100% 
  Attacks: 2 kicks for 1 each, 1 bite for d3 (which is diseased: d3 turns after bite, the victim gets dizzy, 
  has blurred vision, and -3 off all attributes) 
  Looks: Crazed, foam mouthed jack rabbits. 
  Notes: Travelling in vast herds, their sound is like distant thunder.  They roar in combat, and are 
  100% fear and confusion proof.  They are very much like land piranhas. 
  TRYVERN 
  HD: 9 to 12 
  AC: 2 
  Speed: 10” (12” at charge) 
  DEX: 10 to 15 
  Number: d6 
  % Liar: 75% 
  Attacks: 3 bites for 4d6 each, 1 kick for 3d6 (every other turn), and 3 stings for d4 plus 8 dice venom 
  each 
  Looks: Bright blue three headed and tailed wyverns. 
  Notes: Non-edged weapons do half damage. 
  VROAT 
  HD: 4+1 to 7+1 
  AC: 6 to 4 
  Speed: 12” 
  DEX: 9 to 14 
  Number: 3d8 
  % Liar: 60% 
  Attacks: 1 bite for 3d6 to 3d12 
  Looks: Vroats are a mutational cross between giant toads and crocodiles, thus earning the nickname 
  “Jumping Jaws”! 
  Notes: They can leap 10’ for every HD in size.  They are 100% fear proof, and take half damage 
  from acid, venom, or poison. 
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  WYVERGON 
  HD: 7+1 to 9+1 
  AC: 2+2 
  Speed: 9” (12” at charge) 
  DEX: 9 to 12 
  Number: d8 
  % Liar: 85% 
  Attacks: 1 bite for 3d6 or 1 breath (45’ by 15’ cone) that stones all hit and 1 kick for 2d8 every other 
  turn 
  Looks: Chunky, silver and brass colored, wingless wyvern. 
  Notes: They cannot be stoned, slowed, or paralyzed. 
  YELLOW PERIL 
  HD: 3+1 to 7+1 
  AC: 6 to 4 
  Speed: 15” to 18” 
  DEX: 17 to 22 
  Number: d20 
  % Liar: 90% 
  Attacks: 1 bite for d4 to d8 or 1 acid spray (15’ x 15’ to 30’ x 10’ cone) and 1 snake like constriction 
  for d10 to 2d10.  The bite venom is always double their own HD. 
  Looks: Bright yellow, green eyed, and black fanged giant centipedes.  They smell like burnt almonds. 
  Notes: They can move on any surface, and are 100% acid resistant.  They take half damage from 
  venoms and poisons. 
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  NEW MONSTERS 
  AII-LORAII 
  HD: 12 
  AC: 2+4 
  Speed: 48” (air only) 
  DEX: 20 
  Number: always alone 
  Size: varies from that of a 
  soccer ball to a beach ball 
  Attacks: It has 1 “projection” for 2d10 or 1 “envelopment” for 4d10. 
  Looks: A cloud of silver streaked golden motes of light that sounds like wind chimes, and smells like 
  honey and almonds. 
  Notes: It is an alien intelligence, and the damage it does is on the ethereal or astral planes, as well as 
  normal planes.  Aii-Loraii has a type of energy attack, and the “projection” resembles a golden 
  laser beam, with a range of 240’.  It is 100% immune to all forms of psychic attack or probe, 
  cold, fire, or paralysis.  Energy attacks regenerate it at one for one, but stoning (all types) does 
  8d6 damage and sonic attacks do double damage to it. 
  BIGGLIES 
  (WITH APOLOGIES TO CLINT BIGGLESTONE) 
  HD: 4d8 – 8d8 
  AC: 5 
  Speed: 18” 
  DEX: d12 
  Number: 2 (mated pairs) 
  Size: equal to a hippopotamus, 
  but looks twice that size due 
  to their very long shaggy 
  coat 
  Attacks: It has a bite of 2d8 – 2d10 damage. 
  Looks: These creatures are nothing so much as simply a huge wooly, giant, mutated Saint Bernard 
  dog dirty white in color. 
  Notes: They are about as smart as a Saint Bernard, but about a hundred times as loving and slavish.  
  They can be fierce foes due to their bite.  However, it is their fearless and nearly irresistible 
  bounding charge that is most effective, for it will completely bowl over any opponent up to and 
  including their own HD + 50% in size.  These beasties are strictly one owner animals; when their 
  owner dies, it is 98% certain that they will lie down and will themselves to death in d20 rounds.  
  However, there is that 2% chance they will go completely and irrevocable berserk, and attack all 
  around them.  There is a bond of true love between them and their masters that is so strong it 
  will override even charms, geases, and suggestions.  They have an AC of 5 due to their thick 
  coats and their Dexterity range is d12; their Agility d10; and their Strength about equal to a Hill 
  Giant.  A factor in their genetic makeup, due to their mutation, makes them 100% immune to 
  undead type life drains, and because their blood has a silver base, as opposed to copper for most 
  other mammalian types (most mammals in this universe have iron-based blood), their bite does 
  hit undead types.  In fact, not only do they see up to 85’ in the dark, but they have a 90% chance 
  of smelling all undead within 60’.  Naturally, undead hate them. 
  BLACK SLIME 
  HD: 9+1 to 12+1 
  AC: 5 
  Speed: 12” (on any real surface)
  DEX: 12 – 17 
  Number: d4 
  Size: 1’ across per HD 
  Attacks: With a single touch or envelopment, it can dissolve flesh at 4d6 per melee round, wood at 
  3d6 per round, and metal at 2d6 per round. 
  Looks: A Black Slime is a thick puddle of shiny black tar like slime about 1’ across per HD. 
  Notes: It smells like licorice, and homes in on its target by detecting the magnetic fields around it 
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  and checking for movement that disturbs them.  Its detection range is 60’, and is 100% accurate.  
  It is 100% impervious to all except lightning, disintegrating, or stoning (which does 8d6 damage 
  and slows it). 
  BLACK WIND 
  HD: 10 
  AC: 2+2 
  Speed: 24” (air only) 
  DEX: 24 
  Number: always alone 
  Size: 20’ diameter 
  Attacks: The Black Wind has 1 envelopment per melee turn.  However, it can envelope any amount 
  that will fit within itself.  Those thus enveloped suffer two attacks.  The 1st, at Dexterity 24, is 
  psychic, and if the victim’s body is invaded and taken over, it is forever made alien (with a mind 
  link to its “parent”).  The 2nd attack comes at Dexterity 29, and only if the psychic attack fails.  
  This one is numbing cold, of 4d8 in intensity, for all inside it (the cold damage is not divided up, 
  but is that strong to each person)! 
  Looks: A 20’ diameter fog of shifting shadows, it is lit by constant small blue crackling lightning 
  bolts, kind of like a small thunderhead. 
  Notes: This alien being is 100% impervious to all except technological energy weapons, sonic 
  attacks, or paralysis, which does 4d6 damage to it and slows it by one-third (one time only). 
  BUBBLE MEN 
  HD: 1+2 
  AC: 7 
  Speed: 12” 
  DEX: 12 – 18 
  Number: d20 
  Size: average humanoid 
  Attacks: They have 1 self-destruct burst, of which the form of the attack depends on the gas it is 
  filled with. 
  • 
  Pale blue is a flammable explosive that does 8d6 damage in a 45’ diameter area. 
  • 
  Pale yellow is an intensely poisonous gas doing 8d6 damage in a 45’ diameter area. 
  • 
  Pale red is a powerful sleep agent that causes all within a 60’ diameter area to fall into a deep 
  sleep for d100 minutes.  It affects all up to 12 HD, and if a save versus poison is made, the 
  person will still be woozy and groggy for d4 melee turns, with a -2 off all attacks or defense. 
  Looks: Bubble Men are transparent humanoid shaped beings filled with one of three types of gas. 
  Notes: These creatures can usually be found in areas that naturally produce at least one of the three 
  gas types noted above: deep swamps, volcanic caves, undersea caverns, etc. 
  CHAERONYX 
  HD: 3d8 – 5d8 
  AC: 3 
  Speed: 24”/turn 
  DEX: 14 
  Number: 2 (mated pair) or 3 
  (mated pair and foal) 
  Size: 
  same 
  size 
  range 
  as 
  Centaurs 
  Attacks: Chaeronyx have 2 attacks with their hooves at d4 – d8 each, 1 by weapon type, and finally 
  the medusa’s stoning gaze. 
  Looks: They are usually pale blue-grey, and are a cross between a Centaur and a medusa in 
  appearance. 
  Notes: Both males and females have the stoning ability.  They are found normally only as mated 
  pairs in deeply forested areas, and are generally Chaotic Evil.  They never have more than 1 child 
  per birth.  Their stats are identical to normal Centaurs except as follows: 
  • 
  Agility: d12 +6 
  • 
  Intelligence: d8 +6 
  • 
  Ego d20 +6 
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  FIRE FROGS 
  HD: ½ 
  AC: 5 
  Speed: 9” (can hop 15’) 
  DEX: 10 – 15 
  Number: 4d12 
  Size: 3” long 
  Attacks: Once per melee turn, they can, with a simple touch, cause d4 points of fire damage, but 
  then have a 50% chance of causing the touched person to burn at d5 points per turn for d4 
  turns thereafter. 
  Looks: These small frogs glow a bright red, and smell like sulfur.  They are wrapped in pale violet 
  flames, and look like little fiery meteors at night as they hop about. 
  Notes: They are, of course, fire proof, but cold does double damage to them, as do all sonic attacks.  
  If struck hard enough to kill them with one blow, they splatter a flaming liquid over a 4’ diameter 
  area causing a total of 3d8 damage in that area, with the percentage chance of causing those hit 
  to burn an increased 75%. 
  GREY SKIMMERS 
  HD: 3+1 to 5+1 
  AC: 3 top/ 6 belly 
  Speed: 6” land/9” underwater/ 
  12” on water 
  DEX: 15 – 18 
  Number: d20 
  Size: 6’ – 10’ long 
  Attacks: Grey Skimmers attack with their 2 legs at d3 to d6 each, and 1 bite for d6 to d8.  Their bite 
  also drains one life level beginning on the second turn if the victim fails to get away. 
  Looks: Long-legged water beetles, they are grey-green on top and yellow-white underneath. 
  Notes: These beetles can swim, run across the water’s surface, or move about on land if need be.  
  They usually inhabit swamps, river fords, and even warm water bays and coves. 
  GRYFYLISK 
  HD: 3+1 to 5+2 
  AC: 4 
  Speed: 10” ground / 18” air 
  DEX: 13 – 18 
  Number: d20 
  Size: Griffon sized 
  Attacks: These beasts have 1 stoning gaze, 2 claws for d8 to 2d6 each, and 1 bite for d10 to 2d8 each 
  melee turn. 
  Looks: A Gryfylisk is a cross between a Basilisk and a Griffon. 
  Notes: This creature is immune to all stoning, paralysis, and “slow” spells. 
  HAGGORYM 
  HD: 1+1 to 4+1 
  AC: 4 
  Speed: 9” 
  DEX: 9 – 14 
  Number: d100 
  Size: same as average Goblin 
  Attacks: Haggoryms have 1 attack for d6 or by weapon type (they favor bashing weapons).  They are 
  always berserk during combat, and thus are +4 in their attack, but also -4 on their defense. 
  Looks: Very blocky and muscular, this Goblin like creature has nearly no forehead and stubby little 
  ears.  They are an apparent crossbreed of Goblins and Neanderthal cave peoples. 
  Notes: Cannibalistic and foul-tempered, these stupid creatures will attack anything their own size and 
  even larger game if they feel they have sufficient numbers.  They stink, and are 100% immune to 
  all poisons and venoms.  However, they are easily fooled by illusions, and greatly fear dragons. 
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  KILL KITTENS 
  HD: 3 
  AC: 8 
  Speed: 
  240’ 
  ground 
  (300’ 
  charge) 
  DEX: 13 – 20 
  Number: 12d4 (1 in open, rest 
  hidden) 
  Size: 1/2 HD 
  Attacks: Their claws do only d2 points damage (excludes the poison damage listed in notes), and 
  their bite does d3.  The saliva has a 20% chance (no save) of driving those bitten 100% insane 
  and berserk for d6 days. 
  Looks: These lovable, cuddly, purring, fuzzy little cats are sure to melt even the hardest heart. 
  Notes: They pretend to have a broken leg or some other hurt, and limp whimpering toward a victim, 
  with their big soulful eyes pleading for aid and succor.  When the tenderhearted soul picks them 
  up to comfort and help them, they dig their steel hard and needle sharp little claws into him, 
  pumping in a fatal poison (save versus poison still results in paralysis for d6 days).  They usually 
  travel in packs of 12d4, although all of the others are usually hidden until their decoy has bagged 
  a meal.  Although only 1/2 HD in size, their attack is as a 3 HD monster.  They are about as 
  intelligent as lions or tigers, and their favorite meal is a nice plump Hobbitt. 
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  KRAG SPYDERS 
  HD: 1 – 6d8 
  AC: 3 (small ones) to 2 (biggies)
  Speed: 10’ – 100’ 
  DEX: 5 – 17 
  Number: d100 
  Size: 
  pebbles 
  (1 
  HD) 
  to 
  boulders (6d8 HD) 
  Attacks: They bite for d4 per HD in size but their poison is all the same, from pebble to boulder 
  size; it stones those who fail to save versus poison (at a -3 save). 
  Looks: They look like rocks or boulders until they move.  They really resemble the great Alaskan 
  king crab minus the pincers when they move, but are a branch of the arachnid family as their 
  name implies. 
  Notes: Krag Spyders are very patient, and will wait hours, while a party beds down amongst them 
  and goes to sleep, before pouncing.  They have such a low metabolic rate that most Detect Life 
  spells fail (15% chance), but Detect Magik shows them up quite clearly as they are a magikally 
  mobile form of rock.  They eat their stoned victims by secreting saliva that unstones a mouthful 
  at a time, so it can be bitten off and swallowed.  Talk about a pet rock! 
   
  LIGHTNING BUGS 
  HD: 1 point 
  AC: 7 
  Speed: 12” (air only) 
  DEX: 11 – 15 
  Number: 10d10 
  Size: Earth’s lightning bug 
  Attacks: see Notes 
  Looks: Khaas’ Lightning Bugs are identical to the earthly lightning bug that flickers with a pale light 
  on warm autumn nights. 
  Notes: They flock to body heat, settling by the dozens to get warm.  Their touch causes acute itching 
  that can be really painful after a while.  However, when swatted or stuck, they die by discharging 
  d20 electricity.  As it is natural and not magikal power, no save is allowed. 
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  MANSTER 
  HD: varies 
  AC: varies 
  Speed: varies 
  DEX: varies 
  Number: varies 
  Size: 8d8 
  Attacks: varies 
  Looks: This ugly little Troll looks like a normal Human being, and can be of either sex. 
  Notes: A Manster regenerates as a Troll, though twice as rapidly.  They’re essentially free willed flesh 
  golems, but must imbibe at least four quarts of human blood each day in order to continue 
  functioning with free will.  They have all the attributes of flesh golems, but are 100% immune to 
  all forms of life level draining or blasting, and cannot be Feared or Confused.  Paralysis only 
  slows them if they fail their save; no effect otherwise.  The masculine types favor halberds and 
  other pole arms in combat, while the feminine types usually rely on deception and a loving 
  embrace to do the trick!  Both types have a Charisma of d6+12. 
  MOONDOGS 
  HD: 1+1 to 5+1 
  AC: 5 
  Speed: 12” 
  DEX: 12 – 17 
  Number: 6d10 
  Size: same as average Earth lion
  Attacks: Moondogs attack with 1 wailing howl (causes up to 4 HD beings to save versus fear within 
  90’) and 1 venomous bite for d4 to d12 (see notes). 
  Looks: These dog like animals palely glow with a sickly yellowish-white aura.  Their eyes are like 
  emerald-green lamps, and their tongue and teeth are a foul black, and steam in the air. 
  Notes: They travel in packs, bounding and howling, driving their prey before them until it drops 
  from exhaustion.  Their bite is venomous, causing insanity with a 5% chance of it happening per 
  each Intelligence point of the victim.  These beasts frequently accompany vampires on their 
  nightly “hunts”, herding the victims to the vampire, and eating the body that it leaves.  A true 
  symbiosis born in evil and horror! 
  PERRINITES 
  (WITH APOLOGIES TO STEVE PERRIN) 
  HD: d8 – 4d8 
  AC: 4 
  Speed: 18” 
  DEX: 9 – 17 
  Number: 1 (24d10 in a grove) 
  Size: same as Elves 
  Attacks: Perrinites never use weapons.  They can use all Druidical magik and all Illusionist spells.  If 
  really pressed, they can hit for d4 – d8 with a paralyzing sap exuded from their thorn 
  “fingernails” that will stay effective for d10 days! 
  Looks: These creatures are a crossbreed of Elves and dryads; they appear as humanoids but with 
  flowers or plants growing where hair would normally be.  They are pale green and have pupil-less 
  eyes of the deepest brown. 
  Notes: They can speak and control all plants that have no will of their own within a 120’ radius.  
  They can also call up a swarm of bees (100 to 1,000 of them) to do their bidding, and are the 
  friends of all the animals in the forest.  They seldom stray from the deepest of forests, and shun 
  Human and Elf alike.  They sing like birds, and, in fact, they use the birds of the forest much as 
  a Mage uses a Wizard Eye (they can see and hear through their friends, the birds).  Perrinites hate 
  fire, and take double damage from it.  However, they are naturally 50% magik resistant, and are 
  100% immune to poison/venom.  They regenerate at 12 HD per day, and are 100% unafraid at 
  all times.  They are beloved of the Ents, and there will usually be an Ent or two around every 
  Perrinite grove.  These groves are the typical tribal unit of Perrinites; there will be 24d10 of 
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  them in each grove (10% chance for an Ent per each dozen Perrinites present).  They have 
  fabulous treasures of rare wood, perfume, bone carving, gems (usually emeralds), and fine wines 
  or liquors.  They hate Orcs, and endeavor to lead such deep into the forest where they will get 
  lost and be devoured by their friends the bears and other such large carnivores.  They are Chaotic 
  Good by nature, and have all the attributes of Elves.  They cannot be seen by anyone with less 
  than an Elf’s ability unless they desire it or as long as they are in their beloved woods. 
  PYBRA 
  HD: 1+1 to 9+1 
  AC: 7 to 4 
  Speed: 6” to 12” 
  DEX: 12 – 15 
  Number: d20 
  Size: large serpent 
  Attacks: Pybra have 1 bite for d3 to 2d6 with venom equal to their HD in potency, and 1 sting for d2 
  to d6 with identical venom.  However, they can elect (25% chance) to spit their venom at an 
  opponent’s eyes at +4 to hit, which will cause immediate and permanent blindness if it hits (as 
  well as terrible pain).  It can also wrap about its victim on any turn where any of its other attacks 
  connect and the victim fails to escape.  Starting the very next turn it can constrict at d8 damage 
  per melee turn for each 2 HD it is. 
  Looks: A large python like serpent with a scorpion tail stinger, they are usually a beautiful bronze 
  color with silver and gold crosshatching.  Their eyes are a pair of real star rubies worth 500 GS 
  each per each HD of the snake. 
  Notes: Their favorite food is Hobbitts and Kobbitts.  As such, anyone of either of these races are 
  targeted first. 
  SCREAMING SCARLET ITCHIES 
  HD: varies by cloud 
  AC: varies by cloud 
  Speed: varies by cloud 
  DEX: varies by cloud 
  Number: varies by cloud 
  Size: 20’ – 120’ cloud worth 
  Attacks: see Notes 
  Looks: Appearing as a cloud of bright scarlet, it is actually a mass of gnat sized, little winged bugs. 
  Notes: They are attracted to anything warm (like body heat), and will settle all over a person just to 
  feel that warmth.  They secrete a liquid that causes all living things to break out immediately in a 
  flame-red rash and commence to scratch.  Those so afflicted will be -3 to hit or defend until the 
  liquid is neutralized.  Neutralization takes a pint of holy water and a Neutralize Poison per each 
  square foot of skin that is affected.  Note also, it will seep through chainmail and the like in d6 
  rounds, and, once on, will be effective for d10 days before wearing off.  There is a 10% chance 
  for each person that they will have a nervous reaction to the liquid, and it will become fatal 
  poison that causes blindness in d10 minutes and death in 10d10 minutes. 
  SHOCK BONES 
  HD: 3 
  AC: 5 
  Speed: 15” 
  DEX: 16+ 
  Number: varies 
  Size: d8 
  Attacks: They attack twice a turn for d6 each.  If they get two consecutive hits, they will grapple and 
  then self-destruct in a 5’ diameter ball of lightning of d20 power. 
  Looks: They are the skeletons of those slain, wired together (chalk covers the wire so it isn’t 
  noticeable) and electrically animated. 
  Notes: These are the practical joke of the mad Techno “Dirty Harry”, and have fooled several very 
  smug Clerics.  When Detect Life or Detect Undead is used, they come up zero!  Detect Magik 
  and the like also draws a blank, since these things are technological constructs.  Man, you should 
  see those Clerics trying to figure out why their “turn aways” don’t work! 
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  SILVER SLIME 
  HD: 5+1 to 20+1 
  AC: 2+2 
  Speed: 10” 
  DEX: 17 – 20 
  Number: d4 
  Size: 2’ in diameter and 1” 
  thickness per each HD 
  Attacks: It only needs 1 touch or envelopment to cause 3d12 points of damage per melee turn. 
  Looks: Silver Slime appears to be like a pool of liquid mercury or quicksilver. 
  Notes: It affects flesh only, and lightning or electricity add to its HD on a 1 for 1 basis!  It senses its 
  victims by body heat, and can thus be fooled by a wall of ice or its like.  It is 100% immune to 
  fire and cold, and chops and cuts just splash through it harmlessly.  However, paralysis and 
  stoning do 6d6 damage to it, and sonics scatter, but do not hurt it. 
  SLUGGOTHS 
  HD: 3+1 to 8+1 
  AC: 7 body / 4 head 
  Speed: 12” 
  DEX: 9 – 12 
  Number: d12 
  Size: 3’ long per HD 
  Attacks: They have 1 vampire like charm or hypnosis type attack (save versus psychic attack) or 1 
  spit of fuming green acid like venom (it is a thin stream up to 5’ long and d6 potency per HD).  
  Finally, if they are close enough, they can bite for d3 to d6, and will immediately drain d3 life 
  levels per melee round (depending on size), much like a vampire, although they are most 
  definitely not undead type creatures. 
  Looks: Sluggoths have pasty white slug or maggot like bodies, Human heads that are extremely 
  beautiful or handsome, long flowing hair, and voices like songbirds that are so melodious. 
  Notes: These things are the result of demon and Human crossbreeding in the distant past, and, as 
  such, get to save on lesser demon saving roll charts.  They smell like rotten fish, and can 
  command up to as many HD insects (unintelligent types only) as they themselves have HD.  
  They are frequently accompanied by a writhing mass of large bloodsucking leeches or some 
  other similar abomination. 
  SNOW SNAKE 
  HD: 1+1 to 8+1 
  AC: 3 
  Speed: 3” to 24” depending on 
  size 
  DEX: 9 – 16 
  Number: d8 
  Size: 5’ long per HD 
  Attacks: Snow Snakes use 1 head butt (60%) for d4 to 2d10 or 1 bite for the same damage plus its 
  venom which will freeze solid all up to triple its own HD if a save versus poison is failed.  A save 
  still does d4 poison damage per HD of the snake.  It can also wrap about a target if it 
  successfully bites and the victim fails to escape.  It will do d4 crush damage and cold damage per 
  its own HD each melee turn thereafter. 
  Looks: They resemble translucent icicles. 
  Notes: They are 100% paralysis and cold proof, but fire does double damage. 
  SNOW SPIDER 
  HD: 1+1 to 8+1 
  AC: 4 
  Speed: 9” to 18” per turn 
  depending on size 
  DEX: 15 – 20 
  Number: d20 
  Size: dog to horse sized 
  Attacks: They use 2 legs for d4 to d10 each and 1 bite for identical damage plus a venom that does 
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  damage equal to twice their own HD and causes permanent blindness.  If a save versus poison is 
  made, then the blindness lasts only d10 minutes. 
  Looks: Furry white and tarantula like, Snow Spiders have real blue star sapphires for eyes (8) worth 
  100 GS per each HD in size each. 
  Notes: These spiders are nearly invisible on the snow, and tend to dig burrows in the snow and leap 
  out at passers-by.  They are 100% cold resistant, and cannot be stoned by any means.  Fire does 
  double damage. 
  SWORD BIRDS 
  HD: 1+1 to 4+1 
  AC: 7 
  Speed: 24” air/3” ground 
  DEX: 16 – 19 
  Number: d20 
  Size: giant hummingbird 
  Attacks: Sword Birds attack with 1 beak slash (75% chance) for d4 to d10 or 1 beak stab (25% 
  chance) for d6 to d12 (see notes). 
  Looks: They resemble nothing so much as brightly plumaged giant hummingbirds with silver beaks 
  and a single purple eye. 
  Notes: These birds live on blood, so each time a stab goes home, it will drain either 1 or 2 like levels 
  (depending on its size).  These little nasties are 100% immune to all sonic attacks, and cannot be 
  paralyzed or “slowed” by any means.  However, they can be friendly if offered fresh blood and 
  treated with respect.  After all, they have an Intelligence range of 9 – 14.  Pixies and even 
  Brownies have been known to ride these birds (up to 30 pound carry capacity) occasionally. 
  TARAKK 
  HD: 3+1 to 9+1 
  AC: 3 
  Speed: 9” (12” charge) 
  DEX: 7 – 14 
  Number: d6 
  Size: same as giant horned 
  lizard 
  Attacks: Tarakk attack with 2 claws for d4 to d12 each, 1 bite for d12 to 3d12, or 1 breath of fire (a 
  cone 30’ to 90’ long and 5’ to 15’ wide) that is equal in damage to its own hit dice.  Once per day, 
  it can “shoot” its 6d10 spearhead sized/shaped spiny scales in all directions, each hitting like a 
  light catapult shot. 
  Looks: A cross between a dragon and a giant horned toad (lizard), it is wingless, and can change 
  color like a chameleon. 
  Notes: They are 100% fireproof, and not very Intelligent (3 to 8).  Their favorite food is horseflesh.  
  Its fiery breath is usable 4 times daily, but only every 3rd melee turn.  They are known to lie 50% 
  of the time. 
  VALPYR 
  HD: 1 to 10+1 
  AC: 2+5 
  Speed: 10” ground/30” air 
  DEX: 18 – 23 
  Number: d4 
  Size: 1’ tall per HD 
  Attacks: They attack by weapons or 2 claws for d12 to 4d6 (1 life drain each) and 1 bite for d8 to 
  2d16 (2 life drains).  Remember, their mere touch does 2d6 fire damage.  They can use magik up 
  to the sixth level at the rate of two spells per level per day.  They favor double-headed spears (12’ 
  – 20’ long) and triple lashes (18’ – 30’ long), both used single-handed. 
  Looks: Valpyr are silver-grey Balrogs with pale violet flames and eyes as black as space. 
  Notes: They are occasionally accompanied by 4d6 Moondogs.  Since they burn in the ethereal and 
  astral planes as along with the normal, they will burn even things that are normally fireproofed! 
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  VAMPUSA 
  HD: 7+1 to 12+1 
  AC: 2 
  Speed: 9” ground / 18” air 
  DEX: 16 – 21 
  Number: d8 
  Size: average humanoid 
  Attacks: Vampusa have 1 stoning gaze, 2 claws for d8 to d12 with 1 life drain each, and 1 bite for d4 
  to d8 with 2 life drains. 
  Looks: This creature can have any aspect of normal vampires with the exception of having snakes 
  for hair. 
  Notes: These are nothing more than vampire medusas (usually male).  They occasionally have 2d6 
  Moondogs with them (35% chance), and will almost always have one or two magik items. 
  WHISPER WASP 
  HD: 1+1 to 3+1 
  AC: 3 
  Speed: 36” air/3” ground 
  DEX: 17 – 22 
  Number: d100 
  Size: 1’ long per HD 
  Attacks: A Whisper Wasp has 1 bite for d3 to d6 points and 1 sting for d4 to d8 plus a venom that 
  causes its victim to fall immediately asleep for 8d12 days.  The venom will affect all up to four 
  times its own HD, and if a save versus poison is made, the victim will still feel drowsy and woozy 
  for d12 melee turns with an attendant -2 on all attacks and defenses for that period. 
  Looks: They are metallic yellow with metallic green body stripes and rainbow-hued wings. 
  Notes: These wasps are so silent that even Elves only have 15% chance of hearing them in flight.  
  They will lay eggs in their victims, which will hatch in 20d6 days, devouring their host body.  
  Kind of like the Tarantula Wasp in our own world. 
  WINDEGO 
  HD: 6+1 to 18+1 
  AC: 2+3 
  Speed: 32” to 48” depending 
  on size 
  DEX: 17 – 20 
  Number: 1 
  Size: 15’ tall, 3’ wide at its base, 
  and 9’ wide at its top per 
  each HD 
  Attacks: It literally envelops its prey, doing 3d6 cold damage, d8 ripping damage, and draining 1 life 
  level per each 6 HD in size. 
  Looks: A black, whirling, twisting mini-tornado, the Windego has two dull red glowing eyes two-
  thirds of the way up its column. 
  Notes: It is 100% immune to cold, life blasting or draining, or cuts and chops with weapons of less 
  than +3 power.  Any form of cold regenerates it on a 1 for 1 basis, and it is 50% magik resistant.  
  The Windego is also 100% immune to any form of psychic attack or probe.  It is a form of 
  lesser demon that is seldom seen and even more seldom survived. 
  WRAITH WYVERN 
  HD: 7+1 to 9+1 
  AC: 2+4 
  Speed: 12” ground/24” air 
  DEX: 17 – 22 
  Number: d8 
  Size: same as other Wyverns 
  Attacks: Wraith Wyverns use 2 wing buffets for d6 to d10 each, 1 kick for d10 to 2d8, 1 bite for 2d8 
  to 2d12 with 1 life level blasting, and 1 sting if at least two of the other attacks have hit home.  
  The sting does d8 to d12, as well as blasts 2d3 life levels depending on size. 
  Looks: These are translucent, silvery-grey wyverns have stingers that glow like laser rubies. 
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  Notes: This creature is the usual mount for some of the more terrible of the greater demons, and 
  even an occasional Valpyr has been encountered astride one.  It is far more terrible than the 
  Wyver Wraith in All The Worlds’ Monsters Volume II. 
  YAANTH 
  HD: 4+1 to 8+1 
  AC: 5 
  Speed: 9” land(12” charge)/6” 
  water 
  DEX: 9 – 14 
  Number: d10 
  Size: 7’ – 10’ long 
  Attacks: The Yaanth utilizes 2 claws for d10 to 2d10 each and 1 bite for 2d6 to 4D6 plus a special 
  saliva that causes paralysis in anything up to twice its own HD. 
  Looks: A golden furred cross between a grizzly bear and a giant otter, it has three emerald green eyes 
  and silver claws and fangs. 
  Notes: Its fur is worth about 1,000 GS per each HD in size of the pelt.  It is about as intelligent as a 
  6 year old Human child and just as temperamental. 
  ZOOMER 
  HD: ½ to 1+2 
  AC: 6 
  Speed: 30” 
  DEX: 24 – 35 
  Number: 4d12 
  Size: 1’ long 
  Attacks: A bite for d4 HP in damage. 
  Looks: They look like little brown and white spotted puppies with ears like jack rabbits, only more 
  floppy, and eyes like green star sapphires (they’re not). 
  Notes: These little beasties are extremely friendly, and will follow nearly anyone around, constantly 
  getting underfoot, wanting to be scratched and petted, licking their “friends”, whining for 
  attention, and, above all, moving constantly around while uttering a sound exactly like their 
  name: ZOOM!  ZOOM!  They are so fast that it’s hard to see them clearly unless they are sitting 
  still (thus they get a +4 defense against physical attacks while they are moving).  They are loud 
  and quite the pest, but they can sniff out silver and gold up to 120’ away, and will tremble 
  violently when within 30’ of any kind of undead. 
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  NEW MONSTERS 
  ARGALANTHI 
  HD: 5+1 to 7+1 
  AC: 2 or 3 
  Speed: 12”/turn 
  DEX: 15 – 20 
  % Liar: 15% 
  Number: d12 
  Immunities: 100% sonics 
  Attacks: 1 technological weapon or 2 claws for d3 to d6 each and 1 bite for d10 to 2d8 
  Looks/Dress: Argalanthi are 12’ to 18’ long, heavily armored, metallic blue insects.  They have red 
  mandibles and eyes.  Their small tentacles near the jaws hold weapons.  They often wear chest 
  packs and pouches only. 
  Notes: An intelligent, formerly starfaring race, it was widely used as police force types by a now 
  defunct stellar federation.  They use “flamers” (100’ range) and “sonic disrupter” (120’ range), 
  each doing 48 points damage.  Argalanthi detest the Thaelastra and admire Phraints. 
  BIG FOOT 
  HD: 4+1 to 8+1 
  AC: 5 
  Speed: 12”/turn (18”/turn for charge) 
  DEX: 5 – 12 
  % Liar: 0% 
  Number: 1 (occasionally in family groups) 
  Immunities: 100% fear proof; cold only 
  does half damage; paralysis of all forms 
  has no affect 
  Attacks: 2 claws for d8 to 2d8 each and a 
  20% chance of a bite for d6 to 2d6 
  Looks/Dress: Big Foot are shaggy, 8’ – 12’ 
  tall, black or brown, humanoids with 
  red eyes and yellowish claws. 
  Notes: This creature is very much like 
  Earth’s Big Foot and Yeti, secluded and 
  secretive.  They are ferocious if 
  provoked: taunted, hunted, stolen from, 
  etc. 
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  BLACK FISHERMAN 
  HD: 4+1 to 7+1 
  AC: 7 
  Speed: 12” (in trees), 6” (on ground) 
  DEX: 13 – 19 
  % Liar: N/A 
  Number: 1 
  Immunities: half damage from venoms and poisons 
  Attacks: 1 bite for d4 to d8; venom equal to their own HD (but d10) 
  Looks/Dress: A Black Fisherman looks like a giant black widow. 
  Notes: It attacks its prey by dangling a thread of web from above onto its victim’s lips.  It then drips 
  venom down the string until the victim is paralyzed or dead, then it reels him up.  It just loves 
  sleeping groups of characters! 
  BLACK LION 
  HD: 4+1 to 8+1 
  AC: 3 
  Speed: 12” (15”) 
  DEX: 7 – 14 
  % Liar: N/A 
  Number: d12 
  Immunities: 100% to all forms of stoning 
  Attacks: 1 bite for d10 to 2d10, 2 claws for d6 to 2d6 each 
  Looks/Dress: It looks like a giant lion that is black. 
  Notes: It can charge at double speed for 5 melee turns. 
  BLACK LOTUS DUST 
  HD: N/A 
  AC: N/A 
  Speed: N/A 
  DEX: N/A 
  % Liar: N/A 
  Number: N/A 
  Immunities: N/A 
  Attacks: see Notes 
  Looks/Dress: It looks like a fine black powder. 
  Notes: This is the pollen of the black lotus flower.  Upon contact, a save versus venom at -4 must be 
  made.  If failed, instant death.  If made, the poison does d8 per ounce.  The victim is groggy and 
  confused (-4 to attack and defense for d4 melee rounds per ounce).  The blood and nervous 
  system are affected.  The poison is both odorless and tasteless, because of which it is a favorite 
  with Assassins.  It is both rare and expensive (10,000 GS per ounce). 
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  BLACK SCORPIONS (GREAT BLACK SCORPIONS) 
  HD: 15 + 1 to 30+1 
  AC: 2 to 2+2 
  Speed: 24” – 48” per turn 
  DEX: 11 – 26 
  % Liar: N/A 
  Number: 1 (always alone) 
   
  Immunities: 100% acid; venom and poison 
  do half damage; thunderbolts ricochet 
  off its chitin 
  Attacks: 3 attacks – 2 claws (2d20 – 3d30 
  each) and 1 sting (d10 – d20) 
  Looks/Dress: Great Black Scorpions are 
  coal black, and have breathing holes on 
  top of tail sting which allow it to stay 
  submerged in water. 
  Notes: Their venom paralyzes as well as 
  does d8 points of venom damage for 
  every 2 HD in size.  Anyone in its claws 
  for 2 turns, begin the 2nd turn being 
  chewed up and eaten at 2d4 points per 
  melee. 
  BLASTARR 
  HD: 7+1 
  AC: 2+5 
  Speed: 18” (air only) 
  DEX: 17 – 28 
  % Liar: unknown 
  Number: 1 
  Immunities: 100% to all except stoning and spell based cold 
  Attacks: 1 blast (5d10 points) of variable energy (90’ by 5’ by 3’) per melee turn 
  Looks/Dress: A Blastarr is a blinding blue-white star about 2” across. 
  Notes: An alien energy life form, the only spell that hits it is stoning which does 1 dice per level of 
  user or Swords of Cold which does half damage.  All creatures 4 dice and below roll versus 
  blindness (2d10 points).  Fail the roll; victim is permanently blind.  Make it; victim is blind for 
  d10 melee turns.  Its treasure is only composed of gems (10d10). 
  BLUE GUNKY 
  HD: 5+1 
  AC: 2+4 
  Speed: 24” 
  DEX: 21 – 30 
  % Liar: N/A 
  Number: 1 
  Immunities: 100% versus poison/venom, fear, confusion, stoning, etc.; 50% magik resistant; cold 
  does 50% more damage 
  Attacks: 1 energy bolt per 100 points (18 points each) plus envelopment 
  Looks/Dress: A Blue Gunky is a glowing blue sphere of semi-intelligent energy.  For every 50 
  points it has, it is 1’ in diameter, and has 1 level.  Its point value is between 200 and 1,000. 
  Notes: It feeds on energy (techno, magikal, or life force).  All enveloped by it have their life energy 
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  sucked from them at a rate of 6 hit points per 100 points of Gunky.  Also, the victim loses -1 
  points from Strength, Constitution, Dexterity, and Agility for d4 hours per attack.  Any killed by 
  Blue Gunky lose d4 life levels.  All energy attacks and life energy absorbed add to its hit points. 
  BLUE MUD 
  HD: 9 
  AC: 2+1 
  Speed: 24” (air only) 
  DEX: N/A 
  % Liar: N/A 
  Number: d3 
  Immunities: impervious to all except energy weapons or lightning 
  Attacks: smothers its victims (1 melee round per Constitution point to do it) 
  Looks/Dress: Blue Mud looks like a living fog of shadows.  Visibility inside is d3’. 
  Notes: It is cold (does 4d6 points of cold damage).  After 10 turns of contact, all victims become its 
  host. 
  BLUE WRAITHS 
  HD: 9 to 12 
  AC: 2+5 
  Speed: 18” 
  DEX: N/A 
  % Liar: N/A 
  Number: 1 – 18 
  Immunities: all except techno energy types or thunderbolts (only these hit them and do double 
  damage) 
  Attacks: drains 1 life level (per 3 dice size), paralyzes, and causes d6 (initial) points of rotting damage 
  (1 point per melee turn thereafter) 
  Looks/Dress: Blue Wraiths resemble blue shadows, man shaped, and pulsing or shifting shapes of 
  blue so deep it’s nearly black.  They are 4’ to 7’ tall. 
  Notes: These creatures are the magikally conjured souls of those yet to be born.  The rotting 
  damage they cause in their attacks may only be healed with Cure Disease or Cure Serious 
  Wounds. 
  BOOMERS 
  HD: 1+1 to 5+1 
  AC: 5 
  Speed: 6” to 12” 
  DEX: 8 – 15 
  % Liar: N/A 
  Number: d100 
  Immunities: 100% fire and acid 
  Attacks: 1 bite for d4 to d10 (if hit enough to kill it, it explodes in a ball of fire and acid 2 times its 
  hit dice in power and 5’ diameter per hit dice) 
  Looks/Dress: Boomers are giant frogs of a mottled red and black color. 
  Notes: They can spit (instead of bite) up to half their hit points in acid 3 times a day from 9’ to 18’, 
  30 pounds x 3’ to 120 pounds x 6’.  They can jump 20’ per every 4 hit points. 
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  BORE-BUG 
  HD: 2 points 
  AC: 2 
  Speed: 6”/turn, 15”/jump 
  DEX: 8 – 13 
  % Liar: N/A 
  Number: d100 
  Immunities: 100% to poisons, venoms, and toxins 
  Attacks: special 
  Looks/Dress: Bore-Bugs are like bright orange cockroaches. 
  Notes: This creature bores into people in 1 turn, reaches the heart in 2, and eats it in 3. 
  BORUU 
  HD: 6+2 
  AC: 3 (head), 5 (body) 
  Speed: 10” (15” charge) 
  DEX: 6 – 13 
  % Liar: N/A 
  Number: 3d20 
  Immunities: 100% to fear 
  Attacks: 2 horns (3d6 each), 1 butt (2d6), trample (4d12) 
  Looks/Dress: Boruu are a giant, armored bull and buffalo crossbreed. 
  Notes: They charge, run over, and trample all they see – no fear! 
  BROWNIE 
  HD: 2 to 6 
  AC: 7 
  Speed: 12” (ground), 12” (fly) 
  DEX: 15 – 20 
  % Liar: 50% 
  Number: d20 
  Immunities: 100% sleep; 50% magik resistant 
  Attacks: 1 per turn and always magikal 
  Looks/Dress: Brownies are 18” to 26” tall, fuzzy teddy bear like creatures a lot like leprechauns.  
  They can become invisible at will or cause small objects to become so (up to 300 in weight).  
  They love Hobbitts, but hate Dwarves.  They’re usually light brown to black with black noses and 
  amber to golden eyes.  For dress, they prefer fancy jackets, pants, and curly toed shoes, all in 
  gaudy bright colors. 
  Notes: Irrepressible practical jokers, they love everything bright and shiny.  They’re favorite food is 
  strawberry tarts.  They may only fly for 3 minutes a day.  They have a 75% chance of “charming” 
  any who touches them into thinking they’re cute, lovable, and need pretty presents!  They can use 
  up to 8th level spells.  There is a 75% chance they’ll try to steal something, but a 25% chance of 
  helping a person! 
  CARRION CROW 
  HD: 1+1 to 3+1 
  AC: 8 to 7 
  Speed: 3” (land), 18” (air) 
  DEX: 10 – 14 
  % Liar: N/A 
  Number: 6d10 
  Immunities: N/A 
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  Attacks: 2 talons (d6), 1 beak (d4) 
  Looks/Dress: A Carrion Crow is a giant, black, carrion eating crow.  They attack 50% of the time. 
  Notes: They’re infected with a poisonous disease that causes d6 points per turn (save versus poison). 
  CHOKE WEED 
  HD: each plant is d8 
  AC: 6 
  Speed: N/A 
  DEX: N/A 
  % Liar: N/A 
  Number: varies 
  Immunities: N/A 
  Attacks: pollen clouds cause all who inhale it to choke for d12 turns 
  Looks/Dress: Choke Weeds are blue-green leafy plants (holly looking) with bright yellow berries 
  and pollen. 
  Notes: Each turn after exposure to the Choke Weed’s pollen, the victim must make a save versus 
  poison or choke to death.  Every turn survived, 1 point of damage is taken.  The pollen has no 
  effect on Orcs or Half Orcs.  Hobbitts, if they make the save, still suffer d4 points per turn.  For 
  d20 melee rounds, they are -4 on attacks and defenses (caused by watering eyes, dizziness, 
  choking, etc.).  Burning it doubles its effectiveness.  Cough!  Couch! 
  CRUMBLERS 
  HD: 1 to 3 
  AC: 2 
  Speed: 6” 
  DEX: varies 
  % Liar: N/A 
  Number: varies 
  Immunities: 100% cold, fire, paralysis, confusion, and fear 
  Attacks: sonic vibrations given off in a 30’ radius or 40’ directionally (2+1 dice or 5 dice) 
  Looks/Dress: Crumblers look like piles of sand. 
  Notes: They move by “flowing”.  They are a form of scavenger, and eat all (flesh to rock). 
  CRUNCH BEETLE (BLUE BELLOWER, BLUE CRUSHER) 
  HD: 4+1 to 18+1 
  AC: 3 to 2+1 
  Speed: 6” to 10” 
  DEX: 7 – 13 
  % Liar: N/A 
  Number: d8 
  Immunities: 100% fear proof 
  Attacks: 1 stabbing per ram (d12 to 4d12); 1 crush (ventricle) of 2d12 to 8d10 per turn 
  Looks/Dress: A Crunch Beetle is a blue rhinoceros beetle that roars and bellows. 
  Notes:  There is a 20% chance thunderbolts will ricochet off its chitin.  All 2 dice and below 
  creatures flee in terror upon hearing it.  He can exude a nauseating cloud of gas (30’) that forces 
  all of 3 dice to flee, and all of 4 dice to get -1 to their attack. 
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  DOOM WATCHERS (BLACK WATCHERS) 
  HD: 1+1 to 3+1 
  AC: 3 or 2 
  Speed: 4” (ground), 20” (air) 
  DEX: 9 – 15 
  % Liar: N/A 
  Number: 6 to 160 
  Immunities: N/A 
  Attacks: 2 claws (d4, d6, d8 points) per turn; 1 beak (d6, d8, d10) 
  Looks/Dress: Doom Watchers are great, black feathered, blue headed, red taloned, beaked vultures. 
  Notes: There is a 50% chance the wounds will be infected, doing 1 point of damage per hour.  They 
  feed on all dead types, but will attack small creatures (Hobbitts, Kobbitts, etc.) too. 
  DRAGON, BLACK AND WHITE (STRIPED!) 
  HD: 9 to 12 
  AC: 2+1 
  Speed: 20” air, 12” ground 
  DEX: 11 – 15 
  % Liar: 75% 
  Number: usually solitary 
  Immunities: 75% cold and acid proof; 50% fire proof 
  Attacks: 2 claws (d4); 1 bite (4d6) or breath 
  Looks/Dress: This dragon is black and white striped (like a zebra) with purple, pupilless eyes.  The 
  tail splits three-quarters of its length to end in two separate “ends”. 
  Notes: This creature can breathe 2 cold blasts and 2 acid sprays per day (breathes 60% of the time).  
  These dragons take 30% more damage from thunderbolts.  Their favorite food is Hobbitts and 
  Kobolds.  This dragon loves to fight from ambush or from behind cover.  They’re usually chaotic 
  evil.  They’re spell level use and number are as listed: 3 x 1st level, 2 x 2nd level, 1 x 3rd or 4th 
  level. 
  DRAGON, ICE 
  HD: 10+1 to 12+1 
  AC: 2+2 
  Speed: 32” air, 16” ground 
  DEX: 7 – 16 
  % Liar: 60% 
  Number: usually solitary 
  Immunities: 100% cold and paralysis proof 
  Attacks: 2 claws (d6 to d10), 1 bite (3d6 to 4d6), or 1 breath (3 times a day) of liquid oxygen (freezes 
  victim solid or causes 4d10, 5d10, 6d10 points of damage) 
  Looks/Dress: The Ice Dragon is a translucent blue-white (like ice) dragon with eyes like pools of 
  deepest space. 
  Notes: They hate Humans.  Heat and sonics does double damage to them.  These dragons can use 
  up to 3rd level magik (4 – 3 – 2).  On average, these dragons are Chaotic 70%, Neutral 29%, and 
  Lawful 1% of the time. 
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  DRAGON, RAINBOW (TRI-DRAGON, BLUE HEADED DRAGON) 
  HD: 9 to 12 
  AC: 2 to 2+2 
  Speed: 10” to 20” (air).  12” to 24” (ground) 
  DEX: 13 – 15 
  % Liar: 75% 
  Number: mated pair (d4 possible offspring) 
  Immunities: N/A 
  Attacks: 2 claws (d4 to d8), 3 bites (3d6 to 3d10), or breaths 
  Looks/Dress: The Rainbow Dragon has a red body, white stripes, and 3 blue heads. 
  Notes: Each head can shoot one dragon breathe each of cold, fire, and electricity per day.  They can 
  shoot 1 spell per head per every 5 minutes (up to 4th level of which it can memorize 4 per level).  
  It can bite, breathe, or cast spells from each head but all three must do the same thing!  They can 
  talk any and all languages they desire.  They like Elves and are usually Chaotic. 
  DRAGON, SHADOW (NIGHT DRAGON) 
  HD: always 13+1 dice 
  AC: 2+7 
  Speed: 36” air, 18” ground 
  DEX: 13 – 18 
  % Liar: 65% 
  Number: always solitary 
  Immunities: 100% life drain proof, fear, confusion, cold, acid, and poison 
  Attacks: 2 claws (2d8 each and rot at 1 point per turn thereafter), 1 breathe of black roiling fog 
  Looks/Dress: This is a dragon of black shifting shadows with eyes of weird prismatic light. 
  Notes: Its claw attacks cause rot at 1 point per turn after the initial hit.  Cure Disease and Heal 
  Heavy are the only things that will stop the rot.  The fog that it breathes kills, with no save, all of 
  4 dice and below, and blasts 13 life levels to all others (divided among the targets).  Those it 
  looks at are confused for d10 turns (a save is still one turn).  It can use up to 8th level magik (8 – 
  7 – 6 – 5 – 4 – 3 – 2 – 1).  It can regenerate at 3 points a turn from all but energy (techno) 
  attacks.  This dragon is Neutral and Chaotic only (50/50).  This dragon can teleport thrice daily. 
  DRAGON, SUN (HELL DRAGON) 
  HD: 12+1 to 15+1 
  AC: 2+5 
  Speed: 36” air, 18” ground (48” / 24” at charge) 
  DEX: 14 – 19 
  % Liar: 50% 
  Number: usually solitary 
  Immunities: 100% fire, disintegrate, paralysis, and lightning proof 
  Attacks: 2 claws for d8 to 2d8 points plus 1 bite for 4d6 to 3d12 points or 1 breath 
  Looks/Dress: The Sun Dragon is a dragon all of golden-white flames with eyes of brilliant white 
  light (usually blinding). 
  Notes: This dragon can use its breathe weapon of napalm like liquid 3 times a day.  It does 4d12 
  points of damage initially plus d12 per melee turn until it burns out (1 melee turn per 2 hit dice).  
  Only a smothering effect will put it out (reignites in the air).  Its eyes can flash cones of blinding 
  light every other melee turn (90’ long x 10’ diameter each) that blinds for d10 melee turns.  Cold 
  does 50% more hurt, and sonics do double damage.  On average, these dragons are Lawful 70%, 
  Neutral 29%, and Chaotic 1% of the time.  They can use up to 4th level magik (5 – 4 – 3 – 2). 
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  DRAGON, VIOLET 
  HD: 10 to 18 
  AC: 2+2 to 2+4 
  Speed: 12” ground, 30” air 
  DEX: 10 – 15 
  % Liar: 99.99% 
  Number: d2 (mated pair) 
  Immunities: 100% to fire and lightning 
  Attacks: 2 claws (d6 each) or 1 tail (d12), and 1 breath or 1 bite (4d8) 
  Looks/Dress: Violet Dragons have violet scales and golden red slit pupiled eyes.  Their dorsal spine 
  glows brightly when their breath weapons are used.  This dragon species is usually 30’ – 60’ long, 
  with a 60’ – 120’ wingspan. 
  Notes: The ionized gas they breathe causes magik (all type) to drop (permanently) its value one point 
  each time (i.e. AC 2+2 to 2+1, etc.).  They breathe violet, ionized, electrically charged, super 
  heated gasses (half fire – half electrical damage with -2 to saves).  They’re usually amoral. 
  DRAGON, YELLOW 
  HD: 11 to 15 
  AC: 2+2 
  Speed: 15” ground, 20” air 
  DEX: 11 – 17 
  % Liar: 30% 
  Number: d2 (mated pair) 
  Immunities: N/A 
  Attacks: 2 claws (d4 to d8) and 1 bite (5d6) or breath 
  Looks/Dress: Yellow Dragons are bright yellow with a small nose horn and bright red, pupilless 
  eyes.  There is a double row of small “fins” running from head to tail tip.  These “fins” glow 
  bright yellow when the dragon uses its breath weapon. 
  Notes: One of Khaas’ eastern dragons, these are usually found in wooded mountain areas.  They are 
  very rare and very ferocious.  It’s “breath weapon” is a cloud of yellow gas (60’ long by 30’ wide 
  and similar to nerve gas) that causes blindness (permanent or d12 melee turns if save is made), 
  vomiting, vertigo, and uncontrollable muscle spasms (resulting in death if saving throw is missed 
  but 3d6 points damage in any case).  The dragon can also radiate a magnetic field around itself, 
  deflecting all iron or steel weapons (or all metals affected by magnetism).  It can do this thrice 
  daily for 10 melee turns each time.  However, it cannot “breath” while doing so.  Usually they are 
  True Lawful.  They’re spell level use and number are as listed: 3 x 1st level, 2 x 2nd level, 1 x 3rd 
  level. 
  DRICHES 
  HD: 10+2 
  AC: 3 
  Speed: 6” 
  DEX: same as Liches 
  % Liar: 100% 
  Number: d12 
  Immunities: same as Liches 
  Attacks: d10 (special) 
  Looks/Dress: Like Liches, Driches appear as undead versions of the former living selves. 
  Notes: Driches are the equivalent to Liches, but are anti-Clerics and anti-Druids preserved past the 
  normal.  All 8th level and below must save versus fear or flee in panic. 
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  DROON 
  HD: 2+1 to 4+1 
  AC: 7 
  Speed: 8” (charge at 10”) 
  DEX: 9 – 14 
  % Liar: 50% 
  Number: 6d8 
  Immunities: N/A 
  Attacks: 1 claw (d4) or weapon and 1 bite (d3) 
  Looks/Dress: Hairless baboon like beasts, Droon stand about 5’ tall with enough intelligence to use 
  their stone age weapons. 
  Notes: Their fangs have d3 dice of poison. 
  FANG WINGS (WARG WINGS) 
  HD: 3+1 to 6+1 
  AC: 6 to 4 
  Speed: 18” (air), 12” (ground) 
  DEX: 8 – 14 
  % Liar: N/A 
  Number: 6d6 
  Immunities: N/A 
  Attacks: 1 bite (d6 up to 2d6) 2 claws (d4 up to d8) 
  Looks/Dress: Fang Wings are giant winged Wargs or wolves usually grey but can range in color 
  from black to white.  They have retractable claws. 
  Notes: There is a 25% chance for a 4 claw attack.  They hate elves with a passion. 
  FIRE SNAKE 
  HD: 5+1 to 8+1 
  AC: 2+1 to 4 
  Speed: 15” – 24” (air), 4” – 8” (ground) 
  DEX: 10 – 15 
  % Liar: N/A 
  Number: 1 to 7 
  Immunities: 100% to fire 
  Attacks: 1 breath weapon (30’ x 5’ to 45’ x 10’) fire damage; constrict for 2d8 to 3d8 
  Looks/Dress: A Fire Snake is a winged, glowing, red hot snake. 
  Notes: The skin does d4 to d8 extra damage if touched. 
  FOOL’S BANE (BLACK WEREOOZE, BLACK DEATH) 
  HD: 8+l to 12+1 
  AC: 2+4 
  Speed: 12” (on any real surface) 
  DEX: 10 – 14 
  % Liar: N/A 
  Number: usually 1 
  Immunities: 
  Attacks: same as a Black Slime 
  Looks/Dress: Fool’s Bane looks like the Ocher Werejelly, and are about the size of Black Slime. 
  Notes: This goody has learned to look like other things in order to procure a meal.  Their favorite 
  disguises are as Black Lions, snakes, or even black basalt doors or walls. 
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  FREEZE BEES 
  HD: d8 
  AC: 2 
  Speed: fly at 36” per turn 
  DEX: 8 – 15 
  % Liar: N/A 
  Number: d100 
  Immunities: 100 %cold, paralysis, fear; double damage from fire 
  Attacks: 1 divine attack per turn, 1 sting does d4 (venom does 2d8 cold damage) 
  Looks/Dress: Freeze Bees are cat sized bees, carved from ice and translucent blue. 
  Notes: A person who takes all its cold damage is frozen solid (like an ice cube).  If a sting attack is 
  missed, there is a 50% chance of a ram at d8.  They’re out of action on the ground after that for 
  d4 melees.  They horde blue diamonds and other glittery gems. 
  GLAFT 
  HD: 2d3 hit points 
  AC: 5 
  Speed: 3” 
  DEX: 4 – 7 
  % Liar: N/A 
  Number: d100 
  Immunities: 100% acid proof 
  Attacks: d8/turn 
  Looks/Dress: Glaft are a translucent, 2” – 3” thick, rubbery, acid covered, 12” oval. 
  Notes: It drops on passersby, sticking like glue, and dissolving flesh, wood, and metal with its acid 
  into assimilatable food.  They are non-intelligent. 
  GNORC 
  HD: 2+1 to 4+1 
  AC: 4 
  Speed: 10” (charge at 12”) 
  DEX: 7 – 16 
  % Liar: 80% 
  Number: 20 – 220 
  Immunities: 100% fear proof 
  Attacks: 1 claw (d8) or by weapon 
  Looks/Dress: Gnorcs are a cross between Gnolls and Orcs. 
  Notes: Usually, they attack anything they see regardless of size!  They are very much like berserkers.  
  True chaotic, they hate everyone! 
  GOONS 
  HD: 3+1 to 7+1 
  AC: 5 or 4 
  Speed: 10” to 15” per turn 
  DEX: 7 – 12 
  % Liar: 85% 
  Number: 3d12 
  Immunities: 100% impervious to pain (no nerve endings!) 
  Attacks: 1 claw (d10 to 2d12) and, if it hits, 1 bite (d6 to 2d6) 
  Looks/Dress: Goons are 7’ to 10’ tall, muddy brown, vaguely man shaped, extremely ugly, smelly, 
  and vacuous or stupid looking.  They have large tusks (three) protruding from lower jaw and 3 
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  fingered/taloned, spatulate hands. 
  Notes: They fight as berserkers at +4 attacks. 
  GREAT WHITE OWL 
  HD: (5 – 7) d10+l 
  AC: 5 
  Speed: 3” (ground), 20” (fly) 
  DEX: 2d6 +6 
  % Liar: 50% 
  Number: d4 
  Immunities: 100% emotional or mental spells, cold 
  Attacks: 2 claws (d4) plus 5d6 electrical damage; 1 beak (d8) 
  Looks/Dress: A Great White Owl has the appearance of a giant white owl. 
  Notes: It is quite intelligent.  Their favorite food is Kobold and Goblin meat, but they have been 
  known to eat a Kobbitt or Hobbitt by mistake.  The electrical charge that flows through their 
  claws is entirely when they wish it, for the number of times a day equal to their hit dice.  They 
  dislike Sun and Wind Devils, and are the archenemies of Vords.  They have been known to feed 
  on Freeze Bees.  They are the northern cousins to the Great Golden Owls.  They’re usually true 
  neutral. 
  GREY GRANULES 
  HD: N/A 
  AC: N/A 
  Speed: N/A 
  DEX: N/A 
  % Liar: N/A 
  Number: N/A 
  Immunities: blunt weapons and fire do half damage 
  Attacks: special gas (see Notes) 
  Looks/Dress: Grey Granules are grey, gritty, sand like spores. 
  Notes: If they are crushed (stepped on), they emit clouds of grey gas.  This gas does 4d12 in a 60’ 
  cloud (per 10’ section).  They do not regenerate.  Only cold will destroy it – fire makes the gas! 
  GWORMS 
  HD: 5+1 to 50+1 
  AC: 9 to 6 
  Speed: 6” (9” through normal dirt) 
  DEX: 6 – 10 
  % Liar: N/A 
  Number: d4 
  Immunities: 100% fear, confusion, and acid 
  Attacks: 1 bite for d4 per 5 HD size 
  Looks/Dress: Gworms are giant, black earthworms, with red noses and tails.  They are 30’ to 300’ 
  long. 
  Notes: If 2 more than needed to hit is rolled, the Gworm swallows the victim.  The digestive fluid 
  dissolves 4d10 points per melee turn.  They’re not aggressive, but eat anything in their path; 
  houses, people, etc.  They feel no pain, and cannot be stoned. 
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  GYRON 
  HD: 8+1 to 12+1 
  AC: 3 (forequarters); 5 (hindquarters) 
  Speed: 12”/turn (ground); 24”/turn (air) 
  DEX: 14 – 19 
  % Liar: 75% 
  Number: d12 
  Immunities: 100% fire 
  Attacks: l bite (2d8 to 4d6), 2 claws (d8 to d12), and 1 sting (d3 to d6 plus venom equal in potency to 
  the Gyron’s HD) 
  Looks/Dress: The Gyron is a scaled, wyvern like creature.  It normally has gold fur and silver-grey 
  scales. 
  Notes: The two favorite foods of this ferocious beast are horses and Humans.  Its intelligence is 
  generally greater than a normal wyvern.  It is a cunning ambusher. 
  HELL MOTH 
  HD: 1+1 
  AC: 8 
  Speed: 9” (air), 3” (ground) 
  DEX: 9 – 14 
  % Liar: N/A 
  Number: d100 
  Immunities: N/A 
  Attacks: 1 bite (d2) 
  Looks/Dress: A Hell Moth is a black moth with red skull like wing markings.  It has a 12” – 18” 
  wingspan. 
  Notes: Attracted to body heat, they bite for d2 points, and drain one life level per turn.  When they 
  are killed, they squirt a venom through their needle like proboscis into those they have bitten (d8 
  Strength). 
  HUNK-A-LUNK 
  HD: 3+1 to 6+1 
  AC: 6 or 7 
  Speed: 9” 
  DEX: 5 – 10 
  % Liar: N/A 
  Number: d6 
  Immunities: N/A 
  Attacks: 1 bite for d6 to d12 
  Looks/Dress: A Hunk-A-Lunk is a big (bull sized) shaggy, floppy eared, slobbering mammal with a 
  coat ranging in coloration from brown to black. 
  Notes: They seldom bite although they accidentally sit or step all over their “friends”.  If they 
  “charge”, they have a 20% chance of tripping.  They smell like warm scones!  These beasts are 
  lovable, stupid, and very loyal. 
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  HYCLOPS 
  HD: 9+1 to 12+1 
  AC: 4 
  Speed: 32” 
  DEX: 8 – 13 
  % Liar: N/A 
  Number: d4 
  Immunities: 100% psychic attacks 
  Attacks: d6 attacks per turn (see Notes) 
  Looks/Dress: Hyclops are 18” tall for every hit die they have.  Each one is a huge fury humanoid 
  with 3 wolf like heads (3 sets of fangs) and 4 arms.  They are silver grey in color. 
  Notes: Their 3 heads and 4 arms allow them to engage up to 3 targets simultaneously.  They have 
  natural true sight, and can scent quarry 180’ underground.  They are omnivorous and very 
  ferocious.  Their first attack is always a stomp for 2d3 to d20.  Their next 2 attacks are always a 
  claw for d10 to 3d20 each.  Their last 3 attacks are always bites for d8 to 2d8. 
  HYDRA, BLACK AND RED 
  HD: 9 to 12 (heads) 
  AC: 2+1 
  Speed: 10” – 12” 
  DEX: 9 – 16 
  % Liar: N/A 
  Number: d6 
  Immunities: 100% fire and acid proof 
  Attacks: 1 bite per head (d10 each) 
  Looks/Dress: This species of hydra have black bodies, with red stripes, heads, and tail. 
  Notes: They spit 6 dice flaming acid that burns even vampires (burns d3 turns), and is 
  unregeneratable (half each). 
  HYDRA, BLACK AND WHITE 
  HD: 9 to 12 
  AC: 2 
  Speed: 8” – 10” 
  DEX: 9 – 14 
  % Liar: N/A 
  Number: d6 
  Immunities: 100% cold, acid, poison, and venom proof 
  Attacks: spits freezing acid otherwise as Black and Red Hydra (fail save and freeze!) 
  Looks/Dress: As per the Black and Red Hydra, but white in place of red. 
  Notes: It lives in snow country only. 
  JAPANESE LION DOG (SHI-SHI) 
  HD: 6+1 to 8+1 
  AC: 2 or 3 
  Speed: 12” (18” on charge) 
  DEX: 8 – 16 
  % Liar: 5% 
  Number: d4 
  Immunities: 100% fear and confusion resistant; 50% magik resistant 
  Attacks: 2 claws (d4), 1 bite (4d6) 
  Looks/Dress: Shi-Shi are bull sized, lion bodied beasts with manes and saber-toothed bulldog 
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  heads.  Usually tan or golden-brown color, they have large black pupiled eyes and black claws. 
  Notes: These animals are moderately intelligent.  There is a 40% chance that when they bite, they 
  will “lock” their jaws (thus doing 6d6 points of damage per turn), and shake their heads rapidly 
  from side to side.  They never desert what they are set to guard, and never surrender.  Once after 
  a foe, they pursue him relentlessly until one or the other is dead.  They hate Orcs and love 
  Hobbitts.  They can see with true seeing, and have a natural protection from the undead aura. 
  KHORB 
  HD: 8+1 to 12+1 
  AC: 4 or 5 
  Speed: 12”/turn 
  DEX: 9 – 14 
  % Liar: N/A 
  Number: d8 
  Immunities: 100% confusion and fear 
  Attacks: 2 kicks (d12 each), 2 hits (d10 each), or by weapon type; 1 eye ray (30’ x 5’ across) that 
  causes fear and confusion for d12 turns (all levels) 
  Looks/Dress: A Khorb is a 10’ to 15’ tall headless humanoid, usually with pale orange skin and 
  purple eye.  They dress in fur or skin loincloths. 
  Notes: They use this single eye to confuse all who look at it.  The eye ray can shoot every third turn.  
  It thrusts its victims into its top mouth (dead or alive) to “chew up” for 3d6 points each turn.  
  They hate all Orcs. 
  LIGHTNING SPIDER 
  HD: 3+1 to 6+1 
  AC: 7 to 4 
  Speed: 12” – 18” 
  DEX: 10 – 15 
  % Liar: N/A 
  Number: d12 
  Immunities: N/A 
  Attacks: 1 bite (d4 to 2d4) 
  Looks/Dress: Lightning Spiders are bright blue with a yellow lightning flash down its abdomen. 
  Notes: This spider smells like ozone and hums.  They are semi-intelligent and tamable.  It throws its 
  10’ square web net up to 30’ then pumps a charge of electricity through it (6 – 12 dice). 
  MANTRAP (LEG EATER, JAWS BIG MOUTH, ETC.) 
  HD: 5+1 to 20+1 
  AC: 2 to 2+2 
  Speed: 0 
  DEX: 10 
  % Liar: N/A 
  Number: 1 to 38 (“bed”) 
  Immunities: N/A 
  Attacks: 1 bite (initially d12 to 4d12); see Notes 
  Looks/Dress: Mantraps are giant land clams. 
  Notes: They hide in the ground, and grab all who tread on them.  It pulls in the leg as it eats.  Once 
  in the stomach, victims suffer a steady d4 to 2d6 points of damage from digestive acid.  Those 
  who are caught have a 3% chance per level of escaping (even if dead, the jaws stay locked). 
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  MORQS 
  HD: 4+1 
  AC: 5 
  Speed: 9” 
  DEX: 13 
  % Liar: 0% 
  Number: 10d10 
  Immunities: 100% confusion and fear 
  Attacks: as per Ogres 
  Looks/Dress: Morqs are featureless, eyeless androids built by a long dead alien race.  They are dull 
  tan and sexless, with rough shark like skin. 
  Notes:  They use sound to track targets.  They regenerate like Trolls, and attack until dead like 
  zombies. 
  MOUTHARM 
  HD: 6 to 12 
  AC: 7 to 5 
  Speed: 6” 
  DEX: 13 – 18 
  % Liar: N/A 
  Number: d6 
  Immunities: 100% paralysis proof 
  Attacks: see Notes 
  Looks/Dress: The Moutharm is a huge, mobile anemone (amphibious) that is red with pale blue 
  tentacles.  It stands 6’ to 12’ high, and has 12’ to 24’ tentacles.  It has 4 tentacles for every 3’ high 
  it is. 
  Notes: Each tentacle can hit for d8 points and paralyzes.  The tentacles are sticky; those hit have a 
  5% chance per level of getting away. 
  NIGHT WINGS (BLACK WINGS) 
  HD: half to 4+1 
  AC: 8 to 6 
  Speed: 12” – 20” 
  DEX: 8 – 15 
  % Liar: N/A 
  Number: 10 to 330 
  Immunities: N/A 
  Attacks: 1 bite (1 point to d4 points) and 1 claw (1 point to d4 points) or 2 wing buffets (1 point to 
  d4 points) 
  Looks/Dress: Night Wings are light blue-grey to coal black giant bats with red or green eyes. 
  Notes: They have a 40% chance of being rabid.  Bites cause 1 point of infection per hour.  They are 
  susceptible to all forms of sonic attack. 
  NINTHLA 
  HD: 1 hit point 
  AC: 9 
  Speed: 3” (it can leap 5’!) 
  DEX: 11 – 15 
  % Liar: N/A 
  Number: usually 1 
  Immunities: N/A 
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  Attacks: 1 bite 
  Looks/Dress: A Ninthla is a 12 legged mutated spider.  They are usually plum colored with orange 
  eyes. 
  Notes: It attacks like a 10 dice monster, although only pea sized itself!  It can teleport thrice daily up 
  to 1 mile away.  Ninthlas are timid unless cornered.  Its poison is fatal to all under 12 dice.  A 
  save results in the victim going catatonic for d20 days. 
  ORNS 
  HD: 1+1 to 5+1 
  AC: 6 
  Speed: 20” turn (30” charge for 20 melees) 
  DEX: 9 – 13 
  % Liar: N/A 
  Number: d20 
  Immunities: N/A 
  Attacks: 2 kicks (d6 to 2d8) and 1 bite only if 1 or more kicks landed (d4 to d12) 
  Looks/Dress: Orns are like large prehistoric birds approximately 7’ tall.  They are straw camouflage 
  colored with green eyes. 
  Notes: Those of 3 dice or bigger are rideable by Humans, and are trainable if raised from birth. 
  ORONT 
  HD: 6+1 to 9+1 
  AC: 5 
  Speed: 10” (15” charge) 
  DEX: 8 – 13 
  % Liar: 90 % 
  Number: d12 
  Immunities: 100% fearless 
  Attacks: d3 horns (d8 to 2d8 each); 1 hit (d10 to 2d8) 
  Looks/Dress: Oronts are believed to be a tri-horned rhinoid form of Minotaurs?  They are a pale 
  tan and grey. 
  Notes: Chaotic Evil for sure, they are aggressive and mean.  They can “stomp” those knocked down 
  for d8 to 2d8 points. 
  PHANDELYON 
  HD: 5 + 1 to 8+1 
  AC: 4 or 5 
  Speed: 9” (12” charge) 
  DEX: 8 – 16 
  % Liar: N/A 
  Number: d20 
  Immunities: N/A 
  Attacks: 2 claws (d8 to 2d10); 1 bite (d10 to 4d6) 
  Looks/Dress: Phandelyons are phasing lions, bright blue with silver claws and teeth. 
  Notes: Usually True Neutral, they like Dwarves for some weird reason.  They can “phase” in and 
  out, and are very curious. 
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  QUARL 
  HD: 4+1 to 8+1 
  AC: 4 or 5 
  Speed: 12” (18” charge) 
  DEX: 7 – 16 
  % Liar: N/A 
  Number: d20 
  Immunities: N/A 
  Attacks: 4 claws (d6 to 3d6 each); 1 bite (d10 to 2d10) 
  Looks/Dress: Quarl are a ebon, six legged, cat like beast with one red eye and black tusks. 
  Notes: They are cunning and evil. 
  RAZOR SNAKE 
  HD: 3+1 to 5+1 
  AC: 3 
  Speed: 6” 
  DEX: 9 – 13 
  % Liar: N/A 
  Number: d5 
  Immunities: 100% impervious to all “cuts and chops” 
  Attacks: see Notes 
  Looks/Dress: A Razor Snake is a silver, flat snake that has razor sharp edges. 
  Notes: It is always curled so it always cuts.  It wraps about its victim doing 2d12 points damage per 
  turn, slicing it into pieces small enough to eat. 
  RAZOR VINE 
  HD: 6 to 9 
  AC: 5 
  Speed: N/A 
  DEX: N/A 
  % Liar: N/A 
  Number: N/A 
  Immunities: 100% fire proof; cold does 50% more damage 
  Attacks: see Notes 
  Looks/Dress: Razor Vines look like any normal vine, but have a continuous razor blade in the core.  
  They are virtually undetectable from normal vines. 
  Notes: When someone comes within 3’ – 4’ of them, they lash out.  They have a 50% chance of 
  entangling, but do no initial damage.  If the escape roll is failed, they contract, doing 6d6 cutting 
  damage per melee.  They can reach up to 8’ – 10’. 
  RED DEATH 
  HD: 9 
  AC: N/A 
  Speed: 18 (air only) 
  DEX: N/A 
  % Liar: N/A 
  Number: d10 
  Immunities: impervious to hits/fire; half damage from lightning; weapons just pass through it 
  harmlessly 
  Attacks: see Notes 
  Looks/Dress: The Red Death is a fog like red cloud (roughly a 60’ globe) that boils, moves, and 
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  shifts constantly. 
  Notes: It sticks to people, converting the flesh to food at 6d6 points a turn.  What’s converted is 
  gone forever.  Cold does double damage to it. 
  THE RED ROT 
  HD: N/A 
  AC: N/A 
  Speed: can blow in the wind 
  DEX: N/A 
  % Liar: N/A 
  Number: N/A 
  Immunities: N/A 
  Attacks: 4d6 initially then d12 per hour until death 
  Looks/Dress: The Red Rot is a disease caused by nearly invisible spores of the infamous Red Lotus. 
  Notes: This stuff is highly contagious.  Their victim’s body turns to red goo.  A Heal Heavy Wounds 
  and Cure Disease is what is needed to heal it.  Fire or cold will kill it. 
  RIPPLER 
  HD: 7 to 12 
  AC: 7 
  Speed: 5 
  DEX: 8 – 11 
  % Liar: N/A 
  Number: 1 
  Immunities: N/A 
  Attacks: see Notes 
  Looks/Dress: Ripplers are a chameleon like, amorphous looking, amoeboid beast.  It clings to 
  ceilings, dropping on things below. 
  Notes: It covers a 20’ by 20’ ceiling section, and can smother a man in 3 – 5 melees. 
  ROCKWORM 
  HD: 8 to 12 
  AC: 2 + 1 
  Speed: 6 on land 
  DEX: 5 – 9 
  % Liar: 25% 
  Number: 1 to 9 
  Immunities: N/A 
  Attacks: see Notes 
  Looks/Dress: Rockworms are 9’ – 15’ long, warty brown, worm like beasts with a 3’ wide mouth 
  that acts like a rotating diamond drill that sprays acid. 
  Notes:  It sores through rock at 50’ per minute.  Its acid is 5+2 dice, and is a spray 25’ long by 10’ 
  wide.  They cannot enter water. 
  SHADOW TITANS 
  HD: as Titans 
  AC: 4 
  Speed: 15 
  DEX: as Titans 
  % Liar: as Titans 
  Number: d12 
  Immunities: impervious to all but magik weapons 
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  Attacks: like a Blue Wraith 
  Looks/Dress: These are titans, through great necromancy, turned to shadows. 
  Notes: They still know their magik.  Shadow Titans are usually Amoral or Chaotic Evil.  They hate 
  all life. 
  SHAMBLER 
  HD: 8 to 15 
  AC: 8 
  Speed: 3 
  DEX: N/A 
  % Liar: N/A 
  Number: d3 
  Immunities: N/A 
  Attacks: see Notes 
  Looks/Dress: A Shambler is a lumpy, gooey, mound of matter resembling a pile of earth or trash. 
  Notes: This creature sticks to whatever hits it like glue.  Victims have a 10% chance of escape.  It 
  then dissolves its prey at d12 per melee turn. 
  SHYDRAS 
  HD: 8+1 per body 
  AC: 2+5 
  Speed: 12” – 15” 
  DEX: 16 – 18 
  % Liar: N/A 
  Number: usually 1 
  Immunities: 100% charm, fear, sleep, poison, venom, life level blasting, life level draining, sonics, 
  and confusion 
  Attacks: 1 spell and 6 attacks for 2d8 each plus by weapon type per body per turn 
  Looks/Dress: A Shydra is 10’ long for each body it has (5 bodies = 50’ length).  It is Hydra bodied, 
  with “Shiva like” upper bodies in lieu of heads.  It is made all of gleaming bronze, with eyes of 
  real flame: the golem’s golem! 
  Notes: If it moves over a victim, it crushes for 4d6 for each body of the Shydra.  It uses magik equal 
  to the Mage who “loaded” it.  Each body may store 3 spells. 
  SILVER SLYTH 
  HD: 15 dice per 50’ (no maximum) 
  AC: 2+5 (cilia), 2+l (face), 2+l (body) 
  Speed: 6” per 50’ 
  DEX: 3 – 5 
  % Liar: N/A 
  Number: 1 
  Immunities: 100% poison/venom, fear, paralysis, and charm proof 
  Attacks: 8 – 16 cilia (d12 per 50’) and 1 bite (5d6 per 50’) 
  Looks/Dress: The Silver Slyth is a 50’ to 300’ long pulsing tube with 15’ – 45’ cilia covering all of it 
  – Yarg! 
  Notes: It never tires.  It can rear up 3/4 its own length without support, 7/8 with.  It can attack up 
  to 1 target per cilia each turn.  The cilia paralyze all, but Hobbitts.  All eaten are dissolved in 2d10 
  melee turns.  It regenerates at 2 per turn per 50’ in length.  It tracks warm blooded beings first.  
  It takes eighth damage from slimes and acids.  Cuts and chops do quarter damage.  It is 
  extremely rare, and feeds continually. 
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  SKORPADILLOS 
  HD: 3+1 to 7+1 
  AC: 5 to 2 
  Speed: 9” to 12” 
  DEX: 8 – 13 
  % Liar: N/A 
  Number: 2d8 
  Immunities: N/A 
  Attacks: 2 claw (d8 to 3d6); 1 bite for (d6 to d10); 1 sting (d4 +poison) 
  Looks/Dress: Skorpadillos are giant armadillos with a wicked, scorpion like tail.  They are usually 
  rock colored. 
  Notes: The stinger poison causes blindness in d3 turns and 6d6 points. 
  SKORPOON 
  HD: 5+1 to 9+1 
  AC: 6 
  Speed: 10’/turn 
  DEX: 9 – 16 
  % Liar: 99% 
  Number: d100 
  Immunities: 100% fear 
  Attacks: 2 claws (d8 to 3d6 each), 1 bite (d6 to 2d8), 1 sting (d2 to d6) plus venom equal in potency 
  to the creature’s HD 
  Looks/Dress: A Skorpoon is 1’ tall per HD, with bright green fur.  They have a tan to yellow belly 
  and tail.  The beasts have blood red fangs, claws, and eyes. 
  Notes: This beast is nearly as intelligent as a Human.  They will eat anything it can catch!  These 
  deep green, scorpion tailed baboons were genetically engineered warriors.  Now wild, they are 
  running in packs. 
  SKY SCORPION 
  HD: 5+1 to 10+1 
  AC: 2+2 
  Speed: 15” to 18” 
  DEX: 9 – 12 
  % Liar: N/A 
  Number: d4 
  Immunities: 50% magik resistant; 100% fear, confusion, and acid proof 
  Attacks: 2 claws (d8 to 2d8), 1 bite (d4 to d8), sting is “A.O.9” (d3 points) 
  Looks/Dress: A Sky Scorpion is a golden scorpion with silver claws, stinger, and jaws.  It also has 
  an extra pair of legs, and the stinger tail is forked with two stingers.  It can move in the air as if 
  on land.  It has space proof armor, and is 10’ to 18’ long. 
  Notes: Lightning regenerates it point for point.  It is intelligent.  “A.O.9” is a manufactured chemical 
  that causes all injected with it to lose their natural immunities!  Thus, their own stomach acid or 
  other internal goodies would slay them; very horribly, I might add! 
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  SLIME, BLUE 
  HD: 3 
  AC: 5 
  Speed: 6” 
  DEX: 2 – 6 
  % Liar: N/A 
  Number: 1 
  Immunities: 100% to all mundane weapon attacks (cuts, bashes, cuts, etc.) and most magic (see 
  Notes) 
  Attacks: see Notes 
  Looks/Dress: A Blue Slime is a slime that is blue. 
  Notes: A Blue Slime corrodes wood and metal, and does 2 dice of damage per turn to flesh.  Only 
  lightning, fireballs, Afreet, and dragon fire kills it.  It homes on heat auras and body heat. 
  SLIME, GOLD 
  HD: 3+1 to 18+1 
  AC: 2+5 
  Speed: 12” 
  DEX: 4 – 5 
  % Liar: N/A 
  Number: d3 
  Immunities: 100% life level blasting, fire, cold, cuts, and chops; 75% magik resistant 
  Attacks: see Notes 
  Looks/Dress: A Gold Slime looks like molten gold.  It glows in the dark.  It is 3d6’ across. 
  Notes: This creature blasts one life level per each 3 dice in size.  It also does d6 points of acid 
  damage per those 3 dice (6 life levels and 6d6 points maximum possible).  Thunderbolts add hit 
  dice on a 1 for 1 basis.  The clerical “Death Spell” does 10d10 points.  It homes in on the 
  magnetic fields of living things. 
  SLIME, WHITE (THE WHITE WITCHES LEGACY) 
  HD: 5+1 to 20 
  AC: 2+2 
  Speed: 10” 
  DEX: 5 – 7 
  % Liar: N/A 
  Number: 1 
  Immunities: 100% acid, poison, and venom proof 
  Attacks: see Notes 
  Looks/Dress: The White Slime appears to be a puddle of what looks like liquid cream-of-wheat.  
  It’s 3’ across to 20’ across. 
  Notes: It dissolves (irrevocably) 4d12 points per turn, and paralyzes (no slow if save is made, but 
  must roll every turn hit).  It can extrude d20 pseudopods.  The pseudopods are d12’ per 5 dice 
  of the White Slime. 
  SNOW GHOST 
  HD: 5+1 to 8 + 1 
  AC: 2+2 
  Speed: 33” (fly) 
  DEX: varies 
  % Liar: N/A 
  Number: d8 
  Immunities: 100% cold, stoning, paralysis, fear, and confusion proof 
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  Attacks: 3 per turn; 2 claws (d6 to d12 each) and 1 breathe (see Notes) 
  Looks/Dress: Snow Ghosts are man shaped little snowstorms that wail and moan. 
  Notes: This creature’s cold, howling breath forms a cone 18’ long by 6’ wide that does 2d8 to 5d8 
  points of cold damage. 
  SNOW GOLEMS 
  HD: 66 points 
  AC: 5 
  Speed: 7” 
  DEX: varies 
  % Liar: N/A 
  Number: varies 
  Immunities: 100% to mundane weapon attacks and cold 
  Attacks: 1 hit (3d6 and d6 cold) 
  Looks/Dress: A Snow Golems looks are obvious.  Just think snow. 
  Notes: These automatons are Chaotic (80%) and Neutral (20%).  It has minimal intelligence.  It 
  breathes a 5d10 point Cone of Cold, and fires on a die roll of 9 or better on 2d6. 
  SNOW MAGGOTH 
  HD: 12+1 to 36+1 
  AC: 4 
  Speed: 18” 
  DEX: varies 
  % Liar: N/A 
  Number: usually solitary 
  Immunities: 100% cold proof 
  Attacks: 1 bite (4d12), 1 butt (d12) 
  Looks/Dress: The Snow Maggoth is a huge, white furred slug, which looks like a snow bank when 
  still.  It is usually 5’ long per hit dice, thus a 36 dice one is 180’ long! 
  Notes: It spits (instead of bites) a liquid that freezes all it hits solid.  It spits on a roll of 1 – 4 on 
  2d6.  If the save is made, the victim takes 3d10 points.  If the Snow Maggoth rolls 2 more than 
  needed to hit, it swallows the victim.  Those swallowed dissolve at 2d10 points per melee turn. 
  SNOW SNAKES 
  HD: 5 + 1 to 8+1 
  AC: 3 
  Speed: 10” 
  DEX: 8 – 13 
  % Liar: N/A 
  Number: d8 
  Immunities: 100% to cold and paralysis 
  Attacks: 1 bite (d4 to d8); venom (3d12 cold damage); constriction (2d10) 
  Looks/Dress: Snow Snakes are pale, translucent, blue-white snakes that look like icicles. 
  Notes: If a poison save is failed, victim is frozen solid.  They are Neutral (10%) and Chaotic (90%). 
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  SPINTHAAK 
  HD: 3+1 to 5+1 
  AC: 2 (spines), 6 (body) 
  Speed: 5” (ground), 3” (water) 
  DEX: 6 – 10 
  % Liar: N/A 
  Number: d4 
  Immunities: N/A 
  Attacks: see Notes 
  Looks/Dress: A Spinthaak is a giant, land, spiny urchin that can make chameleon like color changes.  
  It is 7’ to 10’ long. 
  Notes: It can fire 2d10 spines (like a light bolt thrower) directionally or randomly (120 spines total) at 
  will.  It’s a timid and shy creature. 
  STAR BEAST 
  HD: 9 
  AC: 2 (arms), 5 (body), 7 (eye) 
  Speed: 12” 
  DEX: 18 
  % Liar: 35% 
  Number: 2d12 
  Immunities: 100% fear, charm, and confusion proof 
  Attacks: d6 per tentacle 
  Looks/Dress: A Star Beast has 6 tentacles, a fanged mouth, and a bright metallic red surface.  It has 
  a single huge, golden, glaring eye. 
  Notes: Tends to drool, snarl, and make sounds like hungry baby animals (think puppies and kittens). 
  STAR SPYDER 
  HD: 20 
  AC: 2+4 (arms), 2+2 (body), 7 (eye) 
  Speed: teleports only 
  DEX: 17 – 20 
  % Liar: unknown 
  Number: always alone 
  Immunities: 100% fear, confusion, poison, sonics, sleep, cold, and charm. 
  Attacks: 1 psychic charm person, 4d6 arms (d12 on impact and 2d8 per turn thereafter of 
  constriction) 
  Looks/Dress: The Star Spyder looks like a bright light that makes observation difficult. 
  Notes: It absorbs energy from mass conversion which regenerates it at a 2 for 1 rate.  When in 
  danger of being killed, it teleports away.  This creature is so rare as to be only a dim legend.  The 
  constriction comes with continuous suction (reverse cyclone) each turn.  All under 3+1 HD 
  cannot resist it.  Those seized are dragged under its mouth, where the victim’s body is consumed 
  by radiation and heat in 2 melee turns.  Those killed in this manner are 100% irrecoverable. 
  STINK BUG 
  HD: 4+1 
  AC: 7 
  Speed: 6” (ground), 10” (air) 
  DEX: 4 – 7 
  % Liar: N/A 
  Number: 3d10 
  Immunities: N/A 
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  Attacks: 1 claw (d3), 1 bite (d4) 
  Looks/Dress: The Stink Bug is a big, squashy looking, pallid white bug. 
  Notes: If provoked, it puts out a 60’ cloud of stink (4 dice – pass out, 8 dice – run!).  It’s meat tastes 
  so bad, even Demons won’t eat it: yuck! 
  STORM BIRDS 
  HD: 5+1 to 9+1 
  AC: 5 
  Speed: 48” (fly), 96” (dive) 
  DEX: 8 – 14 
  % Liar: N/A 
  Number: usually a mated pair 
  Immunities: 100% lightning, half damage from sonic and cold 
  Attacks: 2 wing buffets (d6 to d12), 2 claws (d8 to 2d8), 1 beak (d12 to 2d12), electrical damage (d10 
  to 5d10) 
  Looks/Dress: Storm Birds are like brilliant blue eagles with electric blue feathers. 
  Notes: They can fan a wind like a Djinn at double the Djinn wind’s strength. 
  SUN BEAR 
  HD: 4+1 to 8+1 
  AC: 4 
  Speed: 12” per turn (16” charge) 
  DEX: 7 – 11 
  % Liar: N/A 
  Number: d8 
  Immunities: 100% fire proof 
  Attacks: 2 claws (d6 to d12), 1 bite (d8 to 2d8), body heat (d8) 
  Looks/Dress: The Sun Bear is a giant copper-gold Kodiak bear, with brilliant yellow-gold stomach 
  and gold claws. 
  Notes: Its saliva causes victims to burst into flame for d8 points per turn.  Cure Disease and Cure 
  Serious Wounds are the only methods to extinguish it. 
  SUN BUG 
  HD: 1 hit 
  AC: 9 
  Speed: 8” (air), 3” (ground) 
  DEX: 6 – 9 
  % Liar: N/A 
  Number: 20 to 500 
  Immunities: N/A 
  Attacks: see Notes 
  Looks/Dress: The Sun Bug is a small, ruby colored beetle that flies in swarms. 
  Notes: When hit, it explodes in a 3+1 dice, 5’ diameter fireball.  Also, all within that burst must save 
  versus blindness (flash).  It is harmless unless hit, then it explodes. 
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  TA’VREEN 
  HD: 3+1 to 7+1 
  AC: 8 
  Speed: 6” 
  DEX: varies 
  % Liar: 95% 
  Number: d20 
  Immunities: N/A 
  Attacks: by weapon type only 
  Looks/Dress: Ta’vreen look like tall (6’ to 7’), blue skinned, hairless Humans. 
  Notes: They are aliens from another dimension.  They are totally impervious to this dimension’s 
  magik, and each has technological weapons (favoring blasters).  They hate Thaelastra. 
  TELEPORT ROSE 
  HD: 6+1 to 8+l 
  AC: 2+2 
  Speed: non-mobile 
  DEX: varies 
  % Liar: 90% 
  Number: usually solitary 
  Immunities: N/A 
  Attacks: thorns (d8) 
  Looks/Dress: The Teleport Rose is a 5’ tall, very intelligent, black rose. 
  Notes: The thorns can be fired up to 20’ away.  They have the ability to teleport any person or 
  object, anywhere up to 300 miles.  It is a magikal creation usually conjured by a magik user for a 
  special reason. 
  THAELASTRA 
  HD: 1+1 to ??? 
  AC: 8 (but wears a jumpsuit AC 5 equivalent) 
  Speed: 8”/turn 
  DEX: 13 – 18 
  % Liar: 65% 
  Number: 2 to 120 (never alone) 
  Immunities: 100% confusion 
  Attacks: 1 per turn with technological weapon 
  Looks/Dress: Thaelastra are 7’ tall, hairless, milky skinned humanoids, with green double pupiled 
  eyes and Buddha like ears. 
  Notes: They were alien slavers, formerly starfaring and now stranded.  The Thaelastra use “tanglers”, 
  which project 10’ wide, double strength webs out to 60’.  They also use lasers that do 40 points 
  of damage out to 100 yards.  They do not believe in magik, and so vivisect all captured Mages to 
  look for their “hidden technological devices”. 
  THORG 
  HD: 4+1 to 8+1 
  AC: 6 
  Speed: 12” (18” on charge) 
  DEX: 10 – 16 
  % Liar: N/A 
  Number: d10 
  Immunities: N/A 
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  Attacks: 1 bite (d10 to 2d8), 4 claws (d6 to d12) 
  Looks/Dress: Thorg are a golden, 6 legged, cross between lions and tigers. 
  Notes: They can pursue prey at a steady run for 4 – 8 hours.  They are Lawful (40%) and Neutral 
  (60%). 
  THRALLS 
  HD: varies 
  AC: varies 
  Speed: varies 
  DEX: varies 
  % Liar: varies 
  Number: 2 – 120 
  Immunities: N/A 
  Attacks: varies 
  Looks/Dress: varies 
  Notes: They are the trained body guards and gladiators of the Thaelastra.  They can be anyone.  
  Used to hunt down the alien’s quarry, they wear a gold “Collar of Obedience” that will strangle 
  it’s wearer upon the alien’s command. 
  THROON 
  HD: 4+1 to 9+1 
  AC: 5 to 3 
  Speed: 12”/turn (18”/turn charge) 
  DEX: 10 – 17 
  % Liar: 35% 
  Number: d100 
  Immunities: 100% fear 
  Attacks: 4 per turn (d10 to 2d10), by weapon type 
  Looks/Dress: Throon are blue-black, four armed, fang mouthed humanoids standing 8’ to 12’ tall, 
  with yellow eyes.  They wear yellow loin wrappings and cross chest belts of dragon hide with 
  silver studs. 
  Notes: These beings are fierce nomadic warriors with low intelligence in every area excepting 
  warfare, in which they are excelled only by Phraints and Saurigs.  While crude at tactics, Throon 
  have tenacity and ferocity unsurpassed.  They usually eat captives.  If it grapples, it can bite for 
  d6 to d10. 
  THRUKK 
  HD: 4 + 1 to 7 + 2 
  AC: 6 
  Speed: 7” 
  DEX: 7 – 12 
  % Liar: 10% 
  Number: 3d12 
  Immunities: 100% to all Arduin based magik 
  Attacks: by weapon type plus d10 damage bonus from strength 
  Looks/Dress: Thrukk resemble bears with hands.  They dress as Ta’vreen. 
  Notes: They were the convict slave labor of the Ta’vreen until they escaped.  They hate them!  
  Impervious to this dimension’s magik, each one has technological weapons. 
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  THUNDER BUG (BANG BEETLE) 
  HD: 1 hit 
  AC: 9 
  Speed: 8” (air), 3” (ground) 
  DEX: 6 – 9 
  % Liar: N/A 
  Number: 20 to 500 
  Immunities: N/A 
  Attacks: as for Sun Bugs, but does 3+1 dice electrical shock to persons hitting it only 
  Looks/Dress: Thunder Bug look like Sun Bugs, but have a bright blue color with yellow wings. 
  Notes: This insect is very similar to the Sun Bug in most aspects. 
  THUNDER DRUMMERS 
  HD: 7+1 to 12+1 
  AC: 3 (tough old wood) 
  Speed: non-mobile 
  DEX: 
  % Liar: N/A 
  Number: 6d6 
  Immunities: N/A 
  Attacks: d12 times per turn per tree (d6 to 2d6 each hit) 
  Looks/Dress: Thunder Drummers appear as a grove of banyan like trees, usually in a group of 8 – 
  16 in a circle with a 20’ – 20’ clearing. 
  Notes: Their name is derived from the sound of their attack.  They attack all in the clearing. 
  TRELVES 
  HD: as for Elves 
  AC: 4 
  Speed: as for Elves 
  DEX: 16+ 
  % Liar: as for Elves 
  Number: as for Elves 
  Immunities: as for Elves 
  Attacks: 1 Javelin of Lightning, 1 Winged Javelin, or 1 weapon type (usually a scimitar) 
  Looks/Dress: Trelves are dull silver grey humanoids, with metallic blue, pupilless eyes.  They stand 
  6’ to 7’ tall. 
  Notes: They wear winged helms, and use Javelins of Lightning and Winged Javelins (heavy but can 
  reach any range at 72” per turn and return!  +1/+1).  They hate all Humans.  They are Elves of 
  an alternate universe, and are Chaotic Evil. 
  TUNCH 
  HD: 4+1 to 6+1 
  AC: 6 or 7 
  Speed: 15” (air), 3” (ground) 
  DEX: 10 – 15 
  % Liar: 90% 
  Number: 3d12 (8d8 if encountered in a cave) 
  Immunities: 100% to all acids 
  Attacks: 1 special that drops 2 life levels per turn 
  Looks/Dress: A Tunch has a 6’ to 9’ wingspan.  They are just overly large (but thinner 
  proportionately) stirges.  They are usually a sick bilious yellow color or a turd brown hue. 
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  Notes: The name derives from the sound the beasties beak makes when it penetrates flesh.  They 
  have acquired the resistance to acid of 40% – 60%.  They are Neutral (75%) and Chaotic (25%). 
  TUNCH BEARS 
  HD: 3+1 to 5+1 
  AC: 6 
  Speed: 5” (ground) 
  DEX: 8 – 11 
  % Liar: 50% 
  Number: 3 – 15 
  Immunities: 100% to all acids 
  Attacks: claws as big bear and sucks blood as Tunch 
  Looks/Dress: These beasts are a cross between Tunchs and big bears. 
  Notes: Their blood sucking ability and ferocity make them evil opponents. 
  VOLOE 
  HD: 1+1 to 3+1 
  AC: 6 or 7 
  Speed: 6” (4” in water) 
  DEX: 11 – 16 
  % Liar: N/A 
  Number: d2 
  Immunities: N/A 
  Attacks: 1 bite (d3) plus a poison that is 3 times hit dice size that also blinds (50/50 permanent) 
  Looks/Dress: A Voloe is a pearl grey snake with one golden eye. 
  Notes: They are cunning and evil. 
  WHITE SNOW (ICE) TIGERS 
  HD: 5+1 to 8+1 
  AC: 3 or 2 
  Speed: 15” (20” charge) 
  DEX: 12 – 15 
  % Liar: N/A 
  Number: d2 
  Immunities: 100% cold and paralysis proof 
  Attacks: 2 claws (2d4 to 2d10 each), 1 bite (if one or more claws hit) for 2d8 to 5d4 
  Looks/Dress: White Snow Tigers look like large tigers with translucent blue claws and fangs and 
  blue sapphire eyes. 
  Notes: They have a +5 save versus fear and confusion.  Fire and heat does double damage.  Because 
  they dislike heat, they are never found in climates with temperatures over 40 degrees.  Since their 
  fur is so protective from cold, it is very valuable.  There is a 25% chance of a 4 claw attack. 
  WOBRA 
  HD: 1+1 to 9+1 
  AC: 5 
  Speed: 6”/turn (ground), 12” to 24”/turn (air) 
  DEX: 14 – 19 
  % Liar: 55% 
  Number: 4d12 
  Immunities: 100% fear proof 
  Attacks: 1 bite (d2 to d12) plus venom damage (d6 turn delay) 
  Looks/Dress: A Wobra is an emerald green winged cobra with ruby red eyes. 
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  Notes: They are usually found in flocks like birds, and tend to go into attack frenzies like an Air 
  Shark.  Their venom is always double their own HD.  They “spit” for a range of 3’ per HD. 
  WRAITH DRAGON 
  HD: add 2+1 to normal 
  AC: add 2 to normal 
  Speed: 50% faster than other dragons 
  DEX: varies 
  % Liar: varies 
  Number: always solitary 
  Immunities: 75% magik resistance 
  Attacks: 1 breaths as normal dragons except it blasts 1 life level also 
  Looks/Dress: The Wraith Dragon is usually translucent. 
  Notes: This undead dragon is nearly identical to how it was when living, except for the changes 
  noted above. 
  “X” 
  HD: 8+1 
  AC: 9 (brain), 3 (tentacles) 
  Speed: 18” 
  DEX: varies 
  % Liar: N/A 
  Number: usually solitary 
  Immunities: 100% fear, confusion, and paralysis proof 
  Attacks: 13 tentacles (paralyses all and crushes for d8) 
  Looks/Dress: This beast is a glowing, blue-green brain with 13 tentacles that floats in the air.  It is 
  6’ across, and has 18’ tentacles.  The tentacles have a 15’ reach. 
  Notes: It lives on brain power, life energy, and intelligence.  “X” has a permanent anti-magik shell.  
  These creatures have natural missile deflectors (no missiles can hit it).  “X” can mind blast (save 
  or die)!  If the save roll is made, roll to see if victim becomes feebleminded.  Those it catches it 
  drains of intelligence each turn.  It “eats” d3 Intelligence points (permanently) per turn. 
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  MAGIK 
  MAGIK IN ARDUIN 
  From Arduin Grimoire I (Pages 28 – 30) 
  PRISMATIC WALLS AND THEIR USAGES 
  From Arduin Grimoire I (Pages 37 – 38) 
  RUNE WEAVER MAGIK’S WONDROUS WEBS 
  OF POWER 
  From Arduin Grimoire I (Pages 43 – 44) 
  NOTES ON MAGIK 
  From Arduin Grimoire I (Pages 68 – 70, 76) 
  SPELLS 
  From Arduin Grimoire II (Pages 66 – 67) 
  MANA AND THE COST OF SPELL POWER 
  From Arduin Grimoire III (Page 29) 
   
   
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  MAGIK IN ARDUIN 
  In fantasy war gaming, there has been continual argument about magik and how it is supposed to 
  work.  The system presented herein is one that has undergone constant revision until it has become a 
  truly workable system.  I hope you understand, though, that this system is a basis from which to 
  work, and that magik is limited only by the reader’s imagination. 
  To memorize a spell, a Mage has to sit down and concentrate on his book of spells undisturbed.  The 
  base for memorization is 1 hour per spell divided by the number of spells that the Mage may 
  memorize of that level.  For example, a fifth level Mage may memorize 4 first level, 2 second level, 
  and 1 third level spell.  When he sits down to memorize his spells, it takes 1 full hour for the third 
  level spell, 30 minutes each for the second level ones, and 15 minutes each for the first level ones: a 
  grand total of 3 hours. 
  During combat, a Mage may “fire” a spell he has memorized every melee turn for as long as he has 
  spells memorized.  The same Mage that took those 3 hours to memorize his spells would be able to 
  use a spell every melee turn for 7 turns, whereupon he would have no more spells to use, until he 
  memorized more. 
  Scrolls are simply pieces of paper that have the power of a spell stored within them, and have the 
  trigger phrase written upon them.  Therefore, scrolls may be read and used every other melee turn, 
  because it takes a little time to drop one scroll, pull out another, unroll it, and read the trigger phrase. 
  In both cases, if the Mage is disturbed while casting the spell or reading the scroll, his concentration 
  will be broken, with the result that the spell could fail entirely, partially fire, or even boomerang back 
  upon the user.  Naturally, this is not exactly what the Mage had in mind, so discretion is called for in 
  all situations where the Mage could be disturbed. 
  In the universe where Arduin exists, the use of magik is affected by all metals, so that Mages cannot 
  wear armor of the metal variety and function properly.  Leather armor is fine, and even shields made 
  of only wood and leather can be used, but most Mages find that this cuts down their Dexterity 
  enough that they seldom do so. 
  Mages generally do not need to carry weapons other than their daggers, but those of fifth level and 
  above can use magik swords, and those of tenth level and above may use all magik weapons.  
  However, Mages may never carry more than one weapon at a time, for the use of weapons requires a 
  mental discipline alien to the philosophy of magik, and so will interfere with a Mage’s concentration 
  if he relies on them too much. 
  Magik is indiscriminate, and will destroy friend and foe alike, so a Mage should exercise great caution 
  in combat situations, for in melee, it is all too easy to hit friends, as well as enemies.  Therefore, as a 
  general rule, magik should not be allowed in close combat situations without heavy percentage 
  chances that friends will be hit. 
  If a Mage has tried a Fireball against an Orc, and the Orc made his saving roll, and took only half 
  damage.  That means that as far as that particular type of spell is concerned, it does not work well 
  against that particular Orc, and from that time forward, his saving roll is automatically made against 
  that Mage’s Fireballs.  It is simply that the Mage’s Fireball is not quite the right brand of magik to 
  “cook” our Orc with.  This holds true for all magik, and in a situation where the spell either affects 
  you or leaves you alone, if the saving roll is made, then thereafter that particular spell will not affect 
  that target.  The only bright spot is that when a Mage goes up a level, his entire armory of magik 
  improves, and that little Orc that got away will have to make his saving roll all over again against 
  those nasty Fireballs.  Remember also that the converse is true: fail that saving roll, and thereafter you 
  get none against that particular spell when cast by that Mage, until you yourself go up a level.  
  Besides, where one Mage’s magik fails, another’s will “burn, baby, burn”! 
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  Carrying this a little further, we see a Mage trying to detect magik on a sword his heroic friend has 
  found.  If he fails to detect on the first try, he will get no second chance as that sword just won’t 
  register to his Detect Magik spell (until he goes up a level, at which time he may try again).  I think 
  you get the picture. 
  As with spells and scrolls, to use a wand or staff, the user must concentrate.  If just casually thinking 
  about firing a wand or staff was enough to trigger it, there would be a lot of casual firings!  I, for 
  one, do not think that Mages would build magik wands that would go off in their faces, so a little 
  concentration (as well as physical contact) is needed to fire those things. 
  Remember also that rings must be rotated to activate (for the same reason), and that amulets and the 
  like must be fingered or cupped in the palm.  All such actions are usually very visible to a watching 
  opponent.  If a Warrior is wearing his magik ring of flight under his armored gauntlets when he sails 
  off the battlements, then he’d better either grow wings or hope he lands on a nice soft pile of hay, 
  because that ring is unturnable under all that metal (and just try grabbing an amulet under a 
  breastplate and gambeson)! 
  The upshot of all this is simple: you have to have your magikal goodies where your hot little hands 
  can get them at an instant’s notice.  If you want to really jazz up your game, just add in a ‘Phumble 
  Phactor’.  What’s a P&P, you ask?  Simply put, it is a percentage chance for Mages or whomever to 
  grab the wrong end of a wand, or to read off the wrong spell from a scroll in his haste to slay the 
  onrushing purple uglies that are going to eat him.  A suggested base is 50% to start, going down 2% 
  per level thereafter, and modified by Dexterity: -5% per point of Dexterity over 12, or conversely 
  +5% per point of Dexterity below 9. 
  Another area that is seldom explored in fantasy gaming is what constitutes a “hit” when the weapon 
  you’ve lobbed at the monster only has to touch it to work!  This is discussed in the magik section 
  because most simple “contact” weapons are magikal in nature. 
  When using a weapon that requires no penetration to work, such as a Stasis Compacted Green Slime 
  Grenade, just roll on the appropriate combat table, and add 4 to your attack.  When using something 
  like a Shock Wand, roll and add 2 to your attack (you get less because you must close and strike as in 
  normal combat). 
  When throwing an area weapon, like a jar of Magik Shrinking Potion, make your attack at plus 6, but 
  then roll percentile dice to see how much actually hit your target.  If friends are near, roll to see if 
  they’ve been hit also. 
  An additional point to remember is that Fingers of Fire, Cones of Cold, and the like all have a 
  tendency to “splash” when they hit a solid target.  Therefore, consider that 50% will splash at 10’ 
  range or less, dropping 10% for each 10’ in range thereafter.  The splash will be divided in quarters, a 
  quarter each going left, right, up, and down.  Therefore, if an 8 dice Finger of Fire is fired at a 
  gorgon 7’ away, 4 dice will splash, with 1 die going in each of the four directions.  Such a splash can 
  harm friends if they are in the way.  Thus, once again, we see a limiting factor placed on magik. 
  Some controversy has also revolved around “Mana” or “spell points” and their application in limiting 
  magik use.  In Arduin, this is the formula we use: take the Mage’s Intelligence and multiply it by his 
  level, then divide by 4 (if his Intelligence is 8 or less) , 3 (if Intelligence is 9 to 12) , or 2 (if 
  Intelligence is 13 or greater).  Therefore, a 7th level Mage with an Intelligence of 16 would multiply 
  16 by 7 to get 112, then divide 112 by 2 for a final total of 56 Mana points that the Mage will 
  generate per 12 hour period of rest or 24 hour period of activity.  This is important, as every spell 
  used requires an expenditure of mental energy by the Mage, measured in units called “Mana” points.  
  Most first level spells use 1 to 1½ Mana points, and so on up the line.  Thus, even if a Mage could 
  theoretically memorize 20 spells due to his level and Intelligence, if he uses up all of his mental 
  energy in the first 7 or 8 spells, then that’s all he can do until he has a chance to rest and recharge 
  himself – all of those memorized spells are merely so many empty words. 
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  So how do you find out how many spells a Mage can memorize?  Many another game has a workable 
  system, but here’s the one we use in Arduin: simply remember the maximum level of spell your Mage 
  can use, and spend your Mana points in any combination of spells that do not exceed your level’s 
  ability to perform.  If you have half points, don’t be afraid to use them.  A spell requiring, say, 5 
  points of power to cast can be fired with 2.5 points at half power. 
  “But how do you determine which level spells a Mage can use?” you ask.  Again, I say that many 
  another fantasy game has a nice workable system... but as this is the Arduin Grimoire, here’s mine: 
  the Mage’s level divided by 2, rounded up, is the maximum level of spells he can use.  Therefore, a 
  fifteenth level mage could use up to eighth level spells (15 divided by 2 is 7.5, which rounds up to 8).  
  However, there is a limiting factor based on Intelligence which works like this: the user’s Intelligence, 
  divided by 2, equals the maximum level of spell which he or she may cast.  Thus, a Mage with an 
  Intelligence of 18 could cast 9th level spells, while a Mage with an Intelligence of 10 could manage 
  only 5th level spells.  As there are spells up to tenth level extant in Arduin and ancient legends of 
  spells up to 30th level in power, it is very obvious that Mages will at one time or another have to 
  increase their Intelligence past the normal maximum of 18.  Wishes are a good way to do this, and 
  some potions will also help. 
  There are many more subjects which I could cover, but this supplement is meant to get all of you 
  gamers to see that the sky is the limit and that no single person, publisher, or organization can have 
  all the answers.  So take whatever you like from this book, use the old established fantasy gaming 
  systems, delve into Greg Stafford’s White Bear Red Moon or any of the other fine magik oriented 
  game, and put together what you like in a magik system.  Who knows, it may end up such a good 
  system that people will want to publish your fantasy world! 
  PRISMATIC WALLS AND THEIR USAGES 
  Within the realms of the various “dungeon worlds”, there rages a controversy over just what a 
  prismatic wall is and how it may be used.  Therefore, in order to shed some more light on the matter, 
  I will describe how they function within the borders of Arduin. 
  A prism is most often used to separate the colors of light, not to combine them (giving one plain 
  white light).  Because of this, prismatic walls in Arduin each have one distinct color, with a unique 
  property and effect, thus giving rise to many different types of prismatic walls all differentiated by 
  color!  Here is a list of the known types of prismatic walls and their properties: 
  COLOR 
  EFFECT WHEN CROSSED 
  NULLIFYING AGENT 
  Red 
  Stops all missiles.  Causes 12 points of damage to 
  those passing through. 
  Ice storm 
  Violet 
  Stops all clerical spells.  Save versus petrification or be 
  turned to stone. 
  Disintegrate 
  Indigo 
  Stops all detections.  Causes 4d12 points of damage. 
  Passwall 
  Rose 
  Stops all breath weapons.  Causes 6d10 points of 
  damage. 
  Magik Missile can 
  penetrate ** 
  Orange 
  Stops all death spells.  Causes 2d12 points of damage. 
  8 die or higher electrical 
  attack 
  Purple 
  Stops all disintegration.  Causes d100 points of 
  damage. 
  8 die or higher fire 
  attack 
  Magenta 
  Stops all time oriented spells.  Causes 3d12 points of 
  damage. 
  8 die or higher 
  Thunderball 
  Cyan 
  Stops all undead, discorporating them.  No effect to 
  living creatures. 
  ** 
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  COLOR 
  EFFECT WHEN CROSSED 
  NULLIFYING AGENT 
  Pink 
  Stops all lycanthropes, disintegrating them.  No effect 
  to other creatures. 
  ** 
  Silver 
  Stops all Lesser Demons, sending them back to Hell.  
  No effect to others. 
  ** 
  Bronze 
  Stops all spells from wands.  Wands passing through 
  the wall explode. 
  ** 
  Copper 
  Stops all spells from staves.  Staves passing through the 
  wall explode. 
  ** 
  Gold 
  As per the Silver wall, but affects Greater Demons 
  instead. 
  ** 
  Blue 
  General purpose force field.  Matter passing through 
  freezes solid. 
  Dispel Magik and 
  Disintegrate 
  simultaneously 
  Green 
  General anti-magik spell.  Causes insanity to those 
  passing through. 
  Clerical Continual Light
  Yellow 
  Stops all fire.  Causes 5d10 points of damage. 
  8 die or higher cold 
  attack 
  Lavender 
  Stops all cold.  Causes 4d12 points of damage. 
  Wind spells of cyclonic 
  force 
  Black 
  Timestop.  Anything passing through is held in 
  temporal stasis. 
  Demons may ignore the 
  effect ** 
  Black & Silver 
  Stops all psychic activity.  Those crossing are 
  Mindwiped. 
  Thunderclap *** 
  Black & Gold 
  Deactivates golems.  Other creatures are unaffected. 
  ** 
  Red & Blue 
  Stops all liquids.  Creatures and objects passing 
  through dehydrate. 
  ** 
  Green & Yellow 
  Stops all dragon attacks.  Paralyzes dragons.  No effect 
  on other creatures. 
  Trigger spells **** 
  Purple & Silver 
  Stops ethereals, non-corporeals, and gaseous beings.  
  Causes 10d10 points of damage to those types.  Other 
  creatures unaffected. 
  ** 
  Green & gold 
  Can be keyed to stop any single type of magikal attack.  
  Causes 6d10 points of damage. 
  ** 
  * – Prismatic walls, when looked upon, have all of the capability to cause damage outlined in other 
  available gaming systems. 
  ** – Indicates that the only way to nullify that particular form of wall is a ‘Dispel Magik’ cast by a 
  caster of equal or greater level than the Mage who created the wall. 
  *** – This means that the entity trying to penetrate this wall psychically must himself save versus 
  psychic attack or suffer Mindwipe.  Keep in mind, dear readers, Mindwipe is exactly what it 
  sounds like!  The luckless person has his entire memory, ego, and sense of self sucked from him 
  and utterly and permanently destroyed!  He or she becomes a totally non-thinking being.  The 
  hapless victim can never again be anything but a mindless automaton responding to other 
  peoples’ commands – and even that capability takes d6 months per command learned.  Finally, 
  the creature may never learn more than 10 simple commands. 
  **** – This means that all dragon attacks, whether physical, breath, or even magikal, will fail.  The 
  only magikal attack which the dragon could make effectively would be the aforementioned 
  trigger spell. 
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  One further note: Anyone seeing a prismatic wall with true sight has a 5% chance per level below 
  20th of going permanently insane.  Even if the person so viewing does not go insane, he or she 
  will be psychically stunned for 2d10 months, and will stand around staring, incapable of 
  voluntary speech, movement, or coherent thought! 
  Special note on life level: Experience levels that are magikally or otherwise blasted away may not be 
  regained by any means short of a wish or earning more experience.  Life levels lost to blood 
  drains, or lost by unintelligent creatures for any reason, may be regained through absolute rest at 
  the rate of one level per month.  If the rest is broken for any reason, the healing process stops 
  and may never be resumed for those particular lost levels! 
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  RUNE WEAVER MAGIK’S WONDROUS WEBS OF POWER 
  COLOR OF 
  THE WEB 
  NAME OF 
  SPELL 
  DURATION 
  (MINUTES)
  SPELL 
  LEVEL 
  MANA 
  COST
  RANGE 
  (FEET)
  EFFECTS OF SPELL 
  Frosty White 
  Spell of the 
  North Wind 
  Spyder (C) (CP) 
  2 
  3rd 
  4.5 
  60’ 
  Those entangled take d6 points of cold damage each melee turn until 
  frozen solid.  It holds all up to 10 dice in size.  10’ diameter web. 
  Glowing 
  Purple 
  Waziran’s 
  Wondrous Web 
  of Paralysis (CP) 
  5 
  3rd 
  4 
  60’ 
  All entangled must save versus paralysis at -4 or be paralyzed.  Holds all 
  up to 10 dice.  It can only be cut by magikal items.  10’ diameter. 
  Flashing 
  Metallic Blue 
  Rorgoe’s Spell of 
  the Lightning 
  Spider (CP) (L) 
  2 
  3rd 
  4.5 
  60’ 
  All entangled take d6 electrical shock points each melee turn.  Those 
  who save are still stunned as long as it functions.  Holds up to 10 dice.  
  10’ diameter. 
  Mottled Grey 
  Green 
  Argoth’s Spell of 
  the Spider 
  Golem (A) (CP) 
  5 
  6th 
  7.5 
  75’ 
  All entangled are stoned for the duration of the web (they roll to see if 
  they survive when it’s gone).  Even if save is made, they’re slowed.  It 
  holds all up to 15 dice.  10’ diameter. 
  Pale, Sparkling 
  Metallic Gold 
  Skylar’s Web of 
  Wondrous 
  Entrapment 
  (CP) 
  1 
  4th 
  4.5 
  90’ 
  All entangled have 10% of their strength drained (for 1 hour) each 
  melee turn.  It will hold all up to 12 dice plus the dice of the strength 
  drained.  30’ diameter. 
  Smokey 
  Translucent 
  Black 
  Web of the Hell 
  Spyder 
  (C) (CP) (F) (L) 
  3 
  8th 
  10 
  90’ 
  All entangled have 1 life level sucked out (permanently) every melee 
  turn.  It holds all up to 16 dice plus 1 die per level sucked out.  20’ 
  diameter. 
  Shiny Mother-
  of-Pearl 
  Moira’s Spell of 
  Shrinking Beauty 
  3 
  7th 
  8.5 
  75’ 
  The web is 30’ diameter, and contracts 3’ per melee round to a final 
  diameter of 18”.  All inside are polymorphed smaller and smaller as it 
  gets smaller (permanent).  It dissipates leaving victim(s) 18” tall. 
  As For Green 
  Slime 
  Spell of the Web 
  That Eats Men 
  1 
  4th 
  5 
  60’ 
  A 10’ diameter web of green slime.  It attacks at 1 die per turn, then 2, 
  then 4, etc.  It is just like green slime in defense.  It holds all up to 10 
  dice. 
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  RUNE WEAVER MAGIK’S WONDROUS WEBS OF POWER (CONTINUED) 
  COLOR OF 
  THE WEB 
  NAME OF 
  SPELL 
  DURATION 
  (MINUTES)
  SPELL 
  LEVEL 
  MANA 
  COST
  RANGE 
  (FEET)
  EFFECTS OF SPELL 
  Shimmering 
  Silver, 
  Translucent 
  Lines of Force 
  Raid’s Web of 
  the Wondrous 
  Star Spyder  
  (C) (CP) (D) (F) 
  (L) (P) 
  1/2 
  10th 
  13.5 
  30’ 
  A 20’ diameter energy web.  It shrinks 4’ per melee turn to a point, and 
  then blinks out.  Those entangled are dimension ported to another 
  universe.  Holds all up to 20 dice. 
  Pale, 
  Luminous 
  (Translucent) 
  Red with Tiny 
  Flames All 
  Over 
  Werthal’s Web 
  of the Fire 
  Spyder (CP) (F) 
  2 
  3rd 
  4.5 
  60’ 
  All entangled take d6 fire points per turn.  It holds all up to 10 dice in 
  size, and cannot be put out, only dispelled.  10’ diameter. 
  Bright Yellow 
  Spiraad’s Spell of 
  the Web of Pain 
  (A) (CP) 
  2 
  3rd 
  3.5 
  60’ 
  An acid exuding 10’ diameter web that does d6 points of acid damage 
  per melee turn.  It holds all up to 10 dice. 
  Whistling, 
  Glowing Blue 
  Web On Fire 
  With Blue 
  Flames 
  Palazaand’s 
  Witch Fire Web 
  (CP) (F) 
  2 
  4th 
  5.5 
  60’ 
  A 30’ diameter web that holds all up to 12 dice, paralyzes them (or 
  slows), and burns them at d6 points per melee turn!  It screams and 
  roars! 
   
  If a web has any of the below listed, that web is 100% immune to all attacks of that form. 
  (A) = Acid 
  (C) = Cold 
  (CP) = Chop 
  (D) = Disintegrate
  (F) = Fire 
  (L) = Lightning 
  (P) = Petrification 
   
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  NOTES ON MAGIK 
  All spells, like ice storms, do increase in power in Arduin with the increase in the Mage’s own level.  
  The ratio is normally one die in power per Mage’s level over the level required for its usage. 
  In Arduin, Elves have the option of being either Mages or Warriors or both simultaneously.  
  However, if they elect to do both at any one single time, they can only operate at half level in each 
  category unless the Elf has reached his/her maximum level in at least one of the two categories.  As 
  in Arduin, the maximum levels are quite a bit higher than in other versions of play, and it is usually 
  only done in an emergency.  The rationale is very simple: each function requires a different mental 
  discipline to handle properly, and it is very hard to concentrate on remembering spells while at the 
  same time trying to concentrate on parry patterns and attack movements. 
  WISHES 
  In Arduin, Wishes are 25th level and Limited Wishes are 12th level.  Since Wishes are attuned to the 
  fabric of their parent universe, they are not usable in any other universe. 
  DELAY IN CERTAIN MAGIK SPELLS 
  All spells that “conjure” something (e.g., Wall of Fire, Monster Summoning, Prismatic Wall, etc.) 
  have a delay time based on their level.  Thus, for every level that the spell is, 1 point is taken off the 
  casting Mage’s Dexterity.  For example: a Mage with a Dexterity of 18 casts a Wall of Fire Spell.  
  That spell is 4th level, so subtracting 4 points off the Dexterity means the actual conjuration will be 
  completed at Dexterity 14.  However, all delay type spells may be “held” by the Mage deliberately 
  until the next melee round, if so desired.  On the other hand, for every 2 levels above the level 
  needed for spell use the Mage is, add 1 point back onto the Dexterity, up to normal true Dexterity. 
  It should be noted that Illusionists are light competent, Rune Singers are sound or sonic competent, 
  and Rune Weavers are ritual competent.  Bards have a +1 competency with music related magik, and 
  Druids are +1 competent with all natural elemental forces. 
  In Arduin, a time stop field is something a little different than played elsewhere.  It works like this: 
  the Mage throws the spell, and the area affected has a magikal aura (usually a dull grey-blue) that 
  causes all sub-atomic motion of any solid object or moving energy to cease movement.  Thus non-
  corporeal types (wraiths, ghosts, etc.) are not affected by the aura, but solid objects and energy in 
  motion is.  The aura is passive until impinged upon, and it only reacts on the area of impingement.  
  Air is also stopped, but as the Mage moves through the aura, his body impinges on it, allowing it to 
  flow into his/her lungs as breathable, as he moves about.  If the Mage were to stop moving in the 
  aura, breathing would become rapidly impossible as all of the air immediately impinging upon 
  his/her body would be used up and suffocation would follow.  Thus in an Arduin time stop aura, it is 
  move or die. 
  I also differentiate between magikal time stops, in which magik resistant creatures (e.g., Balrogs, 
  Dragons, Demons, etc.) get a resistance roll (as a saving throw), and technological time stop fields in 
  which no one gets a saving throw of any kind. 
  MAGIKAL RULES ADDITIONS, CHANGES, AND DELETIONS 
  1. Any magik utilizing type may attempt to use magik of a level higher than his own, but only 
  if his Intelligence is higher than 14.  Thus, for every 3 points of Intelligence that he has over 
  14, he may attempt to use magik one level over his own.  However, the failure rate for such 
  usage is 20% for each level higher than his own that he attempts to use, making the use of 
  magik more than four levels higher than his own impossible. 
  2. To figure how the dispel magik or counter-curse usage works, figure an equal (50/50) chance 
  of success for all magik of equal level.  This will increase 10% per level for every level over 
  that the Mage is, and decrease 10% for every level under that he is.  Thus we see that Mages 
  5+ levels higher than the magik they wish to dispel do so automatically.  Those Mages that 
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  are 5+ levels lower than the magik they wish to dispel have absolutely no chance of doing 
  so. 
  3. All device magik (or technological energy type weapons) do full dice damage automatically.  
  That includes all wands, staffs, rods, and the like.  It does not include spell storing devices. 
  4. To determine if a magik user can finish speaking a spell if he is hurt in the turn before he 
  completes speaking, first determine the amount of damage he has taken, then divide that 
  into his total remaining hit points that he had at the time he was hurt, and discover what 
  percent of those points his damage was.  If he took 38% damage, that means he has a base 
  62% chance of completing the spell.  However, for every level of experience the Mage has 
  over first, add 3% to his chances of success. 
  5. Spells that have definite ranges and dimensions must be aimed and specific start or 
  impact/firing points clearly stated when called for by the DM, and with no looking at the 
  combat area.  If you didn’t figure it out in the time allowed, then you must be prepared to 
  overshoot, undershoot, and the like. 
  6. Any Mage who fails to complete his spoken magik due to interference (see #4 above), the 
  chart below will be used to determine what the consequences will be.  To determine what 
  percentage of the spell was finished, roll percentile. 
  MAGIK FUMBLE CHART 
  ROLLED % 
  RESULTS 
  01% – 05% 
  Total failure. 
  06% – 10% 
  5% of spell goes off, 50/50 that it hits target or Mage. 
  11% – 15% 
  As above, but 10% of the spell goes off. 
  16% – 20% 
  As above, but 15% of the spell goes off. 
  21% – 50% 
  50/50 chance either complete spell failure or the entire spell goes off 
  in the Mage’s own face. 
  51% – 75% 
  As above, but instead of hitting the Mage, it will go in a random 
  direction (roll a d8 to determine). 
  76% – 95% 
  The spell absolutely will go off in the Mage’s face.  BOOM! 
  96% – 97% 
  The exact reverse of the spell happens, 50/50 chance either to the 
  target or to the Mage. 
  98% – 99% 
  The spell goes off, but with a d20 melee turn delay (rolled and known 
  by DM only)! 
  100% 
  The spell increases in power on a directly proportional percentage 
  based on a percentile die roll that tells how much of the Mage’s 
  remaining Mana points were sucked out to add to its power.  Thus, if 
  a 25% was rolled, and the Mage had 100 Mana points left, then 2 
  Mana points would be pumped into the spell in question.  If that 
  spell only required 5 Mana points to use, then it would add five times 
  the normal spell power to the spell’s full gamut of effects. 
  7. All spells are memorized on this system: 1.5 minutes per level of the spell.  This decreases by 
  -1 minute per the Mage’s level over the 1st.  Thus, for a 10th level Mage, a 12th level spell 
  would take 9 minutes. 
  8. If a mage uses a Detect Magik spell on an item, then he cannot use a Detect Masked Magik 
  or Detect Magik Lie spell on the same object.  The reverse also holds true. 
  9. An item that has masked magik about it may accidentally be detected in the course of doing 
  a normal Detect Magik spell, if the percent rolled for how much you found out equals or 
  exceeds 90%.  At that time, the DM will not only tell you that you have detected a magikally 
  masked object, but you may roll again to determine how much of the masked magik you 
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  find out about. 
  10. All energy based spells (disintegrate, etc.) do 1 die per 4 user’s levels of damage if the save is 
  made.  For each 20% damage taken, one critical hit is rolled plus 1 die per magik plus over 1. 
  NOTES ON MAGIKAL COMPETENCE 
  When a Mage or Cleric is “competent” in any part of their work, or even in its entirety, that simply 
  means that they are so good in what they do, they are +2 at it.  That +2 is tacked onto their saving 
  throws, and all of their opponents must save at a rate that’s two harder.  It also means that, so long as 
  a person is competent in the spell, two points are added to every die in strength that a spell is.  Thus 
  a Mage that is “fire and light” competent (as listed in the Special Abilities Chart), saves at +2 when 
  fire or light type magik is used against him; he causes his target to have to save at a rate two times 
  worse than usual when he himself uses fire or light spells against them; and those very same spells 
  would have two points more potency for each level the Mage is. 
  PERMANENT SPELLS 
  Permanent spells may freely work on objects with no penalty; however, on items that have a life 
  and/or mind of their own, the basic spell will only last one day per each user level over the level 
  required for usage.  There will be a cumulative 3% chance per day, plus 1% chance per level of the 
  thing in question, of it slipping out from the spells effects.  No more than two permanent spells may 
  be placed upon live or intelligent items, and no more than four on inert objects. 
  POWER OF MAGIK SPELLS OF THE GREATER LEVELS 
  For every three levels over the third level that a spell is, the saving throw of the intended target is 
  made more difficult by a factor of one, up to and including a maximum difficulty equivalent to 50% 
  above the norm.  Thus, spells of 6th – 8th level add one to the saving throw, those of 9th – 11th add 
  two, etc. 
  CHARMS AND RELATED MAGIK 
  1. Charms and other related spells last one hour plus one hour per the caster’s level over the 
  level required for usage. 
  2. The charmed being has a 3% chance per Intelligence point (+1% chance per level over the 
  1st) each day of snapping out of the spell.  This is reduced by 1% per level of the spell 
  caster over the level of the victim and ditto per Intelligence point difference. 
  3. Trauma, such as being hit by lightning, taking at least half damage from one blow, and the 
  like, also stand a chance of snapping the victim out of the magikal control (use the already 
  determined percentile chance as outlined above as the roll to make). 
  MANA AND THE COST OF SPELL POWER 
  The power of a spell is directly related to the amount of Mana, power, put into it by the user.  Thus, 
  even though a spell such as Thunderbolt is third level and basically only costs three Mana points, 
  remember that the Mage must be fifth level as a minimum to use it.  Therefore, the Mage is pulling 
  five dice of destructive power from three Mana points.  This ratio will vary from spell to spell, but 
  the example is valid for all.  Now that same Mage at the tenth level will still get only five dice of 
  destructive power from that third level spell unless he puts more Mana into it.  Knowing the basic 
  ratio as stated for the basic spell makes this easy.  Thus, in order for that Mage to get the maximum 
  amount of destructive force into his Thunderbolt (the maximum dice being directly related to his 
  level, in this case ten dice), he must put an additional three Mana points into the spell.  Simply put, in 
  order to get more power, the Mage must put the same amount of Mana into a spell as the basic spell 
  originally costs.  Of course, the power thus gained is equal to the original spell in question, and the 
  Mage can never pump more power into a spell than his own level will allow. 
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  NEW AND UNUSUAL 
  SPELLS 
  NEW AND UNUSUAL SPELLS 
  From Arduin Grimoire I (Pages 39 – 42) 
  NEW AND UNUSUAL SPELLS 
  From Arduin Grimoire II (Pages 47 – 52) 
  NEW SPELLS 
  From Arduin Grimoire III (Pages 35 – 46) 
   
   
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  NEW AND UNUSUAL SPELLS 
  DRUIDICAL MAGIK 
  YALYNWYN’S SPELL OF THE SINGING WINDS 
  Level: 3rd 
  Mana Cost: 3  (+3 per hour to sustain) 
  Range: 120’ 
  Area Affected: 60’ diameter (+10’ per level) 
  Effects: A wonderfully scented, gentle wind blows melodious music within the spell area, which 
  immediately charms all up to 6th level into sitting and listening raptly. 
  KHARCH’S SPELL OF THE BINDING EARTH (THE EARTH MOTHER’S KISS) 
  Level: 4th 
  Mana Cost: 4.5 
  Range: 120’ 
  Area Affected: Target only 
  Effects: The target’s feet sink into the ground, and are held for 10 minutes plus 1 minute per level of 
  the caster above the level needed to cast the spell.  It will hold creatures of up to double the 
  caster’s hit dice. 
  CUELCHAIN’S SPELL OF THE WONDERFUL WIND HORSE 
  Level: 5th 
  Mana Cost: 5 (+1 per 10 minutes to sustain) 
  Range: None 
  Area Affected: None 
  Effects: A horse shaped air elemental of fog and shifting mist will appear to do the Druid’s bidding.  
  It can run on air at 48” per turn, and attacks with 2 hooves for d8 each and 1 bite for d 8.  It can 
  be ridden or sent on errands. 
  MARLYN’S MIGHTY MYSTICAL MOUSE SPELL 
  Level: 6th 
  Mana Cost: 6.5 (+1.5 per 10 minutes) 
  Range: None 
  Area Affected: None 
  Effects: A tiny, snow-white, winged mouse with golden eyes appears to do the Druid’s bidding.  It 
  has an AC of 3, 1+1 Hit Dice, and Dexterity of 20.  It moves at 6” (24” while flying), and can 
  become invisible or passwall at will.  The bite of the mouse causes those bitten to save versus 
  poison or fall into a deep sleep (which can be negated only by Cure Disease).  If the save is 
  made, the hapless fellow is confused for 2d10 melee rounds instead.  The Druid sees and hears 
  all that the mouse does. 
  CHASTRADE’S SPELL OF THE STONE THAT WEEPS IN SILENCE 
  Level: 7th 
  Mana Cost: 7.5 
  Range: 60’ 
  Area Affected: 1 target 
  Effects: This spell is a variant of Flesh to Stone.  The victim becomes a boulder of his own body 
  weight.  He also retains his full mental faculties, so that he can forever regret angering a Druid!  
  Of course, a stone can only weep in silence.  If a successful save versus magik is made, the 
  victim merely ages 2d10 years. 
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  ARCANE MAGIK 
  THE ROSY MIST OF REASON 
  Level: 1st 
  Mana Cost: 1 (+.5 per minute) 
  Range: 60’ (+10’ per level of caster) 
  Area Affected: 60’ diameter cloud 
  Effects: A cloud of rose colored mist, it causes all intelligent types to save versus magik at -4, or to 
  be reasonable and discuss things instead of fighting.  All unintelligent types have a 10% chance 
  of leaving, a 20% chance of being indecisive, and a 70% chance to eat you! 
  ANTI-WEB AURA 
  Level: 2nd 
  Mana Cost: 2.5 (+.5 per minute beyond 10) 
  Range: None 
  Area Affected: Self only 
  Effects: The caster is immune to all webs, natural or magikal.  Webs will slide off without sticking or 
  entangling the Mage. 
  STEPHAN LE STRANGE’S SPELL OF THE INSTANT IDLENESS 
  Level: 3rd 
  Mana Cost: 3.5 
  Range: 60’ (+10’ per level over that required for 
  use) 
  Area Affected: 30’ diameter (+5’ per level over 
  that required) 
  Effects: All within the area of effect save versus magik, or sit around watching the clouds go by.  Ho, 
  hum, it’s a nice day to do nothing! 
  THE WAILING WHEEL OF FIRE (PYROMAN’S PINWHEEL) 
  Level: 4th 
  Mana Cost: 4 (+.5 per turn) 
  Range: 33’ (+3’ per level above that required to 
  cast) 
  Area Affected: variable (1’ to 5’ across per level) 
  Effects: A whirling, wailing pinwheel of fire, it showers sparks in all directions.  All hit take 2d12 fire 
  damage.  Those within 20’ who are under 4th level must save versus fear, or flee in terror.  Total 
  concentration is required to maintain the pinwheel. 
  THE FLAMES OF DOOM (HARBAG’S HELLFIRE) 
  Level: 4th 
  Mana Cost: 6 
  Range: 120’ 
  Area Affected: Target only 
  Effects: The target bursts into black flame that feeds on his or her life force.  The fire does d8 
  damage per melee turn, and drains 1 life level.  It takes a Dispel Magik and a Cure Disease, cast 
  simultaneously, to put it out. 
  RHOAR-EEE’S TRANSIT SPELL (THE GONE-GONE SPELL) 
  Level: 4th 
  Mana Cost: 4.5 (+.5 for every minute over 10) 
  Range: None 
  Area Affected: Any self-moving object of the 
  Mage’s choice 
  Effects: The target object moves at 10 times its normal speed for 10 minutes, +1 minute per level. 
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  MASAYUKI’S MIST OF MALEVOLENT MISERY 
  Level: 5th 
  Mana Cost: 5.5 (+.5 per 100’ it moves and .5 per 
  minute retained) 
  Range: 100’ per level beyond that required for 
  use 
  Area Affected: 15’ cloud per level beyond that 
  required for use 
  Effects: This spell creates a purple, rolling, squirming, greasy fog that moans and gibbers.  All 
  creatures of less than 3rd level choke to death immediately.  Creatures of 3rd and 4th level must 
  save versus poison or die; a successful save means they suffer from intense confusion, dizziness, 
  nausea, and watering eyes while in the cloud, and for 1 – 5 minutes after leaving it. 
  MORGORN’S SPELL OF RED DEATH 
  Level: 6th 
  Mana Cost: 7.5 
  Range: 90’ (+5’ per level beyond that needed to 
  cast) 
  Area Affected: Any single target of up to double 
  the Mage’s HD 
  Effects: The target must save versus magik or be messily, noisily, and very fatally turned inside out! 
  WARAGEN’S WAVE 
  Level: 7th 
  Mana Cost: 15 (+1 per mile sent) 
  Range: 1 mile per Mana point 
  Area Affected: 100 gallons of water per level 
  beyond that needed to cast 
  Effects: The water flows out of a river, pond, sea, or whatever, and flows to its designated target, 
  rushes upon him, and smothers and drowns him.  It then “relaxes”, and becomes ordinary water 
  seeping away. 
  YORGAN’S FALLING FOR FOREVER SPELL 
  Level: 7th 
  Mana Cost: 15 
  Range: 240’ 
  Area Affected: Any number of targets, up to 
  double the Mage’s own hit dice 
  Effects: The target or targets immediately become weightless, and “fall” upwards in a direct line 
  away from the planet at 100’ per turn.  If a save versus magik is made, the victims are still thrown 
  very violently 100’ straight up. 
  SULTHOE’S BLAZE OF GLORY 
  Level: 8th 
  Mana Cost: 10 to memorize and all remaining 
  when fired 
  Range: variable 
  Area Affected: variable 
  Effects: The Mage may, in a desperate situation, fire all of his remaining memorized spells in one 
  burst and utilize all remaining Mana to boost their power.  Alternately, he may select one of his 
  memorized spells and pour all remaining Mana into it to boost its power accordingly, regardless 
  of other spells memorized.  In both cases, the user will be unconscious for d12 hours. 
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  STAFFORD’S STAR BRIDGE 
  Level: 9th 
  Mana Cost: 18 (+1 per minute beyond 10) 
  Range: 120’ 
  Area Affected: variable 
  Effects: The Mage creates a rainbow hued bridge of coruscating white light 5’ wide and 20’ long per 
  level beyond the level need to cast the spell.  It will carry any weight, cannot be hit by non-
  magikal attacks, and can be keyed to support specific types of creatures, letting all others fall 
  through selectively. 
  KHURLUU’S CALL OF THE HELL SPAWN 
  Level: 10th 
  Mana Cost: 20 (+1 per mile to reach the victim) 
  Range: Limited only by the Mage’s Mana 
  Area Affected: variable 
  Effects: This spell allows the Mage to conjure and control one Demon Locust, plus one per level 
  beyond that required for use. 
  ANTIGAN’S SHELL OF SILVERY SAFETY 
  Level: 11th 
  Mana Cost: 20 (+2.5 per turn beyond 3) 
  Range: None 
  Area Affected: Self only 
  Effects: A silver, metallic cylinder of force surrounds the Mage.  Nothing magikal of lower than 
  11th level can penetrate it in either direction, and all Techno energy weapons (laser, phaser, etc.) 
  ricochet in a random direction off it, as do bullets and the like.  However, 100% concentration is 
  needed to keep it up, and only enough air for d10 melee turns is inside.  All Demons are stunned 
  if they attempt to pass through. 
  GANDOLYN’S GATES 
  Level: 12th 
  Mana Cost: 35 
  Range: 120’ 
  Area Affected: Octagonal area (10’ per side) 
  Effects: A glittering, 8 sided column covers the target.  On the inside are 8 silver gates or doors.  
  Seven lead to random hells, and the eighth opens into deep space.  A glowing golden mist fills 
  the inside, nullifying all magik on the victim.  The Orichalcum octagonal tower is totally sealed, 
  and cannot be broken out of by less than a phaser rifle.  The only ways out are the gates.  Once 
  the victim opens and steps through a gate, he can never return, and the tower disappears forever. 
  THE CURSE OF TINDALOS 
  Level: 20th 
  Mana Cost: 100 
  Range: Target must be seen, by any means 
  Area Affected: Any single victim 
  Effects: The Lovecraftian “Hounds of Tindalos” stalk and claim the victim in d20 days.  No save. 
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  CLERICAL MAGIK 
  AURA OF EVIL DETECTION 
  Level: 1st 
  Mana Cost: 1.5 
  Range: 10’ 
  Area Affected: Any single area (door, window 
  frame, etc). 
  Effects: The designated area is imbued with the ability to detect evil.  If evil approaches within 10’, a 
  voice whispers in the Cleric’s ear, “Something wicked this way comes”.  It is audible at up to 120’ 
  distance, and lasts 10 minutes plus 1 minute per level of the Cleric. 
  KORGEN’S CLOUD OF KINDNESS 
  Level: 2nd 
  Mana Cost: 2.5 (+.5 per minute) 
  Range: 60’ (+10’ per level beyond that required 
  to cast) 
  Area Affected: 45’ diameter cloud 
  Effects: Identical to the Mage spell “Rosy Mist of Reason”. 
  TRANSFER CURSE (NOT ME GOD, HIM!) 
  Level: 3rd 
  Mana Cost: 5 
  Range: 10’ 
  Area Affected: variable 
  Effects: The Cleric designates a “proxy curse receiver”, and when he (and only he) reads a scroll or 
  touches an item that is cursed, the curse affects the proxy and not the Cleric!  This is a tricky 
  spell, and should be used with caution and no threatening or evil intent, lest fallen status be your 
  goal. 
  GATHERING THE SHEAVES 
  Level: 4th 
  Mana Cost: 8 
  Range: 360’ 
  Area Affected: Any single slain victim 
  Effects: All scattered remains, regardless of size, within the area are gathered up and reassembled 
  into their former form.  Disintegrated parts (and the like) are gone, but actual pieces, even down 
  to molecular size, are gathered. 
  WILAMON’S WALL 
  Level: 5th 
  Mana Cost: 65 (+1 per turn) 
  Range: 60’ 
  Area Affected: Any single target 
  Effects: A silver wall (3’ high by 10’ long) appears in front of the target.  No matter how fast it 
  moves, the wall is faster, and is always in front of the victim.  It gets as wide and as tall as it 
  needs to keep the target away from the Cleric!  It is impervious to all except the strongest Giants, 
  and must be concentrated on 100% to be maintained. 
  VISIONS OF HELL 
  Level: 6th 
  Mana Cost: 7.5 (+1.5 per minute) 
  Range: 120’ 
  Area Affected: Any single intelligent entity 
  Effects: The target must save versus magik or see all of your deepest, darkest nightmares in living 
  color and stereophonic sound.  The visions can be lethal if believed.  Nasty. 
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  THE HEAVENLY FOG OF FORGETFULNESS 
  Level: 7th 
  Mana Cost: 9.5 per 10 minutes or fraction 
  thereof 
  Range: 120’ 
  Area Affected: 100’ diameter (+20’ per level 
  beyond that required to cast) 
  Effects: A bank of silver and gold streaked pearlescent fog.  All inside must save versus magik, or 
  suffer immediate and total amnesia for as long as they remain in the cloud and 2d10 hours after 
  leaving it.  Those who save are merely confused for 2d10 melee rounds. 
  AURA OF ANGELIC FIRE 
  Level: 8th 
  Mana Cost: 15 (+5 per melee turn beyond 3) 
  Range: None 
  Area Affected: Self only 
  Effects: Golden translucent flames cover the Cleric.  All undead who touch it must save versus 
  disruption.  Those who save still take 4d6 points of damage.  All non-undead take 2d10 points 
  of damage.  The flames act as a double Bless for the Cleric, and absorb life drains equal in 
  number to the Cleric’s own level.  It is usable but once per day. 
  RHYTON’S RELEASE 
  Level: 9th 
  Mana Cost: 12.5 
  Range: 240’ 
  Area Affected: 60’ diameter (+10’ per level 
  beyond that required to cast) 
  Effects: This is a “trigger” spell that causes all magik in the area to fire.  That means wands, staves, 
  rings, and the like all shoot off at least one charge no matter where they are in the area.  This 
  one’s fun! 
  SPELL OF THE HORNS OF JOSHUA (THE JERICHO SPELL) 
  Level: 10th 
  Mana Cost: 20 
  Range: 240’ per level beyond that required to 
  cast 
  Area Affected: 180’ diameter (+20’ per level 
  beyond that required to cast) 
  Effects: A powerful earthquake occurs when this spell is cast.  Buildings collapse, the ground splits, 
  all in the area take 4d12 points of damage.  Those in the area of affect have a 25% chance of 
  falling into one of the crevasses and being crushed to death, buried and gone.  It lasts 1 melee 
  turn, plus 1 per level beyond that required to cast. 
  THE ASKALONIAN AVERT SPELL (GO AWAY STUPID!) 
  Level: 20th 
  Mana Cost: 50 
  Range: 60’ 
  Area Affected: Any single entity 
  Effects: Those who are cursed by fell spells, like the “Curse of Tindalos”, can have the curse averted 
  away from them by this spell.  The spell is 75% effective, and may be tried but once per curse.  If 
  the aversion is successful, it is sent back to the one who originated the curse! 
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  NEW AND UNUSUAL SPELLS 
  MAGE SPELLS 
  TRENKOLE’S BASIC WEB SPELL 
  Level: 1st 
  Mana Cost: 1 
  Range: 30’ 
  Duration: 1 minute 
  Area Affected: 10’ diameter sphere 
  Effects: A gossamer webbing of fiberglass like filaments entangle all within the target area.  The 
  webbing will hold any single creature up to 4HD in size, two of 3HD size, four of 2HD size, 
  eight of 1HD size, or up to twelve smaller ones. 
  FAFING-GHAR’S SPELL OF THE FIERY FLASH 
  Level: 2nd 
  Mana Cost: 2 
  Range: 0’ 
  Duration: d10 turns 
  Area Affected: 30’ radius around caster 
  Effects: A terrifically brilliant flash of blinding white light, it is much like a giant flash bulb going 
  off.  All within its area are blinded for d10 melee turns, and their eyes water and burn for an 
  additional d4 melee turns during which they are -2 on all attacks and defenses.  Each victim has a 
  5% chance of having been in the process of blinking when the flash occurred, and so suffer no 
  ill effects. 
  QUARZALLA’S SPELL OF THE WONDROUS (OR SUPER) WEBS 
  Level: 2nd 
  Mana Cost: 2 
  Range: 60’ 
  Duration: 3 minutes (+1 minute for each level 
  has after learning) 
  Area Affected: 15’ diameter sphere 
  Effects: Exactly as the 1st level Basic Web Spell, only double its strength and effectiveness. 
  ANGBORN’S SPELL OF THE ABYSMAL ITCH 
  Level: 3rd 
  Mana Cost: 3 
  Range: 90’ (+10’ per level over 
  5th) 
  Duration: 1 minute (+1 melee turn for each level 
  over 5th) 
  Area Affected: 30’ diameter (+3’ per level over 
  5th) 
  Effects: All within the area are immediately afflicted with a horrendous itching rash that totally 
  incapacitates all intelligent creatures up to 8HD for 1 minute, and has a residual effect of being 
  so distracting for a further 9 minutes that all attacks and defenses are at -4.  All unintelligent 
  creatures up to 12HD in size go mad, biting and striking themselves until death or 
  unconsciousness ensues.  All intelligent types over 8HD have the 10 minutes at -4 attack and 
  defense, and all unintelligent types over 12HD, but no larger than 20HD, also have the attack and 
  defense penalty for 10 minutes.  Larger types of either type are not affected.  If the spell is 
  reflected back to its caster by any means, he will react like an unintelligent creature and scratch, 
  bite, and maul himself to death trying to calm the blasted itching! 
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  HARGYN’S SPELL OF THE UNMASKED MIND 
  Level: 3rd 
  Mana Cost: 4 
  Range: 30’ (+10’ per level over 
  5th) 
  Duration: Immediate 
  Area Affected: 1 predetermined visible target’s 
  mind only 
  Effects: The caster has a chance to strip away any mind masking spell the target may be using and 
  see the real thoughts behind them.  However, in order to do this, the unmasking spell must be 
  successful, and then either telepathy, ESP, a crystal ball, or some other spell or device must be 
  used to probe the mind in question.  This spell only unmasks the mind, and does not read it.  
  The probability of a successful unmasking is 50% when the caster and the target are of the same 
  experience level, and this will either increase or decrease by 10% per level difference from each 
  other that they are. 
  MIND FOCUS 
  Level: 3rd 
  Mana Cost: 4.5 
  Range: 0’ 
  Duration: N/A 
  Area Affected: caster only 
  Effects: It allows a Mage to memorize a spell, and then “cover” it with this one.  When the time 
  comes to use the covered spell, the Mage cannot be distracted nor interrupted, so that only the 
  death of the Mage could cause the spell to misfire or fail to fire. 
  MINDAN’S MIND MASK SPELL 
  Level: 3rd 
  Mana Cost: 3  
  Range: 0’ 
  Duration: 10 minutes(+1 minute per 1 Mana) 
  Area Affected: caster’s mind 
  Effects: The Mage magikally overlays his own mind’s thought with a false one.  Thus, an evil Mage 
  plotting murder cannot be found out by ESP or other mental probes. 
  D’ALLON’S SPELL OF THE MIST OF BLACK MISERY 
  Level: 4th 
  Mana Cost: 5  
  Range: 60’ 
  Duration: 3 minutes(+1 minute per 1.5 Mana) 
  Area Affected: any single designated target 
  regardless of size 
  Effects: The victim becomes wrapped in a clinging black mist that covers it completely no matter 
  where the target goes.  All thus covered have every sense completely and 100% blocked, 
  including True Sight, psychic ESP or telepathy, smell, hearing, and all other senses.  The sensory 
  deprivation is TOTAL. 
  MEND SPELL 
  Level: 4th 
  Mana Cost: 2 (+1 per 1’ square 
  “mended”) 
  Range: 30’ (+20’ per Mages’ 
  level) 
  Duration: 20 minutes (+10 minutes per 0.5 
  Mana points used as “glue”) 
  Area Affected: limited only by Mage’s Mana 
  Effects: This is the same as the Patch Spell, but is for wood, metal, or other hard substances. 
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  RORGHULL’S ROT SPELL 
  Level: 4th 
  Mana Cost: 4 
  Range: 120’ 
  Duration: until healed 
  Area Affected: 60’ diameter sphere 
  Effects: All within the area up to 8HD rot at 1 point per melee round unless a save versus magik is 
  made, in which case they rot at 1 point per minute.  All larger types only rot at 1 point per 
  minute, and if they save, it has no effect at all.  If the spell is cast back to the caster for any 
  reason, he will immediately rot for d12 points and at double the rate thereafter.  Undead are 
  never affected by this spell. 
  STARBUCK’S SUNLIGHT SERENADE 
  Level: 4th 
  Mana Cost: 4.5 
  Range: 60’ 
  Duration: 1 minute (+1 minute per 1.5 Mana) 
  Area Affected: 30’ diameter area (+5’ wider per 
  each level over the level needed to use) 
  Effects: A bright golden sunlight fills the area, and melodious music fills the air.  All undead save 
  versus magik, or discorporate!  A save still drives them out of the area.  Orcs and other light 
  sensitive types don’t make saving rolls, they’ll just refuse to enter the area! 
  THE CRIMSON BANDS OF CYTORAKK 
  Level: 5th 
  Mana Cost: 5.5 
  Range: 120’ 
  Duration: 10 minutes (+1 minute per user’s 
  experience level over 9th) 
  Area Affected: 30’ diameter sphere 
  Effects: The sphere forms of what look like red silk ribbons or bands with a pale glow.  All within 
  the sphere of 14HD or a lesser size cannot break free.  All larger types break free in 20 melee 
  rounds minus 1 melee round for each level over 14 they are.  The sphere is 100% fireproof, and 
  acid only does quarter damage to the bands.  Cold makes them brittle, so they are only half as 
  strong as normal. 
  ELRIC’S ACID RAIN 
  Level: 5th 
  Mana Cost: 5.5 
  Range: 150’ 
  Duration: 10 minutes (+1 minute per experience 
  level over 9th) 
  Area Affected: 20’ by 10’ area, starting at a 
  height pre-called by the caster (that is 
  deducted from the range of the spell) 
  Effects: A purple and green rolling cloud appears, and it rains fuming nitric acid into the area below 
  itself.  Lesser wind spells will not budge it, and lightning will cause the acid to explode in a 6d6, 
  20’ diameter, fireball, putting the rain out for d4 melee turns, but starting up again thereafter. 
  QUERDLOE’S CLUMSY FIELD 
  Level: 5th 
  Mana Cost: 5 
  Range: 0’ 
  Duration: 5 minutes 
  Area Affected: 90’ diameter sphere around the 
  caster (he is immune) 
  Effects: Essentially a “klutz” field, all within it have all attack and defense abilities HALVED for as 
  long as they are in the field, and for d4 melee turns after they leave it.  Everyone in the field must 
  make ability rolls each and every turn to see if they tripped and fell, and they must do the same 
  for Dexterity to see if they dropped their weapons or other held items. 
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  DAR-THOM’S DOOMLIGHT SPELL 
  Level: 6th 
  Mana Cost: 7.5 
  Range: 90’ 
  Duration: 3 minutes (+1 minute per 2.5 Mana) 
  Area Affected: 30’ diameter sphere 
  Effects: A deep blue glow fills the target area, and little static lightning sparks crackle from 
  everything inside it.  All up to 4HD must save versus magik at -4, or die immediately, and if a 
  save is made, they are stunned for d8 melee turns.  All over 4HD, but not greater than 8HD, 
  make the same save at -2, and are only stunned for d4 turns.  All larger than that save at a normal 
  rate, and failure to make the save results in only 1 melee turn of being stunned.  The Doomlight 
  has absolutely no effect on undead, and all dragons and dragon kind are simply tickled by its 
  light.  This spell will not work in direct sunlight, and functions best at night or deep into dark 
  caverns or dungeons. 
  MERLIN’S SPELL OF TRUE SEEING 
  Level: 6th 
  Mana Cost: 7.5 
  Range: 0’ 
  Duration: 1 hour (+1 hour per 2.5 Mana) 
  Area Affected: caster only 
  Effects: The Mage will always see everything as it really is.  Thus, he would not even see an illusion, 
  and if an invisible person was around, he would see him.  If a person has a face or body mask 
  type spell on to hide his looks, the Mage wouldn’t notice it, simply seeing him as he actually was.  
  You get the idea.  The one thing that could fool this spell is Alagarn’s Improved Invisibility 
  Spell (9th level), which is 90% effective against True Sight. 
  DAVALON’S DEATH STAR 
  Level: 7th 
  Mana Cost: 10 
  Range: 120’ (+10’ per 0.5 
  Mana) 
  Duration: 12 melee rounds (+1 melee round per 
  additional 10’) 
  Area Affected: any single target up to twice the 
  caster’s own 
  Effects: A blue-white “star”, 3’ in diameter, flies from the caster’s hand at 120’ per turn, and homes 
  in on the designated target.  All hit must save versus lightning, cold, fear, and lose d3 levels.  Its 
  power is equal to the caster’s own hit dice, but the value is divided equally between cold and 
  lightning.  Please note, it will detonate (30’ globe) at the end of its maximum range if no target 
  has been hit. 
  VOOR-HING’S SPELL OF THE EATER FROM WITHIN 
  Level: 7th 
  Mana Cost: 9.5 
  Range: 90’ 
  Duration: until the target’s death 
  Area Affected: any single visible target 
  Effects: A one inch diameter blood red ball of light zips from the caster’s outstretched finger tip to 
  the target and disappears within him.  The very next melee turn, unless countered with an 
  immediate disease curing ritual simultaneously with a magikal self healing (light or heavy) spell, it 
  will commence draining 1 life level and “eating” the insides of its target at d8 points each and 
  every melee turn.  It will “live” and thus eat/drain for as many melee rounds as its caster has 
  experience levels over the 13th level plus the initial 6 melee turns.  While under this form of 
  attack, no sentient being can cast spells or the like without rolling on the Magik Fumble Chart 
  (due to the intense pain), and all who try to fight have their attacks and defenses reduced by -3.  
  If thwarted for any reason from entering its intended target, it will simply keep attacking the next 
  closest target until it hits home.  One attack per melee round is all it gets, and each turn thus 
  spent looking for a target of course shortens its “life” by one turn. 
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  ELRIC’S SPELL OF DISINTEGRATE MAGIK METAL 
  Level: 8th 
  Mana Cost: 20 
  Range: 30’ long cone 
  Duration: immediate 
  Area Affected: all within the cone 
  Effects: This spell forms a cone stretching the Mage’s finger tip to 20’ wide at its farthest reach.  All 
  metal of magikal manufacture, such as magik armor or weapons, are immediately disintegrated if 
  they fail their saving throw (at a -4 save) as outlined on the Magikal Equipment Saving Throw 
  Matrix. 
  ELRIC’S SPELL OF THE ASTRAL EYE 
  Level: 9th 
  Mana Cost: 10 
  Range: up to 360’ per melee 
  turn 
  Duration: 5 minutes (+1 minute per 2.5 Mana) 
  Area Affected: 360’ per melee round on the 
  astral plane (+180’ per melee round on 
  caster’s plane of existence) 
  Effects: A 3” diameter palely glowing golden eye appears on the astral plane, and can be sent flying 
  to explore that plane.  The caster can see through it, and can sense magik like a 1st level Detect 
  Magik spell.  It can “drop out” from the astral plane to the “normal” plane and search there 
  also, but at only half its usual speed.  Only magik higher than 5th level can affect it, and only 
  magik weapons of +3 or better can hit it.  Its AC is 2+2, and it can absorb up to 36 damage 
  points before it is destroyed.  If it is destroyed, then the caster will take 2d12 psychic attack 
  damage (no saving roll). 
  SAVOY’S STAR THUNDER SPELL  
  Level: 10th 
  Mana Cost: 18.5 
  Range: 360’ 
  Duration: immediate 
  Area Affected: 5d10’ diameter sphere 
  Effects: A scintillating multicolored 6” ball of light zips from the caster’s fingertip to detonate at the 
  distance called out prior to firing.  The blast does 4d8 sonic, old, and lightning damage, and 
  causes paralysis.  Also, all within the sphere must save versus blindness exactly like for a “flash” 
  spell.  Thus, the victims must make four saving throws (no save for the sonic damage), and suffer 
  accordingly. 
  TALSO’S SPELL OF THE BLACK BINDING 
  Level: 11th 
  Mana Cost: 18.5 
  Range: see Effects 
  Duration: see Effects 
  Area Affected: see Effects 
  Effects: The Mage purposively slays a person within his magik pentacle of power, trapping the 
  unfortunate’s soul and life levels, and binding them to him.  Thereafter, the dead victim’s life 
  levels are drained or blasted away instead of the Mage’s when attacked by undead or the like.  Of 
  course, when all the dead person’s life levels are gone, the Mage loses his own, until he can 
  perform another of these dread rituals! 
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  MARYINDI’S SPELL OF THE ELEMENTAL SELF 
  Level: 12th 
  Mana Cost: 25 (+5 Mana per 
  minute of transformation) 
  Range: Self 
  Duration: variable 
  Area Affected: self only 
  Effects: The Mage is transformed into a fully functional elemental of his choice type.  Full elemental 
  powers are his, but for every minute in that form, there is a 10% chance of the change being 
  permanent and irrevocable.  This chance is lessened by 1% for each level of experience over the 
  24th the Mage is. 
  TIME LINING 
  Level: 15th 
  Mana Cost: 45 (+15 per minute 
  in time forward or +45 per 
  minute in time backward) 
  Range: Self 
  Duration: variable 
  Area Affected: self only 
  Effects: The Mage literally time travels (in place).  However, any attempt to change past events 
  causes the fabric of the universe to “squeeze out” and eject into limbo the “irritant” that is 
  causing the problem: the Mage! 
  DRUIDICAL MAGIK 
  SALATYRA’S BASIC RITUAL OF PASSING THROUGH BRIARS & LESSER PLANTS 
  Level: 1st 
  Mana Cost: 1 (+.5 per 10’ 
  passed through over the 
  first 10’) 
  Range: self only 
  Duration: until completely passed through 
  Area Affected: self only 
  Effects: The Druid glows a pale green, and the briars and lesser plants writhe out of his way, 
  forming immediately behind as he passes. 
  BALKWYR’S BASIC RITUAL OF THE CALLING OF THE LESSER WINDS 
  Level: 2nd 
  Mana Cost: 2 
  Range: up to 120’ 
  Duration: 1 minute (+1 minute per 0.5 Mana) 
  Area Affected: variable 
  Effects: A wind or breeze is conjured that has sufficient force to blow out candles and move gas at 
  10’ per turn, for as long as the Druid powers it. 
  KHERMAL’S PUISSANT COLOR OF MYSTICAL MAGIK 
  Level: 3rd 
  Mana Cost: 4 
  Range: up to 60’ 
  Duration: 10 melee turns (+1 melee turn per 1 
  Mana) 
  Area Affected: 10’ by 10’ wall 
  Effects: An auroral wall of light appears, doing the following to all who touch it: 
  • YELLOW will cause all up to 6 HD to fall 
  asleep 
  • GOLD acts as Clerical Undead Turn Away equal to 
  the caster’s level 
  • BLUE causes paralysis 
  • VIOLET causes fear 
  • RED does 2d20 heat damage 
  • SILVER does 2d20 cold damage 
  • GREEN does 2d8 kinetic “punch” damage 
  • BLACK causes blindness 
  Please note that the paralysis, sleep, and blindness last for 1 minute plus 1 minute for each 
  experience level the caster is over the 3rd. 
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  ARABUHL’S SPEAR OF FIRE SPELL 
  Level: 4th 
  Mana Cost: 4.5 
  Range: 90’ (+5’ per experience 
  level over the level required 
  for this spell’s use) 
  Duration: until thrown 
  Area Affected: variable 
  Effects: A 7’ long oaken spear with a silver head flies fierily from the Druid’s hand and attacks as a 
  +3/+3 magik flaming spear.  It does normal spear damage plus 2d6 flame damage, and all 
  undead must save against fear or flee if struck.  There is a 50% chance of all who are hit 
  catching fire for d6 damage per melee turn for d6 melee turns. 
  TAORAEN’S SPELL OF THE FIELDS OF FAMINE 
  Level: 5th 
  Mana Cost: 6.5 
  Range: 0’ 
  Duration: 1 second per 1’ radius (+d10 melee 
  rounds per caster’s level of experience over 
  the level required to use this spell) 
  Area Affected: 30’ radius (+5’ per caster’s level 
  of experience over the level required to use 
  this spell) 
  Effects: All plant life within the prescribed radius withers and dies, turning black and crumbly.  The 
  ingestion of the blighted plants, either through eating or breathing the dust, causes acute nausea, 
  vomiting, dizziness, and has a 10% chance of causing death in d20 minutes unless a cure disease 
  ritual is performed. 
  CUELCHAIN’S SPELL OF THE FOG OF FEARFUL EFFECT 
  Level: 6th 
  Mana Cost: 6.5 
  Range: 60’ (+10’ per experience 
  level over 6th) 
  Duration: 3 minutes (+1 minute per 1.5 Mana) 
  Area Affected: a wall 12’ long by 9’ high by 3’ 
  thick (+1’ added to each dimension for every 
  level of experience over 6th) 
  Effects: A blue-gray wall of roiling and writhing fog that smells like orange blossoms appears, and all 
  who even touch it take 2d8 poison damage, and must save versus confusion or be totally 
  confused and helpless for d12 melee turns.  Additionally, all undead who touch it must save 
  versus fear at -5 or flee!  Undead also suffer 2d12 damage instead of 2d8. 
  CHANCER’S SPELL OF THE GOLDEN FOG OF LIGHT AND REASON 
  Level: 7th 
  Mana Cost: 7.5 
  Range: 0’ 
  Duration: 5 minutes (+1 per 1.5 Mana) 
  Area Affected: 30’ radius around the caster 
  Effects: A golden flowing fog pours from the Druid.  Visibility for all those within becomes only 3’, 
  except for the Druid who can see normally.  All inside the fog, which smells like honey and 
  cinnamon, must save versus magik at -5, or become immobilized in a rapturous contemplation 
  of the grandness of the great universe (they’re happily befuddled and bemused, feeling good will 
  towards all, and having no desire to do anything except think nice thoughts).  Outside the fog, 
  this effect will last for 1 minute for every level a victim is less than the 20th level of experience.  
  Undead, however, are affected differently, in that they must save versus magik at -3, or 
  discorporate entirely!  If they save, they still suffer d6 damage per each level the spell caster is, 
  and said damage can regenerate only at 1 point per day. 
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  CLERICAL SPELLS 
  CRIMBLEY’S SPELL OF THE MENDING CLOTH 
  Level: 1st 
  Mana Cost: 1 per each 2’ 
  square mended 
  Range: 3’ 
  Duration: variable 
  Area Affected: variable 
  Effects: The Cleric can magikally mend cloth, leather, and other “softer” substances at the rate of 2’ 
  square per 10 minutes, unless the item is magik, in which case it takes double the mana cost and 
  triple the time. 
  VELADORN’S SPELL OF THE FINDING OF DOORS MOST HIDDEN 
  Level: 2nd 
  Mana Cost: 2 
  Range: 0’ 
  Duration: 30 seconds 
  Area Affected: 15’ radius around the Cleric 
  Effects: All secret doors and such are outlined in pale green light exactly. 
  CRIMBLEY’S SPELL OF THE MENDING WOOD 
  Level: 3rd 
  Mana Cost: 3 per 2’ square of 
  mended wood 
  Range: 6’ 
  Duration: variable 
  Area Affected: variable 
  Effects: This spell is exactly like Crimbley’s Spell Of  The Mending Cloth, but it is for wood only. 
  TUATHA’S RITUAL OF THE BINDING CHAINS OF LIGHT 
  Level: 3rd 
  Mana Cost: 4.5 
  Range: 3’ 
  Duration: 10 minutes (+1 minute per 1.5 Mana) 
  Area Affected: any single target 
  Effects: Glowing chains of golden light form around the undead in question, and bind him so 
  securely he cannot move, fly, become gaseous, or otherwise get away.  For each level the Cleric is, 
  there is a 10% chance that the chains cannot be broken or gotten out of by the undead.  This is 
  lessened by 3% per hit dice in size that the undead is larger than the Cleric.  As this is a ritual, 
  and it takes 3 minutes to complete, it is usually used in pinning vampires who are asleep to their 
  coffins and the like.  It only affects undead.  It is the only known ritual that is always effective 
  versus all undead (pursuant to the limitations described above). 
  TYR’S SPELL OF THE HEAVENLY UMBRELLA 
  Level: 3rd 
  Mana Cost: 3 (+.5 per minute 
  over what the initial time 
  according to Clerical level) 
  Range: above the Cleric 
  Duration: 5 minutes (+1 minute per Clerical 
  level over 5th) 
  Area Affected: 5’ diameter hemisphere above 
  caster 
  Effects: A pale green and shimmering umbrella like dome appears above the Cleric’s head, and sheds 
  all rain, liquid ooze, slim, and the like.  However, it only covers him down to his shoulders, so 
  some might splash onto him if he’s not careful. 
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  STANSON’S STONES TO SPIDERS SPELL 
  Level: 4th 
  Mana Cost: 4.5 
  Range: 30’ 
  Duration: 3 minutes 
  Area Affected: variable 
  Effects: The Cleric tosses sand, pebbles, and rocks while chanting this spell, and they metamorph 
  into spiders.  There will be 1 hit dice of ½ HD spiders (i.e., two of them) for each level of the 
  Cleric.  Each spider can bite for 1 damage point, and has d8 venom that it can use in d8 bites at 
  its discretion.  They are AC 8, and can move 20’ every melee turn, with an ability to jump up to 
  3’. 
  TUATHA’S ADVANCED RITUAL OF THE BINDING CHAINS OF LIGHT 
  Level: 5th 
  Mana Cost: 10 
  Range: 30’ 
  Duration: 1 hour (+30 minutes per 3 Mana) 
  Area Affected: any single undead target 
  Effects: An advanced version of the 3rd level ritual, this ritual can be performed up to 1 hour prior 
  to actually “casting the chains”, and is thus used a little like a spell.  The chains will automatically 
  hold all undead up to and including wights in power, and all greater types have only a 10% 
  chance per their own level larger than the Cleric.  If the Cleric is a higher level than they are, they 
  simply cannot break free.  However, if they are larger than the Cleric and they do manage to 
  break the chains, they will take 4d6 damage that they can regenerate at only 1 point per day. 
  CRIMBLEY’S SPELL OF THE MENDING METAL (LESSER) 
  Level: 6th 
  Mana Cost: 6 per each 2’ 
  square of metal mended 
  Range: 9’ 
  Duration: variable 
  Area Affected: variable 
  Effects: Exactly as the two lesser mending spells, this spell only works on metal.  However, it can’t 
  repair intelligent metal. 
  BADLEY’S SPELL OF THE MENDING METAL (GREATER) 
  Level: 8th 
  Mana Cost: 10 per each 
  Intelligence point of the 
  metal 
  (such 
  as 
  magik 
  weapons sometimes have) 
  Range: 3’ 
  Duration: variable 
  Area Affected: any single intelligent metal object
  Effects: The item is completely restored, much as a person is healed by a Cleric.  The process must 
  be completed within 25 hours of its start or the “soul” of the metal object leaves for good.  This 
  is the only known way to repair broken magik weapons and retain all of their powers. 
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  NEW SPELLS 
  MAGE SPELLS 
  APHRODISIAC AURA 
  Level: 1st 
  Mana Cost: 1 (+1 per hour) 
  Gold Cost: 150 GS 
  Range: self 
  Duration: 1 hour 
  Area Affected: all within 20’ of user 
  Weeks to Learn: 1 
  Effects: Adds +3 to Charisma versus same sex, and +8 versus opposite sex.  If concentrated on one 
  person, it causes love or desire. 
  LOCK JAW 
  Level: 1st 
  Mana Cost: 1 
  Gold Cost: 
  Range: 60’ 
  Duration: 1 minute per level 
  Area Affected: one being per 3 levels 
  Weeks to Learn: 
  Effects: Causes the target’s mouth to shut in an uncontrollable rigid spasm.  Cure Lock Jaw is the 
  same spell in reverse. 
  MUSCLE SPASM 
  Level: 1st 
  Mana Cost: 1 
  Gold Cost: 150 GS 
  Range: 60’ 
  Duration: 1 melee turn 
  Area Affected: one being per 3 levels 
  Weeks to Learn: 1 
  Effects: Causes an uncontrollable muscular spasm.  In large monsters, only a part is affected. 
  DUNKLEMEYER’S SPELL OF THE TARANTELLA 
  Level: 2nd 
  Mana Cost: 2 
  Gold Cost: 2,000 GS 
  Range: 60’ 
  Duration: 1 minute per level 
  Area Affected: 30’ diameter 
  Weeks to Learn: 3 
  Effects: All hit begin an uncontrolled whirling, jumping, gyrating dance of wild abandon.  They 
  cannot stop, and whirl in random directions. 
  KARMER’S SPELL OF WINE TO POISON 
  Level: 2nd 
  Mana Cost: 3 
  Gold Cost: 350 GS 
  Range: 10’ (+1’ foot per level over third level) 
  Duration: 1 minute 
  Area Affected: 1 pint in volume (plus half a pint 
  for every two levels over level required for 
  use) 
  Weeks to Learn: 3 
  Effects: The amount of wine indicated becomes d8 poison.  The poison increases d8 in potency for 
  each 3 levels over level required for use. 
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  PATCH SPELL 
  Level: 2nd 
  Mana Cost: 2 (+1 per each 
  square foot “patched”) 
  Gold Cost: 250 – 500 GS 
  Range: 39’ (+20’ per level over level required for 
  use) 
  Duration: 20 minutes (+10 minutes per .5 Mana 
  used as “glue”) 
  Area Affected: limited only by Mage’s mana 
  Weeks to Learn: 2 
  Effects: Cloth, sails, leather armor, and the like can be “patched up” to hold together. 
  SKORZANDON’S MIRROR 
  Level: 2nd 
  Mana Cost: 2 
  Gold Cost: 250 GS 
  Range: 60’ 
  Duration: 1 melee round 
  Area Affected: 15’ x 10’ until dispelled or 
  touched 
  Weeks to Learn: 2 
  Effects: A mirror is placed between the Mage and the target, so he sees himself and not the user. 
  THURLDON’S REVERSAL 
  Level: 2nd 
  Mana Cost: 2.5 
  Gold Cost: 300 GS 
  Range: 60’ 
  Duration: instantaneous 
  Area Affected: one target 
  Weeks to Learn: 2 
  Effects: The target saves versus magik or is immediately turned 180 degrees.  Up to 2 dice per level 
  is affected. 
  TIMAHARN’S BLIND SPOT SPELL 
  Level: 2nd 
  Mana Cost: 2 
  Gold Cost: 300 GS 
  Range: 120’ 
  Duration: 5 minutes per level 
  Area Affected: single target 
  Weeks to Learn: 2 
  Effects: The target cannot see the Mage, even with true sight, helms, and the like.  He has a “blind 
  spot”. 
  TOROZON’S SLIPPERY SPELL (THE BANANA PEEL SNEAK) 
  Level: 2nd 
  Mana Cost: 2 (+1 per level 
  over 3rd) 
  Gold Cost: 500 GS 
  Range: 60’ 
  Duration: 5 minutes per level (+ 5 per level over 
  3rd) 
  Area Affected: 10’ square (+5’ per user level 
  over 3rd 
  Weeks to Learn: 2 
  Effects: The area hit becomes zero coefficients – total absence of friction. 
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  HILDAGARDE’S HEAVY HELPER 
  Level: 3rd 
  Mana Cost: 4 
  Gold Cost: 600 GS 
  Range: 15’ (+5’ per level over level required for 
  use) 
  Duration: variable 
  Area Affected: 10’ cube (+1’ per level over level 
  required for use) 
  Weeks to Learn: 3 – 4 
  Effects: A 10’ cube of wet sand appears.  It cannot be dissipated by itself, and can bury any creature 
  unlucky enough to be located under it. 
  JAHK’S SPELL OF THE SINGING STAR 
  Level: 3rd 
  Mana Cost: 3.5 
  Gold Cost: 600 GS 
  Range: 60’ 
  Duration: 1 minute per level 
  Area Affected: 30’ diameter around the star 
  Weeks to Learn: 3 
  Effects: A 6 pointed Star of David (gold and 2’ across) appears and sings with music.  All intelligent 
  monsters within the area must save versus charm, or sit enraptured.  
  JHEEP’S CHEAP SPELL (THE BIG BARGAIN SPELL) 
  Level: 3rd 
  Mana Cost: 3 (+1 per extra 5 
  minutes) 
  Gold Cost: 650 GS 
  Range: N/A 
  Duration: 10 minutes 
  Area Affected: self only 
  Weeks to Learn: 4 
  Effects: The Mage can bargain as a Trader (see the Trader for details) half his own level. 
  MINDAN’S DANCING AXE OF DONDURA 
  Level: 3rd 
  Mana Cost: 3.5 (+1 per melee 
  round after the initial period 
  of time) 
  Gold Cost: 1,200 GS 
  Range: 20’ (+5’ per level over level required for 
  use) 
  Duration: 3 melee rounds (plus 1 round per level 
  over level required for use) 
  Area Affected: selected target 
  Weeks to Learn: 4 
  Effects: The Mage conjures a +1 battle axe that attacks its target at the Mage’s own Dexterity, but 
  equivalent in all ways to a Warrior of the same level as the Mage. 
  MORDEN’S BACKWARD BLAST 
  Level: 3rd 
  Mana Cost: 3 
  Gold Cost: 600 GS 
  Range: 60’ 
  Duration: 10 minutes 
  Area Affected: single target 
  Weeks to Learn: 3 
  Effects: The target does everything in reverse: talk, move, etc.! 
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  SHOLNON’S SECRET SPY SPELL 
  Level: 3rd 
  Mana Cost: 3 (+.5 per minute 
  over that which is the base) 
  Gold Cost: 550 GS 
  Range: 1 mile per level 
  Duration: 1 hour per level 
  Area Affected: single target 
  Weeks to Learn: 3 
  Effects: The target’s voice is always audible to the Mage, at the Mage’s will. 
  SPORLING’S WALL OF WHIMSY (THE WEIRD WALL) 
  Level: 3rd 
  Mana Cost: 3.5 
  Gold Cost: 800 GS 
  Range: 60’ 
  Duration: 1 minute per level 
  Area Affected: a wall (10’ x 10’ for 1st – 5th 
  level, up to 20’ x 20’ for higher levels) 
  Weeks to Learn: 3 
  Effects: A wall of blue light causes one whimsical thing to happen to whatever penetrates.  It could 
  be he levitates, turns blue, his next spell reverses, etc. 
  XUNDOMYRE’S VIGILANT EYE 
  Level: 3rd 
  Mana Cost: 4.5 (+1 per 5 
  minutes over the initial) 
  Gold Cost: 800 GS 
  Range: 100’ per level 
  Duration: 10 minutes 
  Area Affected: 
  Weeks to Learn: 3 
  Effects: An eye or mouth can be set (floating) to guard.  At the approach of anything, it flies back 
  (24” per melee turn), and tells the Mage. 
  KAROLE’S STUPENDOUS SPELL OF THE SEVEN LEAGUE BOOTS 
  Level: 4th 
  Mana Cost: 5 
  Gold Cost: 6,000 GS 
  Range: 15 miles per user level 
  Duration: 5 steps (see Effects) 
  Area Affected: boot wearer only 
  Weeks to Learn: 9 
  Effects: The user “dimensions steps” each time he steps, moving 3 miles per step.  He also “sees” 
  the country he moves through as he “stretches”, so he knows where he’s been. 
  KORUM’S SPELL OF THE ENIGMATIC EYE 
  Level: 4th 
  Mana Cost: 4 (+.5 per hour) 
  Gold Cost: 1,500 GS 
  Range: 60 miles per caster level 
  Duration: 1 day per user level over that required 
  for use 
  Area Affected: centered on target 
  Weeks to Learn: 4 
  Effects: A glowing, red, 1’ eye hovers always within 10’ of the victim’s left, rear shoulder.  With it, 
  the caster always “knows” where the target is. 
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  ELRIC’S THUNDER BALL 
  Level: 4th 
  Mana Cost: 6 
  Gold Cost: 1,000 GS 
  Range: 90’ 
  Duration: 2,000 GS 
  Area Affected: 5’ detonation radius upon impact
  Weeks to Learn: 6 
  Effects: A combined Ball Lightning and Fireball, the damage is split between them, and two saves 
  are required. 
  MORBAERA’S SPELL OF THE VIOLENT VERTIGO 
  Level: 4th 
  Mana Cost: 4 (+1 per melee 
  round) 
  Gold Cost: 1,360 GS 
  Range: 90’ 
  Duration: 4 melee rounds 
  Area Affected: 20’ diameter area 
  Weeks to Learn: 5 
  Effects: All within the field are afflicted by violent sensations of vertigo and dizziness.  If the save is 
  failed, they are -4 on all attacks and defenses (they are still -2 if they make their save) for as long 
  as they are within the field and for d10 melee rounds after they leave the sphere. 
  PAH-KKER’S PAIN BLAST 
  Level: 4th 
  Mana Cost: 4 
  Gold Cost: 1,492 GS 
  Range: 120’ 
  Duration: 20 - victim’s level = # of turns 
  Area Affected: 30’ diameter 
  Weeks to Learn: 5 
  Effects: A blast of sheer pain hits all in the area of effect.  All within go insane with pain for the 
  number of turns less than 20th level they are. 
  SANTANDER’S WASP SPELL 
  Level: 4th 
  Mana Cost: 4.5 
  Gold Cost: 5,000 GS 
  Range: up to 100’ radius from caster 
  Duration: 5 melee rounds 
  Area Affected: range of the conjured wasp 
  Weeks to Learn: 5 
  Effects: A 3 HD, AC 5, Speed 24 wasp appears that the user controls within 100’ of himself.  Its 
  sting has venom equal in HD to user’s level. 
  TIRINYO’S SPELL OF THE WALL OF ICE AND FIRE 
  Level: 4th 
  Mana Cost: 6 (+1.5 per melee 
  round 
  after 
  the 
  initial 
  duration) 
  Gold Cost: 2,000 GS 
  Range: 30’ 
  Duration: 6 melee rounds 
  Area Affected: a wall 15’ long by 10’ high by 2’ 
  thick 
  Weeks to Learn: 9 
  Effects: A wall of ice is conjured but hidden by walls of roaring flames, which does d8 heat damage.  
  Any creature breaking through the wall of ice also takes d8 points of damage.  This spell is 
  reversible where the flames are trapped within the wall of ice.  However, the ice flickers and 
  glows eerily because of this. 
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  WARAGEN’S NIGHT WALKER (THE UNWANTED VISITOR) 
  Level: 4th 
  Mana Cost: 6 (+1.5 per melee 
  round 
  after 
  the 
  initial 
  duration) 
  Gold Cost: 1,750 GS 
  Range: 60 miles (+5 miles per level over level 
  required for use) 
  Duration: 6 melee rounds 
  Area Affected: special 
  Weeks to Learn: 7 
  Effects: The Mage causes a specific area (a house, one wing of a castle, a certain section of town, 
  etc.) to be “haunted” by stealthy footsteps, soft evil laughter, faint clinking chains, and other 
  various sundry and spooky sounds. 
  ZYM’S SPELL OF THE ONE-WAY DARKNESS 
  Level: 4th 
  Mana Cost: 4 (+1 per 5 melee 
  rounds 
  after 
  the 
  initial 
  period) 
  Gold Cost: 2,000 GS 
  Range: up to 30’ distant 
  Duration: 5 melee rounds 
  Area Affected: 10’ diameter 
  Weeks to Learn: 4 
  Effects: The Mage creates a hemispherical area of inky blackness totally impervious to all forms of 
  magikal sight or light.  However, the caster may see out of the area much in the way a person 
  sees through a one-way mirror. 
  AZORN’S FEARFULLY FIERY FIST SPELL 
  Level: 5th 
  Mana Cost: 5 (+8 per each 
  additional fist) 
  Gold Cost: 3,600 GS 
  Range: 240’ 
  Duration: until makes physical contact 
  Area Affected: one target per fist 
  Weeks to Learn: 10 
  Effects: A basket ball sized, flaming, giant fist streaks towards the target(s), and attacks as a +1 mace 
  wielded by a Warrior half the user’s size, doing 2d6 fire and d6 impact damage, and causing those 
  hit to save versus fear.  Victim’s 1+1 dice in size or less are bowled over. 
  D’ALLON’S SPELL OF MAGNIFICENT MYSTIFICATION 
  Level: 5th 
  Mana Cost: 3.5 
  Gold Cost: 8,600 GS 
  Range: 90’ 
  Duration: 10 minutes 
  Area Affected: varies with each victim 
  Weeks to Learn: 8 
  Effects: The target sees himself in a maze of mirrors that leads him, at random, where it will.  
  Inside, he can neither see, hear, nor feel anyone else, only the mirrored maze.  Dispel magik only 
  strengthens the spell (disintegrate dispels it). 
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  “HOMING” FOR MAGIK MISSILES 
  Level: 5th 
  Mana Cost: as for Magik 
  Missile (+5 per missile) 
  Gold Cost: 3,000 GS 
  Range: as for Magik Missile 
  Duration: until used 
  Area Affected: the missiles 
  Weeks to Learn: 3 
  Effects: The Magik Missiles gain the ability to “home in” on the target. 
  KHOREB’S CURSE OF THE SCREAMING SKULL 
  Level: 5th 
  Mana Cost: 5.5 (+.5 per 10 
  minutes of sending) 
  Gold Cost: 4,800 GS 
  Range: 100 miles per caster level over level 
  required for use 
  Duration: 10 minutes 
  Area Affected: specific single entity or area 
  Weeks to Learn: 12 
  Effects: A fiery skull appears each night to wail, scream, gibber, moan, and mouth obscenities at the 
  target for the number of nights times the user’s level.  Only a “00” roll dispels it. 
  MORGAULT’S MAGIK MISSILE OF SLAYING 
  Level: 5th 
  Mana Cost: 6.5 
  Gold Cost: 8,800 GS 
  Range: as for Magik Missile 
  Duration: until used 
  Area Affected: any single target 
  Weeks to Learn: 8 
  Effects: This spell is identical to the normal Magik Missile, but may be memorized to slay any single 
  type.  If a save is made, it still does missile point damage. 
  SAHACHANDER’S SUNBURSTS 
  Level: 5th 
  Mana Cost: 7.5 
  Gold Cost: 9,800 GS 
  Range: 180’ 
  Duration: instantaneous 
  Area Affected: 30’ diameter ball 
  Weeks to Learn: 6 
  Effects: A combined of Thunder Ball and Flash, all hit will need to make 3 saves. 
  SCHARPE’S SEX SWAP (THE CHANGEOVER SPELL) 
  Level: 5th 
  Mana Cost: 5 
  Gold Cost: 2,000 GS 
  Range: 60’ 
  Duration: 1 hour 
  Area Affected: single entity 
  Weeks to Learn: 9 
  Effects: The target has their sex changed to the opposite of its original. 
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  SLYGON’S SILVER SPIRAL OF SLEEP 
  Level: 5th 
  Mana Cost: 9 (+5 per 20 
  minutes beyond the initial 
  duration) 
  Gold Cost: 18,000 GS 
  Range: 60’ 
  Duration: 1 hour 
  Area Affected:, a 9’ high, 3’ wide, whirling and 
  swaying spiral (until dispelled) 
  Weeks to Learn: 17 
  Effects: A glowing, silver spiral of dancing motes, there is a 10% chance per level less than 20th that 
  the spiral will attract, hypnotize, and put to sleep all who see it.  The victim’s chance to be 
  affected is reduced by -5% per Intelligence point they have over 12. 
  YATHAGON’S PERFECT DOME OF DYNAMIC DEFENSE 
  Level: 5th 
  Mana Cost: 5.5 (+.75 per melee 
  round) 
  Gold Cost: 3,800 GS 
  Range: around caster 
  Duration: 1 minute 
  Area Affected: variable area around caster 
  Weeks to Learn: 5 
  Effects: A glittering, silver translucent dome (7’ high and 10’ across per user level over 5th), the spell 
  reflects back all physical attacks just as they were made.  A slow, slow walk does penetrate it. 
  CHARONARD’S WRAITH HOLD 
  Level: 6th 
  Mana Cost: 7.5 
  Gold Cost: 5,000 GS 
  Range: N/A 
  Duration: 1 hour (+1 per level over level 
  required to use) 
  Area Affected: self 
  Weeks to Learn: 6 
  Effects: The user becomes a wraith in all respects. 
  CHARONARD’S SPELL OF THE VAMPIRE HEART 
  Level: 6th 
  Mana Cost: 12.5 (+4 per hour) Gold Cost: 11,000 GS 
  Range: 
  Duration: 
  Area Affected: self 
  Weeks to Learn: 6 
  Effects: This is identical to Charonard’s Wraith Hold, but the user becomes a Vampire. 
  HADAAG’S HORROR (THE HAND OF HERCULES) 
  Level: 6th 
  Mana Cost: 20 (+.5 per mile 
  traveled) 
  Gold Cost: 36,000 GS 
  Range: 10 miles per user level 
  Duration: 
  Area Affected: single victim or area (example: 
  “all in such and such room or house!”) 
  Weeks to Learn: 28 
  Effects: A huge hand with a 7’ wood club attacks the target (AC 2 and Dexterity as for the caster).  It  
  hits like Fire Giant with a maul, and strikes for as many times as the caster has levels! 
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  KLYNT’S CUBE OF BAFFLING BEAUTY 
  Level: 6th 
  Mana Cost: 6 (+1 per melee 
  turn) 
  Gold Cost: 7,000 GS 
  Range: N/A 
  Duration: 3 melee rounds 
  Area Affected: 10’ cubic area around user 
  Weeks to Learn: 6 
  Effects: A cube of indescribable colors and sounds surrounds the user (immobile).  All intelligent 
  creatures within sight of it that miss their save (at -6), become so intrigued, they never try to 
  harm it. 
  NOAD’S BANE (THE BLUE BANSHEE OF SHAAMT) 
  Level: 6th 
  Mana Cost: 7.5 (+1.5 per 10 
  minutes) 
  Gold Cost: 9,500 GS 
  Range: 100 miles per user level 
  Duration: 10 minutes 
  Area Affected: any single area or person (it 
  appears there) 
  Weeks to Learn: 10 
  Effects: A glowing, blue, banshee like apparition flies all around (or through) the target castle, town, 
  etc., all the while wailing, screaming, moaning, etc. 
  RUSSALLA’S SPELL OF THE DEMONIC DANCE OF DEATH 
  Level: 6th 
  Mana Cost: 6 (+1 per melee 
  over 10) 
  Gold Cost: 3,500 GS 
  Range: 120’ 
  Duration: 10 melee rounds (+1 melee round per 
  level over level required for use) 
  Area Affected: variable (at caster’s option, it may 
  affect up to 20 dice worth of targets) 
  Weeks to Learn: 9 
  Effects: All who fail their saving roll are immediately gripped by a sustained muscle spasm spell that 
  does d8 damage per melee round, renders all attacks and defenses to -8, and cuts movement to 
  half normal. 
  SAVOY’S SILENT SLAYER 
  Level: 6th 
  Mana Cost: 6.5 (plus regular 
  Magik Missile spell) 
  Gold Cost: 9,000 GS 
  Range: as for Magik Missile 
  Duration: until used 
  Area Affected: single target 
  Weeks to Learn: 6 
  Effects: A Magik Missile of Slaying (specific beings, not types) will wait in ambush wherever set for 
  its target – forever! 
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  SKORN’S IMMACULATE SKY SYMBOL 
  Level: 6th 
  Mana Cost: 6 (+.5 per 10 
  minutes) 
  Gold Cost: 8,000 GS 
  Range: 100 miles per user level over level 
  required for use 
  Duration: 1 minute 
  Area Affected: any single building or geographic 
  area 
  Weeks to Learn: 8 
  Effects: At a height of 10’ per user level, a flaming symbol, name, etc. of choice appears in the sky 
  along with the appropriate music! 
  CHARONARD’S SPECTRAL SPELL 
  Level: 7th 
  Mana Cost: 9.5 
  Gold Cost: 8,500 GS 
  Range: N/A 
  Duration: 1 hour 
  Area Affected: self 
  Weeks to Learn: 9 
  Effects: The user becomes a spectre in all respects. 
  DARVOHL’S HAND OF DOOM (THE SHADOW ASSASSIN) 
  Level: 7th 
  Mana 
  Cost: 
  10 
  (+1 
  per 
  additional mile) 
  Gold Cost: 10,000 GS 
  Range: 10 miles per user level (it goes there) 
  Duration: see Effects 
  Area Affected: near target 
  Weeks to Learn: 16 
  Effects: A shadowy black hand that carries a blood red dagger stabs the victim the number of times 
  as user has in levels.  It attacks as an Assassin equivalent in level to the caster! 
  FAZALLA’S FRIEND FROM BEYOND 
  Level: 7th 
  Mana Cost: 10 (+1 per melee 
  turn) 
  Gold Cost: 8,756 GS 
  Range: N/A 
  Duration: 1 melee round 
  Area Affected: 
  Weeks to Learn: 8 
  Effects: The Mage can summon from the dead a friend (close) to fight for him.  There is a d6 melee 
  turn delay before he appears. 
  GREEN DEATH (THE SERPENT’S OF SHARDOOM) 
  Level: 7th 
  Mana Cost: 10 (+.5 per 5 
  minutes time) 
  Gold Cost: 18,000 GS 
  Range: within 90’ of caster 
  Duration: 10 minutes 
  Area Affected: special 
  Weeks to Learn: 21 
  Effects: Misty, 3’ – 4’ long serpents (1 for every two levels of the user) appear in the air near the 
  caster, and move to or wait for the target.  They bite for d3 points (and a number of times equal 
  to the user’s level), leave an acid like burn for d4 more points, and poison with venom for 3d6 
  points. 
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  MARYINDI’S SPELL OF SUPER TELEKINESIS (TRACTOR PRESSER BEAM) 
  Level: 7th 
  Mana Cost: 7.5(+.5 per melee 
  turn) 
  Gold Cost: 10,000 GS 
  Range: 120’ 
  Duration: 5 melees per level over that required 
  for use 
  Area Affected: 1 object under 450 pounds within 
  line of sight 
  Weeks to Learn: 9 
  Effects: A cone shaped force, similar to that cast by a cold wand, exerts enough pressure to move 
  300 pounds (plus an additional 30 pounds per level over level required for use). 
  OH’WEN’S SPELL OF THE RED AWFULNESS 
  Level: 7th 
  Mana Cost: 7.5 
  Gold Cost: 13,000 GS 
  Range: 120’ 
  Duration: 3 melee rounds 
  Area Affected: 5’ diameter cloud around target 
  Weeks to Learn: 12 
  Effects: A cloud of red mist forms about the target, dissolving him at 2d10 per turn.  Only a Finger 
  of Death will stop it! 
  PAERRAEN’S HAND OF HELL 
  Level: 7th 
  Mana Cost: 8 
  Gold Cost: 11,500 GS 
  Range: touch 
  Duration: until used 
  Area Affected: self 
  Weeks to Learn: 15 
  Effects: The Mage’s hand has faint black flames all over it.  It, like a Magik Missile of Slaying, can be 
  set to slay any single type. 
  RUSSALLA’S REFLECTOR SHIELD 
  Level: 7th 
  Mana Cost: 7.5 (+2.5 per 
  additional minute) 
  Gold Cost: 15,000 GS 
  Range: 3’ 
  Duration: 1 minute 
  Area Affected: near self 
  Weeks to Learn: 12 
  Effects: This spell is like the Shield Spell, but it bounces spells at 2 levels per each user level over the 
  level required for use. 
  SAVOY’S SPELL OF THE SILVER SERPENT 
  Level: 7th 
  Mana Cost: 8.5(+3.5 per melee 
  round 
  over 
  the 
  initial 
  duration) 
  Gold Cost: 3,300 GS 
  Range: 120’ (+10’ per level over level required 
  for use) 
  Duration: 3 melee rounds 
  Area Affected: within sight of caster 
  Weeks to Learn: 9 
  Effects: A translucent silver cobra appears, and will fight for the conjurer for 3 melee rounds.  The 
  serpent has 1 dice in size per level over the level required for use (1 die base).  Its venom does 
  the same.  Its AC is 3, and its Dexterity is equal to the conjurer’s +2.  The serpent can fly 120’ 
  feet per turn. 
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  THE RED SENDING OF SORROW (ARCHOM’S BANE) 
  Level: 8th 
  Mana 
  Cost: 
  20 
  (+1 
  per 
  additional mile) 
  Gold Cost: 30,000 GS 
  Range: 10 miles per user level over level required 
  for use 
  Duration: 1 minute 
  Area Affected: named target (person or item) or 
  location (directions given) 
  Weeks to Learn: 24 
  Effects: The wraith or fire elemental appears at the Mage’s spot then moves to victim, and attacks 
  like a combined wraith and fire/air elemental (see the True Elementals chart in this volume).  
  If it is thwarted in its attack, it will return and slay the sender if no other is available! 
  SARCHIMUS’S SENDING (THE TERROR!) 
  Level: 8th 
  Mana 
  Cost: 
  20 
  (+1 
  per 
  additional mile) 
  Gold Cost: 30,000 GS 
  Range: 10 miles per user level 
  Duration: 1 minute 
  Area Affected: named target (person or item) or 
  location (directions given) 
  Weeks to Learn: 24 
  Effects: The shadow elemental appears at the Mage’s spot then moves to victim, and attacks like a 
  combined air elemental and shadow, but can be instructed to strangle, smother, etc. 
  CAOWYN’S SPELL CATCHER 
  Level: 10th 
  Mana Cost: 15 
  Gold Cost: 18,000 GS 
  Range: 0 
  Duration: 1 hour 
  Area Affected: 10’ radius around caster 
  Weeks to Learn: 12 
  Effects: An invisible aura of magik spell trapping forms around the Mage lasting 1 hour or until any 
  incoming magik (as in a spell, wand blast, etc.) enters the field.  The field traps the spell, and the 
  Mage then has 1 melee round (plus 1 per level over the level required for use) to redirect or 
  dump the spell as if it were his own. 
  JHEM’S SPELL OF THE FAR TERMINUS 
  Level: 10th 
  Mana Cost: 20 
  Gold Cost: 18,000 GS 
  Range: 240’ 
  Duration: instantaneous 
  Area Affected: single target (up to 2 dice times 
  the user’s level) 
  Weeks to Learn: 16 
  Effects: The target is immediately dimensionally teleported to a time, universe, and world at random.  
  If a save is made, he is still dimension doored in a random way. 
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  TARNHELM’S SPELL OF THE REGENERATED MANA 
  Level: 10th 
  Mana Cost: 25 
  Gold Cost: 15,000 GS 
  Range: N/A 
  Duration: instantaneous 
  Area Affected: self only 
  Weeks to Learn: 15 
  Effects: The spell may only be used once per day (25 hours).  It simply regenerates d100 Mana 
  points.  For every Mana point regained, the Mage is incapacitated for 1 melee round (i.e. he must 
  sit and get over the dizziness, nausea, etc.). 
  CHARMICHAEL’S SPELL OF THE ASTRAL STORM 
  Level: 15th 
  Mana Cost: 20 (+5 per melee 
  round over the initial 3) 
  Gold Cost: 10,000 GS 
  Range: 60’ 
  Duration: 3 melee rounds 
  Area Affected: 30’ spherical area 
  Weeks to Learn: 18 
  Effects: The Mage conjures an astral ice storm that does 3d8 physical damage per melee round to 
  any creature caught in it.  This ice storm is magikal, and thus will hit any creature, but only on 
  the Astral or Ethereal plane. 
  KRUBACK’S BANE (THE SPELL OF THE SPIRALING DEATH) 
  Level: 20th 
  Mana Cost: 20 
  Gold Cost: 35,000 GS 
  Range: must see to use (via crystal ball, in 
  person, etc.)  
  Duration: instantaneous 
  Area Affected: single victim (regardless of size) 
  Weeks to Learn: 28 
  Effects: The victim is dimension ported to a small pocket universe.  There is a Hell Spiral there.  He 
  may walk it to a random universe (flinch and die!), or sit and suffocate in 1 hour! 
  PHANCH’S SPELL OF THE FELL GATES OF HELL 
  Level: 20th 
  Mana Cost: 25 
  Gold Cost: 50,000 GS 
  Range: 360’ 
  Duration: instantaneous 
  Area Affected: any single victim 
  Weeks to Learn: 36 
  Effects: The victim is dimensioned ported to one of the 21 hells (randomly chosen)! 
  CLERICAL SPELLS 
  NAMPHROOK’S SPELL OF THE PROTECTION FROM ALL APHRODISIACS 
  Level: 1st 
  Mana 
  Cost: 
  1 
  (+1 
  per 
  additional hour) 
  Gold Cost: 500 GS 
  Range: N/A 
  Duration: 2 hours 
  Area Affected: self only 
  Weeks to Learn: 2 
  Effects: It protects 100% versus all aphrodisiacs of 10th level and below, and is 90% effective 
  against all of those up to 15th level, decreasing 5% per level thereafter. 
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  ST. THERESA’S SPELL OF THE TIME THAT’S TOLD 
  Level: 1st 
  Mana Cost: 1 
  Gold Cost: 150 GS 
  Range: N/A 
  Duration: d100 
  Area Affected: 30’ radius or any single object 
  Weeks to Learn: 1 
  Effects: When used as an area effect spell, the caster will know, plus or minus 25% accuracy, the age 
  of everything in the area.  When used on a specific object, he will know the age of the object 
  (100% accurate). 
  MEGALON’S BLESS 
  Level: 2nd 
  Mana Cost: 2 
  Gold Cost: 
  Range: N/A 
  Duration: 1 hour 
  Area Affected: single individual who is blessed 
  Weeks to Learn: 2 
  Effects: Whenever he sees battle for the next hour, he will attack with a berserker rage, adding an 
  additional +4 to his attack, and dropping his defense by -4 due to his recklessness in exposing 
  himself during battle.  If he normally carries a shield, forget it, he has discarded it so that it won’t 
  get in his way.  If his Dexterity allows, he will be using two weapons. 
  MICHELLENE’S CURE FOR THE FIERY FLASH 
  Level: 2nd 
  Mana Cost: 2 
  Gold Cost: 350 GS 
  Range: 10’ 
  Duration: instantaneous 
  Area Affected: any single entity 
  Weeks to Learn: 3 
  Effects: This spell completely negates the effects of the Flash spells. 
  CALABAHR’S SPELL OF THE AURA THAT SHEDS WEBS 
  Level: 3rd 
  Mana Cost: 3 (+1 per minute 
  thereafter) 
  Gold Cost: 600 GS 
  Range: 10’ 
  Duration: 1 minute 
  Area Affected: any single entity 
  Weeks to Learn: 2 
  Effects: As per the Anti-Web Aura in the New And Unusual Spells section taken from the Arduin 
  Grimoire I. 
  DOROMAN’ S SPELL OF THE FINGERS OF LIGHT. 
  Level: 3rd 
  Mana Cost: 1 per finger 
  Gold Cost: 350 GS 
  Range: 0’ 
  Duration: 1 melee round 
  Area Affected: 60’ cone extending from fingertip Weeks to Learn: 3 
  Effects: Each beam is 1” wide at the fingertip, and increases in intensity by 5% per level thereafter. 
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  EVENOE’S RITUAL OF THE EMPATHIC CURE 
  Level: 3rd 
  Mana 
  Cost: 
  3 
  (+1 
  per 
  additional 20% damage) 
  Gold Cost: 600 GS 
  Range: 3’ 
  Duration: 1 minute 
  Area Affected: any single being 
  Weeks to Learn: 5 
  Effects: The Cleric empathically heals a victim by taking the wound or damage (20% initially) upon 
  himself.  Yes, it hurts! 
  MICHELLENE’S SPELL OF WALKING ON AIR (BRIEFLY) 
  Level: 3rd 
  Mana 
  Cost: 
  3 
  (+1 
  per 
  additional hour) 
  Gold Cost: 300 GS 
  Range: 3’ 
  Duration: 1 hour 
  Area Affected: any single being 
  Weeks to Learn: 3 
  Effects: For the duration of the spell’s effectiveness, the target may walk on air for 6 seconds (1 
  melee round).  Thus if a trap door opens under him, he has 1 melee round to get to safety.  
  However walking on an illusory floor can cause a problem as the spell will trigger, but the person 
  wouldn’t know it (BYE!). 
  THE BLESSFUL AURA OF MEGALON’S GLORY 
  Level: 3rd 
  Mana Cost: 10 
  Gold Cost: 20,000 GS 
  Range: 30’ 
  Duration: 3 melee rounds 
  Area Affected: any single area, item, or creature 
  Weeks to Learn: 17 
  Effects: A blue glow radiates out 30’ from the target on which the spell is cast.  Anyone passing 
  through it will attack his neighbor.  The casting Cleric and any of his order higher than he are 
  not affected. 
  AURA OF MEGALON’S GLORY 
  Level: 4th 
  Mana 
  Cost: 
  4 
  (+1 
  per 
  additional melee round) 
  Gold Cost: 450 GS 
  Range: 1 minute 
  Duration: 1 melee round 
  Area Affected: 30’ radius 
  Weeks to Learn: 5 
  Effects: A blue glowing area causes anyone within to fight his nearest neighbor, whoever it is.  The 
  Cleric is unaffected as he has battle lust anyway.  This spell may only last a maximum number of 
  melee rounds equal to the Cleric’s level. 
  BASIC RITUALS FOR CLEANSING OF POISONS AND VENOMS 
  Level: 4th 
  Mana Cost: 4 (+1 per each 
  additional d8) 
  Gold Cost: 950 GS 
  Range: 3’ 
  Duration: 1 minute 
  Area Affected: any single being 
  Weeks to Learn: 6 
  Effects: For creatures and beings up to 7 HD in size, 4d8 points of the poison or venom is 
  completely neutralized. 
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  PHELDOE’S RADIANT RING OF RIGHTEOUS FIRE 
  Level: 4th 
  Mana 
  Cost: 
  4 
  (+.5 
  per 
  additional melee turn) 
  Gold Cost: 3,800 GS 
  Range: 0’ 
  Duration: 12 melee turns 
  Area Affected: 10’ diameter 
  Weeks to Learn: 6 
  Effects: A golden, glowing, 10’ diameter wall of fire appears around the caster.  All undead take 
  2d12 points damage if they pass through it.  Skeletons burn d6 per turn.  All others take only d8 
  points. 
  SAINT PATRICK’S SPELL OF THE BANISHED SERPENTS 
  Level: 4th 
  Mana Cost: 4 – 5 
  Gold Cost: 15,800 GS 
  Range: 60’ 
  Duration: special 
  Area Affected: all within caster’s visual sight 
  Weeks to Learn: 10 
  Effects: All serpents (snakes) flee in a straight line away from the caster.  Up to 3 dice of snakes per 
  user level over the level needed to use are turned away, and will travel for the number of hours 
  equal to the user level. 
  THE HEAVENLY FOG OF HIDING AND HELP 
  Level: 5th 
  Mana Cost: 5.5 (+.5 per 
  additional minute) 
  Gold Cost: 10,000 GS 
  Range: 0’ 
  Duration: 10 minutes 
  Area Affected: varies (100’ diameter per caster’s 
  level) 
  Weeks to Learn: 6 
  Effects: A bank of nearly opaque (can see d6’) fog surrounds the user. 
  HEAVENLY HALO OF BINDING 
  Level: 5th 
  Mana 
  Cost: 
  6 
  (+1.5 
  per 
  additional minute) 
  Gold Cost: 11,000 GS 
  Range: 90’ 
  Duration: 1 minute 
  Area Affected: circle around target (distance 
  varies) 
  Weeks to Learn: 7 
  Effects: A golden halo (up to 20’ in diameter) drops over the target, binding it as steel.  It holds all it 
  catches up to 2 dice per user level. 
  FANALORN’S SPELL OF THE ANIMATED OBJECTS 
  Level: 6th 
  Mana 
  Cost: 
  6 
  (+3 
  per 
  additional melee round) 
  Gold Cost: 2,000 GS 
  Range: 60’ (+6’ over level required for use) 
  Duration: 6 melee rounds 
  Area Affected: any single object up to 220 
  pounds (+ 20 pounds per level over level 
  required for use) 
  Weeks to Learn: 9 
  Effects: Inanimate objects are animated to attack or be a nuisance to whomever the Cleric 
  commands (i.e. chairs, shields, swords, staffs, may spin or hit or push, etc.), or it could be used to 
  move treasure. 
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  SOLOMON’S SIGEL OF ABSOLUTE IMPASSE 
  Level: 6th 
  Mana 
  Cost: 
  7.5 
  (+1 
  per 
  additional melee turn) 
  Gold Cost: 48,000 GS 
  Range: 60’ 
  Duration: 10 melee turns 
  Area Affected: 10’ 
  Weeks to Learn: 26 
  Effects: A fiery, 10’ across, Star of David appears, blocking passage to all.  Those trying to pass take 
  2d10 points damage, but must save versus stoning with a -5 penalty or turn to salt.  All undead 
  take 10d10 points of damage, and must save versus disruption! 
  THE SUPREME AURA OF MEGALON’S GLORY 
  Level: 6th 
  Mana 
  Cost: 
  6 
  (+1 
  per 
  additional melee turn) 
  Gold Cost: 45,000 GS 
  Range: N/A 
  Duration: 12 hours 
  Area Affected: 30’ radius (special) 
  Weeks to Learn: 7 
  Effects: A blue glowing area causes anyone within to fight his nearest neighbor, whoever it is.  There 
  is also a 5% cumulative chance for every level less than 20th level that those affected will pick up 
  the glow and affect others.  Thus we have a spell which can go out and affect an entire dungeon 
  should a glower survive.  The spell will automatically wind down, but by that time there may be a 
  war going on.  Again, the Cleric is unaffected as he has battle lust anyway. 
  THE SILVER LORD’S COUNTER CURSE MIRROR SPELL 
  Level: 7th 
  Mana 
  Cost: 
  10 
  (+5 
  per 
  additional melee round) 
  Gold Cost: 10,000 GS 
  Range: distance to opponent 
  Duration: 3 melee rounds 
  Area Affected: N/A 
  Weeks to Learn: 14 
  Effects: A translucent, pearlescent-grey, oval mirror of the appropriate height and width appears in 
  front of the Cleric.  All curses, regardless of power (unless it was a full wish backed curse) that 
  impinge frontally onto the mirror will reflect back on the caster.  This mirror goes wherever the 
  Cleric goes for the duration of the time it is in existence, and will always be on the side towards 
  which the Cleric is looking. 
  THE HOLY WORD OF COMMAND 
  Level: 8th 
  Mana Cost: 18.5 
  Gold Cost: 75,000 GS 
  Range: 60’ 
  Duration: instantaneous 
  Area Affected: varies 
  Weeks to Learn: 15 
  Effects: Upon the Cleric uttering “I command thee stop!”, all Clerical spells reverse themselves and 
  deactivate.  It stops all spells, even Pillars of Fire. 
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  THE SAINTLY SPELL OF GABRIEL’S GOLDEN HORN 
  Level: 8th 
  Mana Cost: 10 
  Gold Cost: 16,000 GS 
  Range: 360’ 
  Duration: 1 melee per the Cleric’s level over the 
  level required for use 
  Area Affected: 360’ diameter 
  Weeks to Learn: 15 
  Effects: All of those who have died in the battle (on both sides) rise up and fight on the side of 
  right.  Only Lawful Clerics may learn this spell. 
  XANDOMAN’S SPELL OF THE CREEPING GREEN DEATH 
  Level: 8th 
  Mana Cost: 9.5 
  Gold Cost: 18,000 GS 
  Range: 90’ 
  Duration: variable 
  Area Affected: 30’ diameter (+5’ per level over 
  level required for use) 
  Weeks to Learn: 20 
  Effects: All flesh in the target area turns to green slime (divided equally) at a rate equal to the user’s 
  real current level.  If a save is made, the victims are confused for d6 turns. 
  GREYLORNE’S HELL STORM 
  Level: 10th 
  Mana Cost: 60 (+3 per level 
  over level required for use) 
  Gold Cost: 100,000 GS 
  Range: 120’ (+10’ per level over level required 
  for use) 
  Duration: d3 melee rounds 
  Area Affected: 10’ – 50’ in diameter (20’ in 
  height for every 10’ in diameter) 
  Weeks to Learn: 40 
  Effects: This is a prayer for divine intervention from the Cleric’s own deity.  Due to the fact that it is 
  god originated, there is no saving throw permissible to all of those within the area of its effect 
  on the first melee round.  Saving throws may be made on the rounds thereafter.  Creatures that 
  are “magik resistant” do not get said resistance, however they do get a saving roll.  All other 
  saves are at -4.  Even though the area affected is variable, the target is always in the center of the 
  area!  The Hell Storm is a raging inferno of rainbow hued flames and clashing thunderbolts that 
  does 100 points of damage each from fire and lightning.  For each level the Cleric is over the 
  level required for use, +5 points of each type of damage is added.  There is a 10% chance for 
  each level less than 20th that the victim has of being temporarily blinded for d6 melee rounds.  
  All undead creatures take double damage.  If used more than once per day, there is a 35% chance 
  that the patron deity will become angry and “ground zero” the effects upon the head of the 
  caller.  This chance increases 20% per try thereafter. 
  THE HIGH HALLOWYN’S SPELL OF THE AURA OF PRISMATIC PROTECTION 
  Level: 15th 
  Mana Cost: 20 (+5 per minute 
  thereafter) 
  Gold Cost: 18,505 GS 
  Range: N/A 
  Duration: 1 minute 
  Area Affected: self only 
  Weeks to Learn: 30 
  Effects: An eerie prismatic glow surrounds the Cleric, protecting him from all forms of prismatic 
  magik up to his own level in strength.  This protection increases in effectiveness by 5% for each 
  level of power over his own. 
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  DRUIDICAL MAGIK 
  BASIC ABILITY TO DETECT “GOOD” AND EVIL” 
  Level: 1st 
  Mana Cost: 1 per item or 
  person 
  Gold Cost: 250 GS 
  Range: 15’ 
  Duration: instantaneous 
  Area Affected: any single thing 
  Weeks to Learn: 2 
  Effects: The Druid “knows” if an item or being is “good” or “evil”, but he may try to detect only 
  one or the other at any given time. 
  MILNAHR’S MINOR RITUAL FOR DETECTING ALL THAT WHICH LIVES 
  Level: 1st 
  Mana Cost: 1 
  Gold Cost: 
  Range: 30’ (+3’ per level over level required for 
  use) 
  Duration: 1 minute 
  Area Affected: 30’ globe 
  Weeks to Learn: 3 
  Effects: All living things within the area of detection are outlined in a pale green St. Elmo’s fire.  If 
  the spell is used upon only one specific thing, and it is alive, the Druid rolls a d100 to determine 
  how much he becomes “aware” of the said life (i.e. what it is, eats, etc.).  This spell will work 
  through up to 12” of solid stone plus 3” per level over level required for use. 
  TALARA’S FEARFUL FIREWORKS SPELL 
  Level: 2nd 
  Mana 
  Cost: 
  2 
  (+1 
  per 
  additional melee round) 
  Gold Cost: 300 GS 
  Range: 240’ 
  Duration: 3 melee rounds 
  Area Affected: 60’ globe 
  Weeks to Learn: 2 
  Effects: The area is filled with hundreds of multicolored fireworks (like shooting stars, explosions, 
  eruptions, etc.), all of which are totally harmless, but awesome to behold. 
  ANOME’S SPELL OF THE AURA OF ILLUSION DISPELLING 
  Level: 3rd 
  Mana Cost: 4 
  Gold Cost: 450 GS 
  Range: 60’ 
  Duration: 1 minute 
  Area Affected: 10’ diameter (+5’ per each 2 
  levels over level required for use) 
  Weeks to Learn: 4 
  Effects: All non-improved illusions in the area will temporarily dispel. 
  INTERMEDIATE ABILITY TO “PASS THROUGH” LESSER WOODS AND FORESTS 
  Level: 3rd 
  Mana 
  Cost: 
  3 
  (+3 
  per 
  additional minute) 
  Gold Cost: 750 GS 
  Range: N/A 
  Duration: 1 minute 
  Area Affected: self only 
  Weeks to Learn: 6 
  Effects: Identical to the basic spell in most ways, this one is for smaller trees and larger shrubs.  It 
  forms a path 3’ wide on either side of the Druid. 
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  LARISSA’S SPELL OF THE SYLVAN SEEMING (THE FAKER’S JUSTICE) 
  Level: 3rd 
  Mana Cost: 3.5 
  Gold Cost: 5,650 GS 
  Range: 10’ 
  Duration: 1 day per user level over that needed 
  to use 
  Area Affected: any single thing 
  Weeks to Learn: 7 
  Effects: The user chooses any living object, and puts a “seeming” on it so it appears to be whoever 
  or whatever he desires.  Even true sight only has a 20% chance of seeing through it. 
  THANALAR’S SPELL OF THE EYES OF LIGHT 
  Level: 3rd 
  Mana 
  Cost: 
  3 
  (+3 
  per 
  additional hour or fraction 
  thereof) 
  Gold Cost: 500 GS 
  Range: special 
  Duration: 1 hour 
  Area Affected: special 
  Weeks to Learn: 3 
  Effects: The Druid’s eyes glow, and cast cones of light 60’ long and 30’ wide at the farthest point.  
  The light is 50% as bright as sunlight, increasing 10% per level over level required for use, and 5’ 
  longer and 1’ wider per level.  While this spell is in use, the Druid is immune to Flash or other 
  related type blinding effects. 
  YALYNWYN’S SPELL OF THE MYSTIK MOONS (LESSER) 
  Level: 3rd 
  Mana Cost: 4 (+1 per melee 
  round thereafter) 
  Gold Cost: 4,000 GS 
  Range: 60’ 
  Duration: 1 minute 
  Area Affected: around any single target 
  Weeks to Learn: 4 
  Effects: A d3 number of large balls (glowing bright red, white, and blue) will appear around the 
  target slowly circling, bumping, tripping, pushing, and generally harassing the victim.  These balls 
  have a density equivalent to hard wood, and are 100% fire proof.  If knocked away, they will 
  immediately return. 
  LARISSA’S SINGING SANDS OF TIME SPELL 
  Level: 4th 
  Mana Cost: 4.5 (+.5 per 
  additional melee turn) 
  Gold Cost: 4,500 GS 
  Range: 120’ (+30’ per level over that needed to 
  use) 
  Duration: 2 melee turns 
  Area Affected: within the whirlwind 
  Weeks to Learn: 5 
  Effects: A whirling dust devil, or sand storm (30’ high, 5’ across at its base, 10’ at the top), moves 
  under the direction of the Druid (48” per turn) for 2 melee turns per user level over the level 
  needed for spell use.  Those hit wither 10 years each melee turn they’re hit (5 years if they save).  
  The winds make sighing, singing sounds, very melodious. 
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  RITUAL FOR THE CALLING OF THE GREATER WINDS 
  Level: 4th 
  Mana 
  Cost: 
  6 
  (+3 
  per 
  additional minute) 
  Gold Cost: 100 GS 
  Range: up to 240’ 
  Duration: 10 minutes 
  Area Affected: variable 
  Weeks to Learn: 7 
  Effects: This spell is identical to the lesser version, but the winds are 15 – 25 mph. 
  CYNWYREN’S SPELL OF THE WALKING WOOD 
  Level: 5th 
  Mana Cost: 5.5 per melee turn 
  (+.5 per melee turn over the 
  10th) 
  Gold Cost: 6,800 GS 
  Range: 60’ 
  Duration: 1 melee turn per user’s current real 
  level 
  Area Affected: N/A 
  Weeks to Learn: 11 
  Effects: Any tree (one per each 3 levels over the level needed for spell use) will uproot itself, and 
  move and fight as an Ent for the duration of the spell.  There is, however, a 5% chance it will 
  become a wild Huorn attacking all. 
  DRUACH’S SPELL OF THE INFINITE INSECT 
  Level: 5th 
  Mana Cost: 5.5 per melee turn 
  (+.5 per melee turn over the 
  10th) 
  Gold Cost: 7,200 GS 
  Range: 60’ 
  Duration: 10 melee rounds 
  Area Affected: 60’ diameter 
  Weeks to Learn: 9 
  Effects: The closest single insect (1 per every 3 levels over the level required for use) immediately 
  grows to a size equivalent to the user’s own real dice size, and it will fight for, carry, etc. the user.  
  There is a 5% chance it will be wild. 
  OVORE’S SPELL OF THE MYSTIC MOONS (GREATER) 
  Level: 5th 
  Mana 
  Cost: 
  6 
  (+2 
  per 
  additional melee round) 
  Gold Cost: 1,000 GS 
  Range: 60’ 
  Duration: 1 minute 
  Area Affected: any single target 
  Weeks to Learn: 7 
  Effects: This spell is equal to its lesser version, except the balls have the density of stone.  They hit 
  for d4 points of damage each.  Smaller opponents (2 hit dice or less) are bowled over.  This spell 
  also requires complete concentration by the Druid.  Loss of concentration causes the spell to 
  dissipate. 
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  OVORE’S SPELL OF THE SHAMBLING MOON(S) 
  Level: 5th 
  Mana Cost: 6.5 (+1 per 5 
  additional 
  minutes 
  of 
  control) 
  Gold Cost: 8,850 GS 
  Range: N/A 
  Duration: 1 minute 
  Area Affected: N/A 
  Weeks to Learn: 9 
  Effects: For every moon in the sky, a huge Shambler (see the Monster Table) is conjured, and will 
  fight, guard, and such as long as the moon(s) are up.  This spell must be used at night to work! 
  OBLOE’S SPELL OF THE MONSTERS OF THE ID 
  Level: 6th 
  Mana Cost: 18 
  Gold Cost: 27,500 GS 
  Range: 90’ 
  Duration: 1 melee round after target’s death or 
  until destroyed 
  Area Affected: special 
  Weeks to Learn: 8 
  Effects: If a save versus psychic attack is failed, any single target’s own greatest fears (i.e. what 
  monster he fears most) is summoned to battle him from deep within his own Id (subconscious).  
  The conjured creature will battle the victim for as long as the victim is alive, ignoring all others.  
  The monster has all the attributes, physical and otherwise, of what it appears to be, and can be 
  slain.  Due to this being the victim’s greatest fear, all of his attacks are -2 and all his defenses are 
  -4 versus this creature.  Also, for every level less than 20th the victim is, there is a 5% chance 
  he/she will turn tail and run for their life with the beastie following close behind. 
  ALCHEMIST SPELL 
  BASIC INFORMATION FOR POTION OF COUNTER NAUSEA/SEASICKNESS 
  Level: 1st 
  Gold Cost: 150 GS 
  Duration: special 
  Weeks to Learn: 2 
  Time Required to Make: 1 hour per dose 
  Cost per Dose: 10 GS 
  Effects of  Potion: Each dose gives 100% relief for four hours from seasickness, motion sickness, 
  nausea, etc. 
  NOTE 
  When it says “per each level over the level required for use” and gives a number, said number is also 
  the base number as well. 
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  NEW MAGIKAL 
  TREASURES 
  NEW MAGIKAL TREASURES 
  From Arduin Grimoire I (Pages 45 – 47) 
  NEW TREASURES 
  From Arduin Grimoire II (Pages 55 – 58) 
  NEW MAGIKAL ITEMS 
  From Arduin Grimoire III (Pages 32 – 34) 
   
   
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  NEW MAGIKAL TREASURES 
  WITCH FIRE WAND 
  Value: 3,500 GS (+100 GS per charge) 
  Charges: d100 
  Looks: shiny black, 18’ long wand with a glowing, golf ball sized, blue sapphire tip 
  Effects: When wielded, it projects a brilliant, 6” wide, whistling blue flame that spirals out to form a 
  cone 15’ across its far end.  With a range between 60’ and 90’, all hit take 3d8 fire damage, and 
  are paralyzed (except for Elves, who are stunned).  The flame can be started up to 30’ from the 
  tip of the wand. 
  RING OF NIGHT 
  Value: 3,500 GS 
  Charges: none 
  Looks: cool black onyx ring 
  Effects: The wearer is 100% invisible in shadow or at night. 
  WIND STAFF (OR STAFF OF THE FOUR WINDS) 
  Value: 50,000 GS (+100 GS per charge) 
  Charges: see below 
  Looks: 7’ long clear crystal staff 
  Effects: This staff has 20 charges each of Flight (36” per turn), Poison Gas (60’ diameter cloud for 
  4d12 points of damage), Walk On Water, Breathe Water, Conjure Air Elemental, Invisibility, 
  Wind (strong enough to blow smoke or gas 30’ per melee turn), Cyclone (45’ tall, 5’ wide at base, 
  15’ wide at top), polymorph self to any aerial creature (1 hour duration), and lightning bolt (8 – 
  48 damage).  The Cyclone moves under the wielder’s direction up to 90’ per turn, all it hits take 
  3d12 points of damage (all creatures below 5th level are bowled over), and the duration is 6 
  melee turns.  The staff can always be used to strike for 2d10 damage. 
  RING OF RAPID TRANSIT 
  Value: 4,750 GS 
  Charges: none 
  Looks: dented, rusty ring of iron with the strange sigils ‘B.A.R.T.’ engraved upon it 
  Effects: The wearer can move 10 times faster than normal for 1 minute per level.  However, the 
  bearer must then rest for 3 minutes per minute of speed. 
  MISTY BOOTS OF SILENT SPEED 
  Value: 50,000 GS 
  Charges: none 
  Looks: boots of translucent grey-blue mist or fog that is ever shifting and changing 
  Effects: The wearer can move on any surface (even illusions!) at double normal speed.  They exert 
  absolutely no ground pressure.  The wearer is also 100% silent. 
  SHIELD OF DEFENSE 
  Value: 5,000 GS 
  Charges: none 
  Looks: plain, round, steel rimmed, teakwood shield with a pointed steel center boss 
  Effects: If the user elects to defend only, the shield has a 95% chance of completely blocking any 
  single physical attack from anything up to 10th level.  Otherwise, it acts as a +2 shield. 
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  GAUNTLET OF THE FENCING MASTER 
  Value: 20,000 GS 
  Charges: none 
  Looks: fine leather glove with a silver scaled back, emerald encrusted wrist guard, and red threaded 
  or patterned palm 
  Effects: Keyed for use by Thieves, Assassins, Traders, slavers, or Bards only, the glove is only 
  effective when used in conjunction with an epee, rapier, or foil.  Within these restrictions, the 
  user acquires a +5 attack, and gets double the normal number of attacks each turn. 
  STAFF OF THE DRUIDS 
  Value: 25,000 GS 
  Charges: none 
  Looks: gnarled, black oak staff, 6’ to 8’ tall, entwined with living vines, and crowned by mistletoe 
  Effects: The staff can strike for 3d6 points of damage, conjure enough food and water for two 
  people per user level up to thrice daily, cure all diseases, heal light wounds for all creatures, and 
  cause plants to grow extremely fast (up to 10 times normal size). 
  HELM OF WAR 
  Value: 10,000 GS 
  Charges: none 
  Looks: plain, unadorned steel helm 
  Effects: The wearer has a 35% chance (plus 2% per level) of knowing in advance what an 
  opponent’s attack move will be, and may either automatically parry it or attack first regardless of 
  initiative.  The helmet also increases the wearer’s Strength, Constitution, Agility, and Dexterity by 
  3.  Anyone, except a Mage or Illusionist, can wear it. 
  HOLY (OR UNHOLY) ROBES 
  Value: 20,000 – 50,000 GS 
  Charges: none 
  Looks: white and gold (black and silver for Unholy) cowled robes 
  Effects: The robes have a base AC ranging from 4 down to 2, and give a +1 – +5 save versus magik.  
  They provide 100% resistance to fear, confusion, paralysis, and one other random attack form.  
  The robes usually have one great ability, such as the power of flight or invisibility.  Of course, 
  only Clerics or Druids may wear them, all others being fatally poisoned if they put them on. 
  SLAVERS’ LASH (OR LASH OF SUBMISSION) 
  Value: 15,000 GS 
  Charges: none 
  Looks: 18’ long, barbed, blood red whip of Fire Demon hide 
  Effects: The whip strikes for 3d6 points of damage.  Wounds inflicted by the whip fester or rot at 
  the rate of 1 point per minute thereafter.  All hit must save versus fear or surrender (each and 
  every time they’re hit). 
  RING OF REMEMBERING 
  Value: 15,000 GS 
  Charges: none 
  Looks: silver and gold intertwined leaves forming a ring 
  Effects: The wearer gains the ability of psychometry: that is, he or she can touch an object or person 
  and enter a trance like state.  While in this state, the wearer will be able to “see” the item’s history 
  and recite it in general outline.  The ring always works while worn. 
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  HAWK HELM 
  Value: 9,500 GS 
  Charges: none 
  Looks: silver helm shaped like a hawk’s head 
  Effects: The wearer has his or her vision tripled, gains infravision, and is 100% immune to fear and 
  confusion. 
  DOCTOR JOHN’S SALVE 
  Value: 1,000 GS per dose 
  Charges: none 
  Looks: pale, thick orange salve 
  Effects: When applied to heavy wounds, a one dose heals 2d8 points of damage. 
  GOLDEN CENTAUR SALVE 
  Value: 1,000 GS per dose 
  Charges: none 
  Looks: pale green, gelatinous salve 
  Effects: As for “Dr. John’s”, but affects monsters and animals instead. 
  GOLDEN DROPS OF HEAVENLY ESSENCE 
  Value: 100,000 GS per drop 
  Charges: none 
  Looks: pale, translucent golden liquid 
  Effects: One drop will totally restore any dead being, regardless of damage or how little of said 
  being is left.  It will cure any disease, insanity, or amnesia.  In all cases, there is only a 1% chance 
  of failure.  It is so rare that only 21 drops have been seen in the last 1,200 years!  Remember, 
  there must be at least a particle left of the said being with which to work. 
  BOOTS OF BANANA PEEL 
  Value: depends on being 
  Charges: none 
  Looks: exactly like Boots of Speed or Flight or other beneficial magikal boots 
  Effects: The boots will perform just as the boots they appear to be until a monster appears.  At that 
  point, they lock onto the wearer’s legs, and become totally frictionless.  The wearer slips, slides, 
  falls, and falls, and falls! 
  MIGHTY MYSTICAL SILVER SLING SHOT OF SLAYING 
  Value: 10,000 GS each 
  Charges: none 
  Looks: oval shot of gold flecked silver 
  Effects: These shots are “set” to slay any single type of creature (for example, Red Dragons or 
  Orcs).  A creature of this type struck by the shot must save versus magik or die.  If the creature 
  saves, it still takes 4d6 points of damage. 
  RING OF RUTHLESSNESS 
  Value: depends on construction material 
  Charges: none 
  Looks: usually made of a precious metal and valuable gems 
  Effects: The wearer becomes 100% Amoral Evil and utterly ruthless.  If anyone even disagrees with 
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  him, he will slay them instantly.  The wearer also gets +3 to his Strength, Intelligence, Dexterity, 
  Agility, and Constitution, and +8 to his Ego.  He attacks at +4, like a berserker. 
  JAVELIN OF DEVASTATION 
  Value: 5,000 – 15,000 GS 
  Charges: none 
  Looks: 5’ long javelins of writhing, crackling, black flame 
  Effects: When thrown (up to 90’ away), the javelin becomes a 3’ wide, 12’ long, bolt of black 
  lightning.  Depending on the power of the particular javelin, it attacks at +1 to +5, inflicting 4d6 
  to 8d6 of electrical damage, and draining d3 life levels from the victim. 
  OIL OF INSTANT IMMOLATION 
  Value: 5,000 GS per vial 
  Charges: none 
  Looks: like quicksilver or mercury 
  Effects: Spread it on anything; 3 minutes after exposure to air, it bursts into super hot flames that 
  inflict 6d10 points of damage.  One vial can cover 3’ square.  The oil burns for d3 melee turns, 
  and will melt 1” thick steel per vial used. 
  OIL OF INSTANT IMMOBILITY 
  Value: 5,000 GS per vial 
  Charges: none 
  Looks: like golden quicksilver 
  Effects: Spread it on anything; 3 minutes after exposure to air, it hardens into a steel hard, metal shell 
  that only the strongest of Giants can break.  One vial covers 3’ square. 
  OIL OF INSTANT OBEDIENCE 
  Value: 5,000 GS per vial 
  Charges: none 
  Looks: like metallic green quicksilver 
  Effects: Spread it on any object; 3 minutes after exposure to air, the object thus coated will “dance to 
  your tune”!  Chairs, rocks, people, all move as you command!  There is no save against this 
  effect, which lasts for 1 hour.  One vial covers 3’ square. 
  WHIMSEY WINE 
  Value: varies wildly 
  Charges: none 
  Looks: like ordinary wine 
  Effects: When even a sip of this wine is consumed, anything can happen.  The drinker might be 
  hasted, change into a different creature, or turn blue!  The Dungeon Master should have a 
  “whimsy chart” with 20 or more things that can happen, and roll on it. 
  DOOM FIRE WAND 
  Value: 5,000 GS (+100 GS per charge) 
  Charges: d100 
  Looks: A smokey grey crystal wand 18” long 
  Effects: The wand fires a cone of green fire (60’ long and 5’ wide) which does 6 dice of damage and 
  causes fear.  Saving rolls versus both are required. 
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  NEW TREASURES 
  AMULET OF SPELL EATING 
  Value: 20,000 GS 
  Looks: a sphere of gold covered with thirteen 
  black onyx mouths 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: 20’ radius 
  Effects: The amulet literally “eats” any magik spell used within 20’ of itself.  The amount of spells it 
  can eat varies, but usually it should not exceed 13 levels per day.  Please note, it will attempt to 
  “eat”, full or not, and if it “eats” too much, it will explode, firing all spells previously eaten that 
  day simultaneously. 
  BANG STICK 
  Value: 1,500 – 5,500 GS 
  Looks: 15” long blue steel tube with a 5” solid 
  handle 
  Range: impact only 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: Once per day, this device builds up a magikal “charge” of 2d8 to 4d12 damage points.  
  When touched to any living item, it goes “blam!”, and administers the point damage as an 
  impact. 
  BOOTS OF TIME 
  Value: depends on wearer 
  Looks: silver scaled and hob nailed knee length 
  boots 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: They act as Elven boots unless hit by a time stop or similar field.  At that time, they activate, 
  and the wearer moves forward in time one minute for every step taken.  Once activated, these 
  boots cannot be removed nor turned off, and the hapless wearer will move off into future times 
  and probabilities. 
  CLOAK OF CLEVERNESS 
  Value: 10,000 GS 
  Looks: bright red silk with high bat winged collar
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: This cloak ups the wearers Wisdom and Intelligence by 3 points, Ego by 2, and Charisma by 
  1.  It is keyed for use by Thieves, Assassins, Traders, or Bards only.  For all others, it is simply a 
  cloak. 
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  CLOAK OF NEVER 
  Value: 100,000 GS 
  Looks: pearlescent silver-gray semi opaque mist-
  like substance with no clasp or ties 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: In an untenable situation, the wearer may wrap himself in “never was” and simply cease to 
  exist.  When he unwraps himself, he no longer “never was”, but “now is”!  However, due to not 
  being able to tell time in a “non-being state of existence”, the wearer unwraps d100 minutes later 
  (rolls of double zero means roll a second time, with a 33% chance the time will be d100 days 
  later)!  Also, if a time stop field is put into effect in the area where the person “never was”, then, 
  of course, he never will be, ever again!  You can’t wish for something back that never was, you 
  know! 
  CLOAK OF TIME 
  Value: 125,000 GS 
  Looks: inky black fog like material without clasp 
  or ties 
  Range: N/A 
  Duration: N/A 
  Charges: 100 minutes (see effects) 
  Area Affected: N/A 
  Effects: The wearer can wrap himself in “time” and move freely in time stop or other time 
  suspension fields.  The cloak is woven of 100 minutes, losing that weave one for one with actual 
  time spent in time stopped areas.  If the cloaks “weave” runs out while the wearer is still in such 
  an area, he is trapped! 
  DANCING WAND 
  Value: as per normal wands plus 5,000 GS 
  Looks: as each type dictates 
  Range: as each type dictates 
  Duration: N/A 
  Charges: as per normal wands 
  Area Affected: N/A 
  Effects: As per each type, plus the wand “dances” 1 melee turn per 2 user levels.  (“Dancing” means 
  the item hangs in the air, firing by itself, while the owner does other things.) 
  DREAM DUST 
  Value: 1,000 GS per pinch 
  Looks: rainbow sparkly fine dust 
  Range: N/A 
  Duration: d100 minutes 
  Charges: N/A 
  Area Affected: N/A 
  Effects: When sniffed or inhaled, the user goes into an immediate trance, and “sees” (and speaks) 
  visions of possible futures (immediate, affecting himself or those about him) (time equal to roll 
  for trance duration).  The trance lasts d100 minutes.  The dreamer usually speaks in riddle, 
  rhyme, or even song, and has no control over what he sees.  Dungeon Masters should make the 
  visions accurate, but cryptic. 
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  FIGURINE OF FABULOUS POWER 
  Value: 50,000 GS 
  Looks: a carven emerald dragonfly 6” long, with 
  rainbow crystal wings and star ruby eyes 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: When the command “Up and Out!” is given, the figure transmogrifies into a 15’ long, 7+1 
  dice, Dexterity 20, AC 3+6 dragonfly capable of lifting 480 pounds.  It attacks with one bite of 
  d12 each turn, flies at 50” per turn, and can dive at double that.  For each melee turn dived, there 
  is a 15% chance it will fail to “pull out” and crash.  It may be used but once per day, and if slain, 
  it is gone forever.  To recompact it, the command “Pocket size!” is given. 
  GAUNTLETS OF ICE AND FIRE 
  Value: 37,500 GS 
  Looks: gauntlets of pale blue-white translucent 
  crystal (looks like ice) with tiny flickering 
  scarlet flames sparkling inside the crystal 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: Any weapon or shield held by these gauntlets can become either flaming (d8 points extra 
  damage) or cold (d6 points), but not simultaneously.  Also, any flaming or cold object may be 
  safely handled (they’re 100% fire and cold proof).  Remember, that non-magik weapons thus 
  used may become soft with heat or brittle with cold in sustained use. 
  HOBBIT STONE 
  Value: 1,000 GS 
  Looks: round, smooth, 1” diameter stone 
  Range: 240’ 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: It is a +3/+3 sling stone for Hobbitts only.  It will return after firing, so that it can by fired 
  every other melee turn. 
  LIFE SAVERS 
  (SUGGESTED BY CLINT BIGGLESTONE.  THANKS, CLINT!) 
  Value: varies 
  Looks: a roll of magik Life Savers! 
  Range: 0’ (must be put into a character’s mouth) 
  Duration: 5 minutes 
  Charges: N/A 
  Area Affected: consumer 
  Effects: If the candy sucker is slain while partaking, he/she is immediately raised as in a Raise Dead 
  Spell.  If only damaged, he/she regenerates (any type damage) up to 75% of his/her HP value or 
  50 HP, whichever is greater.  They come ten to a pack, but have one bad drawback.  If any form 
  of analysis is used to check them (magik detects, Alchemists, etc.), they immediately become 
  absolutely non-magikal Life Savers.  This is a drag, because The Godly Grant Candy Company puts 
  out other items packaged exactly the same way that do things like immediately reincarnate the 
  user as a butterfly, cause triple damage for each hit taken, etc. 
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  LORELEI LYRE 
  Value: 10,000 – 100,000 GS 
  Looks: 3’ tall, beautifully sculpted lyre of 
  precious woods, metals, and gems 
  Range: 120’ diameter 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: All intelligent beings up to 3+1 hit dice and all unintelligent types up to 4+1 hit dice are 
  “charmed” by its beautiful music, and sit or stand, rapt and unmoving, for as long as it is played 
  (no save).  All up to 5+1 and 7+1 hit dice must save versus psychic attack or be charmed.  The 
  player only is immune to the music. 
  MAP MORPH 
  Value: 10,000 GS 
  Looks: a living animal that looks like a 12” 
  square, 1” thick piece of leather, warm but 
  dry 
  Range: N/A 
  Duration: N/A 
  Effects: It is very susceptible to concentrated mental emanations.  If concentrated on, it will retain 
  images (if simple enough).  Comes in very handy in mapping dungeons.  To “clean the slate” 
  simply “sleep” the little beast.  It is 100% fire and acid proof. 
  MAR-VEXIAN MAGIC BEANS 
  Value: N/A 
  Looks: N/A 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: These are a product of some bonkers Mar-Vexian Mage of the dim and distant past.  The 
  lima bean sized and shaped blue beans can only be grown by children under 12, Hobbitts, or 
  Mar-Vexian Mages (which should tell you much about Mar-Vexian mentalities).  They take a full 
  year to mature after taking an additional full year to grow!  They must be watered with a mixture 
  composed of four parts water to one part bungle berry jam and one part tutti-frutti ice cream.  
  No other mixture will work.  Each plant will yield exactly 13 of the blue beans.  When swallowed 
  (not chewed), the person doing so will have the permanent power of leaping and jumping, unless 
  of course it is a child, Hobbitt, or Mar-Vexian, in which cases the powers are double the normal.  
  The only side effect of taking one of these beans is a permanent tendency to skip along 
  humming or singing songs about hop scotch and other children’s games.  Oh well, as they say in 
  Mar-Vexia: “Tra la la la la la, and a hey hop skip, and away we go!” 
  OCCAM’S RAZOR 
  Value: 20,000 GS 
  Looks: a flat, 6” long, finely inlaid and jeweled 
  “handle” 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: When used by any Mage with an Intelligence of 15 or more (or Psychic), a plate lavender 
  “blade” of energy appears.  It is 1’ long per Intelligence point above 15.  The energy blade 
  attacks like a +5 vorpal broadsword.  For every melee turn used, the wielder’s Intelligence drops 
  1 point (shortening the blade) until it is less than that needed for use.  The Intelligence drop lasts 
  3 minutes for each point dropped. 
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  RING OF BEFORE 
  Value: 10,000 GS 
  Looks: Mithril with black runes 
  Range: 0’ 
  Duration: N/A 
  Charges: 3 
  Area Affected: self only 
  Effects: The ring may be used thrice only to alter any past event that affected the wearer himself, 
  physically or psychically.  No one and nothing may be affected except himself. 
  RING OF MAYBE 
  Value: 100,000 GS 
  Looks: black with Mithril inlaid runes 
  Range: 0’ 
  Duration: N/A 
  Charges: 3 
  Area Affected: self only 
  Effects: The ring may be set to alter any three (and only three) future probabilities.  If the wearer, 
  for example, thinks he may be disintegrated at some future date, he “sets” the ring against the 
  event, and if and when it does happen, it doesn’t!  Once the three things have/haven’t happened, 
  the ring dissolves into an inky black mist. 
  ROD OF RIGHTEOUS RETRIBUTION 
  Value: 17,500 GS 
  Looks: 28” dull iron rod with a life sized fist of 
  gold painted iron on top 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: This rod hits for 2d8 points regardless of the size or type of the target.  It also transfers any 
  damage the wielder has taken to whomever he hits (at a rate of d8 points per hit).  It may be 
  used by “true” Clerics only (no Druids, monks, etc.). 
  SHARK BOLTS 
  Value: N/A 
  Looks: slate gray crossbow bolts, black sapphire 
  eyes, and painted (?) shark’s mouth 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: These magik crossbow bolts that are +3 to hit.  When they are fired, they use their eyes to 
  avoid all except the target aimed for, and they will attack d3 times.  If they draw blood, they will 
  go into a shark like feeding frenzy, and attack for d20 times, biting for d6 for each attack.  
  Remember, they actually bite their targets, taking bloody mouthfuls that go into their stomachs 
  of holding!  The real kicker to these items is that they come only in inseparable schools (cases) 
  of 10 – 20, and may never be separated.  So if one of their number draws blood 3 turns in a row 
  or attacks for 12 or more consecutive turns in any case, THE WHOLE SCHOOL goes into a 
  frenzy, and attacks everything within sight!  They have an AC of 2 and 8HP.  If they are “killed”, 
  they are dead and gone, but if only “wounded”, they will regenerate at 1HP per day (never 
  leaving the case until fully healed).  When attacking on their own, consider them 3HD monsters 
  for purposes of attacking. 
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  SHIMMER SHIELDS 
  Value: N/A 
  Looks: 36” diameter silver shields 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: These silver shields glow and shimmer in any direct light.  During daylight or in brightly 
  lighted areas, they act as a Displacer Cloak versus any opponent directly confronting the shield.  
  They are not really magikal, so in a dimly lit dungeon, a person finding one would only see a 
  fairly shiny shield that a Mage would find non-magikal. 
  SKYHOOK 
  Value: 25,000 GS 
  Looks: Mithril hand, claw, talon, etc. (varies) 
  about 8” long (usually attached to a spider 
  silk rope) 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: It will hold and hang anywhere (on a cloud, in the air, on a sheer wall, etc.) when the word 
  “hold” is cried.  It unhooks on the word “enough”.  Thus if in a cloud, it will grab onto it, and if 
  you are holding onto a line attached to the ring (for just that purpose) on its base, you’ll be towed 
  away into the sky with the cloud.  BYE!  When you wish it to release its grip, simply yell 
  “enough!”, and it lets go, and down you come.  Its main drawback is that everyone knows about 
  them, and on at least one occasion, a baddie waited until the frightened and fleeing hero had 
  risen to about 700’, and then used Phanch’s Far Speaker Spell, and the jerk fell to his death in 
  the ocean. 
  SUN STONE (SAGE’S SPHERE) 
  Value: 2,500 GS 
  Looks: a softball sized orange crystal sphere 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: It absorbs light, and re-emanates it in the dark, at a 1 for 2 ratio.  Thus, absorbing 6 hours 
  of full daylight would allow it to glow at half daylight for 3 hours (in a 30’ radius).  They are 
  extensively used by Gnomes and Dwarves. 
  TANTIVY WAND 
  (THIS ONE’S FOR YOU, LEE) 
  Value: N/A 
  Looks: 18” golden wand 
  Range: N/A 
  Duration: N/A 
  Charges: 50 
  Area Affected: N/A 
  Effects: This golden 18” wand holds 50 charges of Tantivy.  Any person hit by it must save versus 
  magik, or will simply stand or sit happily wherever he/she happens to be and contemplate how 
  great life is at the moment.  It will affect as many targets as the classic Sleep Spell, and has the 
  same range and area of effect.  All undead are simply forced to save versus clerical turn away, as 
  if they had run into a 12th level patriarch, but are otherwise unaffected.  Evil types must save at -
  2, and are nauseated (-2 from all attack/defense) if their save is made for d6 melee rounds. 
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  THE TOME OF TIME 
  Value: varies according to owner 
  Looks: like any other ordinary magikal book 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: The reader gains insight (by one month’s study) into time and time related spells, thus 
  making him “time competent” (all time related magik he performs is +2, and he gets a +2 save 
  versus time related magik himself).  The reader also knows how to “ID” immediately all time 
  related items.  Those, other than full Mages, opening the book are time stopped for d20 days. 
  WALKING STICK 
  Value: 2,500 GS 
  Looks: varies, usually 3’ to 3 ½’ long; some plain 
  wood, others worked in precious metals 
  and/or gems 
  Range: N/A 
  Duration: N/A 
  Charges: N/A 
  Area Affected: N/A 
  Effects: The stick will, on command, fly through the air, whirling and striking for d8 damage.  It will 
  attack for 36 melee turns per day (1 attack per turn) at a level equal to its owners.  Only non-
  fighter types (Bards, Saints, Psychics, Mages, etc.) may use it.  It must be called off by a secret 
  recall word, or it will attack itself out. 
  WAND OF TIME (TRAPPING) 
  Value: 50,000 
  Looks: ice cold, absolutely black 16” wand with a 
  silver and crystal hour-glass on one end (has 
  gold dust in it) 
  Range: 33’ 
  Duration: N/A 
  Charges: 1 to 50 
  Area Affected: any single target and 3’ radius 
  around it 
  Effects: The target must save versus magik (at -4), or is time stopped (with attendant time stop field) 
  for d20 hours.  If a save is made, the target is slowed (d10 hours) and very confused (d10 
  minutes).  The wand can be “detonated” by 8 dice of sonic or electrical shock damage (it is 
  proof 100% versus all else)!  This results in a time stop field 10’ in diameter and 1 day in 
  duration for each charge in the wand at that time (10 charges = 10 days = 100’ across)! 
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  NEW MAGIKAL ITEMS 
  AMULET OF THE AMAZON MOTHER 
  Value: 10,000 GS (Amazons) 
  3,500 GS (non Amazons) 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: 0 
  Area Affected: wearer 
  Looks: a silver phallus and scrotum impaled by a golden arrow on a golden chain 
  Effects: While wearing it, an Amazon’s Agility, Dexterity, and Strength are upped by +3 each.  Also, 
  her attacks versus all male humanoids become +3, and any blow that registers 3 more than 
  needed to hit automatically become a critical hit. 
  AMULET OF ANTI-WEB AURA 
  Value: 2,500 GS 
  # of  Charges: N/A 
  Alignment: None 
  Restrictions: N/A 
  Range: 0 
  Area Affected: wearer 
  Looks: varies 
  Effects: No webs or web spells may stick to the wearer. 
  ASSASSIN’S CLOAK 
  Value: 5,000 GS 
  # of  Charges: N/A 
  Alignment: usually Amoral 
  Restrictions: N/A 
  Range: 0 
  Area Affected: wearer 
  Looks: changes color to match its surroundings, otherwise black 
  Effects: It Acts as an Elven cloak, a Displacer Cloak, a Cloak of Fire Resistance, and a 5’ Cone of 
  Silence around the wearer. 
  BAT CLOAK 
  Value: 7,500 GS 
  # of  Charges: N/A 
  Alignment: none 
  Restrictions: Useable only at night or in shadow
  Range: 0 
  Area Affected: wearer 
  Looks: black, bat wing shaped cloak with 2 red “eye” clasps 
  Effects: It allows the wearer to fly like a bat.  If released, it will fight as a giant 3+1 dice bat (bite for 
  d3) with a 10% chance for rabies. 
  BELT OF INESCAPABLE LOCATING 
  Value: unknown 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: wearer 
  Looks: steel mesh with bronze buckle 
  Effects: It welds itself together, and cannot be removed.  It then acts the same way the Amulet of 
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  Inescapable Locating does. 
  CLOAK OF PILFERING (THIEF SKIN) 
  Value: 5,000 GS 
  # of  Charges: N/A 
  Alignment: usually Amoral 
  Restrictions: N/A 
  Range: 0 
  Area Affected: wearer 
  Looks: nondescript, slightly frayed cloak 
  Effects: This cloak has 10 pockets of holding inside (hold 1,000 each) that are hidden to all but the 
  owners touch.  It acts as a Robe of Blending, and, during fights, as a Displacer Cloak. 
  CONJURE CRYSTAL 
  Value: 100,000 GS 
  # of  Charges: 3 per day (one per month for 
  elemental) 
  Alignment: N/A 
  Restrictions: for Mages only 
  Range: up to 10 miles per user’s level 
  Area Affected: 
  Looks: spherical, rose or pale violet colored, crystal ball about 12” diameter and about 5 pounds 
  Effects: A crystal ball that can do all as normal, but can also do illusory forces (or once a month 
  conjure an elemental) through it. 
  CROSSBOW OF KINGS 
  Value: 9, 500 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: N/A 
  Looks: normal heavy crossbow 
  Effects: It acts as a combined Crossbow of Speed, Distance, and Accuracy (+3 usually). 
  FOOD OF THE GODS (THE HEAVEN FEAST) 
  Value: 100,000 to 1,000,000 GS (depends on 
  need) 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: 
  Looks: mead, manna bread, and ambrosia, usually in a golden bowl (which disappear when the 
  contents have been consumed) 
  Effects: The ambrosia raises or lowers (50/50 roll) all physical attributes.  The mead raises or lowers 
  all psychic and mental ones.  The manna raises or lowers the user level.  All adjust d8 points on a 
  die roll.  A person may partake only once of this food.  It also erases all previous deaths so that 
  the number of deaths allowed start over again. 
  GAUNTLETS OF FEAR 
  Value: 5,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: for Mages only 
  Range: touch 
  Area Affected: those hit (touched) 
  Looks: silver scale amulets 
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  Effects: Those struck must save versus fear or flee. 
  GAUNTLETS OF GRIPPING 
  Value: 5,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: for Warriors only 
  Range: touch 
  Area Affected: those hit (touched) 
  Looks: golden scale gauntlets 
  Effects: Only a double zero on a d100 allows those held to escape and only if you are a higher level 
  than user. 
  GLOVES OF GAMBLING 
  Value: 20,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: 0 
  Area Affected: wearer 
  Looks: red silk gloves (fits Humans, Elves, etc.) 
  Effects: These gloves can “read” cards, make dice roll as needed, and act as a +3 luck stone. 
  GLOVES OF (SECRET) OGRE POWER 
  Value: 3,500 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: touch 
  Area Affected: those hit (touched) 
  Looks: fine, grey leather, silk lined gloves (fits all) 
  Effects: They are the same as the Gauntlets of Ogre Power, but very simple looking. 
  HELM OF THE SEA KING 
  Value: 47,500 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: 0 
  Area Affected: wearer 
  Looks: appears to be made of Mother of Pearl, strangely crested and shaped, and looks like some 
  strange fish with its fanged mouth agape 
  Effects: This helm gives the wearer the ability to see, move, breathe, etc. underwater as if it were air. 
  HELM OF TRUTH 
  Value: 30,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: 0 
  Area Affected: wearer 
  Looks: golden helm with eagle wings of silver on its sides 
  Effects: The wearer always sees, hears, and speaks the truth at all times.  He can’t be fooled or lie. 
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  HELM OF WIZARDRY (BLACK HELM) 
  Value: 50,000 GS 
  # of  Charges: N/A 
  Alignment: Amoral (it also converts wearer) 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: wearer 
  Looks: black, skull shaped helm that fits very closely (fits all) 
  Effects: The user can memorize an extra spell for each of his own levels plus one level up above his 
  own.  It protects 100% versus feeble mind, fear, and sleep. 
  HOOD OF THIEVERY 
  Value: 20,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: for Thieves only 
  Range: N/A 
  Area Affected: wearer 
  Looks: plain, full hood of nearly any color 
  Effects: The wearer can hear and see like an Elf, detects secret doors like one, and sees traps, etc. like 
  a Dwarf.  It also gives a +5 to saves versus charm, geas, suggestion, etc. 
  HORSESHOES OF FLYING 
  Value: 20,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: a horse and its load 
  Looks: ruby crystal horseshoes 
  Effects: The horse, at its rider’s command, can ride (fly) through the sky at the horse’s normal speed 
  HORSESHOES OF TRAVELING AND LEAPING 
  Value: 8,600 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: a horse and its load 
  Looks: golden horseshoes 
  Effects: The horse can leap 60’ horizontally, clear 20’ vertically, and adds 5 mile per day to its 
  maximum range. 
  POUCH OF POWDERS 
  Value: 12,500 GS 
  # of  Charges: 1 per day 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: N/A 
  Looks: a stained and frayed leather pouch 
  Effects: Once per day, it fills with a random powder of magikal or alchemical nature (DM will list 
  d20 random powders).  The powder may not be used more than 25 hours after it appears as it 
  deactivates into dust at that time. 
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  REPEATING SCROLL 
  Value: 25,000 GS 
  # of  Charges: permanent for each 24 hour 
  period (it is 100% fire and acid resistant) 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: N/A 
  Looks: fine golden bordered, black leather scroll, with silver cord and tassels 18” long 
  Effects: The scroll can be set with any single spell the user knows.  It will automatically erase in 24 
  hours, and can be reset. 
  RING OF DJINN POWER 
  Value: 10,000 GS 
  # of  Charges: 3 per day (1 hour intervals) 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: wearer 
  Looks: beautiful golden bend with silver leaves and red ruby “berries” all around 
  Effects: The wearer can become a Djinn thrice daily for 1 hour each time.  However, there is a % 
  chance the change is permanent, and he becomes the Djinn in the ring (1st use = 5%, 2nd = 
  10%, 3rd = 25%)! 
  RING OF EFREET ABILITIES 
  Value: 10,000 GS 
  # of  Charges: 3 per day (1 hour intervals) 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: wearer 
  Looks: plain brass band (no carving, runes, etc.) 
  Effects: This ring works exactly as a Ring of Djinn Power, but is for Efreeti. 
  RING OF ELEMENTAL SUMMONING 
  Value: 3,500 GS 
  # of  Charges: 1 per day 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: wearer 
  Looks: varies 
  Effects: The wearer may summon only one type of elemental each day. 
  RING OF RIGHTEOUSNESS RESISTANCE 
  Value: 3,300 GS 
  # of  Charges: N/A 
  Alignment: Chaotic 
  Restrictions: Paladins and Witch Hunters 
  Range: N/A 
  Area Affected: N/A 
  Looks: varies 
  Effects: The wearer gains a +2 save versus all non-chaotic Clerical spells and +3 versus conversion. 
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  RING OF THE TITANS 
  Value: 10,000 GS 
  # of  Charges: 3 per day 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: wearer 
  Looks: blue titanium band unmarked in any way 
  Effects: The user may use it thrice daily.  The wearer becomes (random roll) a Giant, in size and all 
  other respects, for 1 hour each time.  There is a 10%, 25%, and 50% chance for the 3 uses that 
  the user will stay a Giant forever, and the ring disappearing. 
  ROSE COLORED SPECTACLES OF DELUSION AND UNTRUE SIGHT 
  Value: unknown 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: the wearer (he likes the glasses so 
  much he won’t remove them) 
  Looks: small granny glasses with rose colored lenses 
  Effects: The wearer sees bad things as good and good things as bad.  He also never knows when he’s 
  hurt. 
  RUBY OF ROMANCE 
  Value: 50,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: being that touches it 
  Looks: looks and detects (unless masked magik is detected for) like a Ruby of Total Regeneration 
  Effects: The first person to touch it immediately fails in love (no save) with the closest person, 
  regardless of sex or type, and always wants to make love to them (and likes it)! 
  RUBY OF RUNAWAY REGENERATION 
  Value: depends on entity 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: user 
  Looks: looks and detects (unless masked magik is detected for) like a Ruby of Total Regeneration 
  Effects: The user regenerates a missing body part randomly (a lost leg regrows as a Kobold’s head or 
  a lost eye regrows as a tentacle, ad infinitum).  The DM must adjudicate.  When raising the dead, 
  the body could turn into something entirely different. 
  RUBY OF TOTAL REGENERATION 
  Value: 250,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: any single entity 
  Looks: bright, 1” diameter, ruby with a tiny golden flame flickering inside 
  Effects: If touched to a part of a person, it will regrow all of it (takes d12 months).  If he died, he 
  will be as he was before he died – reborn. 
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  SADDLEBAGS OF HOLDING 
  Value: 3,500 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: N/A 
  Looks: fine black leather 
  Effects: Each side holds up to 7,500 pounds (weighs 200 pounds). 
  SILVER CHALICE OF LIFE 
  Value: 1,000,000 GS 
  # of  Charges: N/A 
  Alignment: N/A 
  Restrictions: N/A 
  Range: N/A 
  Area Affected: whoever uses it 
  Looks: silver chalice (18” tall) with encrustations of opals, pearls, and amethysts 
  Effects: All liquids put in it have their poisons 100% neutralized.  Each midnight, a clear mead fills it 
  which, if drunk, adds 1 day to the user’s life. 
  STAFF OF BLACK WIZARDRY 
  Value: as for all staffs 
  # of  Charges: * = 20, ** = once per day 
  Alignment: Chaotic Evil 
  Restrictions: for Mages only 
  Range: N/A 
  Area Affected: N/A 
  Looks: can appear in one of three forms 
  • 
  usually a gnarled, black oak staff about 7’ tall 
  • 
  twisted staff with intertwined serpents about 7’ tall 
  • 
  occasionally one is a straight solid silver rod 8’ tall 
  Effects: It has the following abilities (as per the spells). 
  • 
  Withering, Dimension Door, Wall of Ice, Ice Storm, Darkness (10’ radius), Fear, Confusion, 
  Fly, Striking (for d8 points) * 
  • 
  Insect Swam, Web, Magik Missile, Elementals ** 
  STAFF OF STUPIDNESS 
  Value: unknown 
  # of  Charges: N/A 
  Alignment: Amoral 
  Restrictions: for Clerics only 
  Range: N/A 
  Area Affected: bearer 
  Looks: varies 
  Effects: Once picked up, it cannot be let go of.  It negates the ability to heal or raise dead, lowers all 
  attributes by -3, and gives the holder double vision, nausea, and hives.  It attracts monsters (rolls 
  of 4 or higher).  Masked Magik hides all of this. 
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  WAND OF WIZARDRY 
  Value: 2.5 times a wands cost 
  # of  Charges: 60 (20 each per type) 
  Alignment: depends on loaded spells 
  Restrictions: for Mages only 
  Range: depends on loaded spells 
  Area Affected: depends on loaded spells 
  Looks: usually about 25% longer than regular wands 
  Effects: Any three single uses by type.  For example; cold, paralysis, fear.  The charges maybe fired in 
  any order the Mage wishes. 
  WAND OF WINDS 
  Value: normal 
  # of  Charges: 100 
  Alignment: N/A 
  Restrictions: for Mages only 
  Range: N/A 
  Area Affected: N/A 
  Looks: silvery veined blue crystal 
  Effects: It has wind spells in it, and can fire all in a “hurricane”!  Each “wind” is of a 6 melee turn 
  duration. 
  WEB WAND 
  Value: 3,500 GS 
  # of  Charges: 100 
  Alignment: N/A 
  Restrictions: N/A 
  Range: up to 60’ 
  Area Affected: N/A 
  Looks: dull grey metal 
  Effects: It fires webs (super web wand has, but 50 charges). 
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  GOLEMS 
  NEW GOLEM TYPES 
  From Arduin Grimoire I (Page 84) 
  GOLEM CONSTRUCTION 
  From Arduin Grimoire II (Page 66) 
   
   
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  NEW GOLEM TYPES 
  All Golems, regardless of type, are mindless.  Looks are also obvious, and varies only by the material 
  they are constructed out of. 
  SILVER 
  HD: 88 
  AC: 2+1 
  Speed: 6” 
  DEX: 12 to 15 
  Number: d10 
  Attack: 1 hit for 4d10 plus 1 lightning bolt for 
  3d12 (10 times/day) 
  Notes: 100% lightning, paralysis, sleep, charm, 
  and confusion proof. 
  GOLD 
  HD: 110 
  AC: 2+2 
  Speed: 5” 
  DEX: 9 to 12 
  Number: d8 
  Attack: 1 hit for 4d12, 1 cone of fire for 4d10 (5 
  times/day), and the first strike turns whatever 
  it hits to solid gold! 
  Notes: 100% fire, lightning, paralysis, sleep, 
  charm, and confusion proof. 
  MITHRIL 
  HD: 100 
  AC: 2+4 
  Speed: 6” 
  DEX: 10 to 14 
  Number: d10 
  Attack: 1 hit for 5d10 and 1 paralysis ray (60’ long 
  by 5’ wide) (up to 7 times/day) 
  Notes: 100% slow, lightning, paralysis, sleep, 
  charm, and confusion proof. 
  ADAMANTINE 
  HD: 120 
  AC: 2+5 
  Speed: 5” 
  DEX: 8 to 12 
  Number: d6 
  Attack: 1 hit for 7d8 and a 45’ by 5’ disintegrate 
  ray (3 times a day) 
  Notes: 100% disintegrate, lightning, paralysis, 
  sleep, charm, and confusion proof. 
  ORICHALCUM 
  HD: 150 
  AC: 2+7 
  Speed: 4” 
  DEX: 8 to 10 
  Number: d6 
  Attack: 1 hit for 7d10 and can spray 10 dice of 
  acid in a 36’ by 9’ cone (up to 5 times a day) 
  Notes: 100% acid, lightning, paralysis, sleep, 
  charm, and confusion proof. 
  SHADOW 
  HD: 56 
  AC: 2+4 
  Speed: 9” 
  DEX: 12 to 15 
  Number: d12 
  Attack: 1 hit for d12 that also causes fear and 
  confusion for d10 melee turns 
  Notes: All non-magikal weapons can’t hit it, but 
  light does d6 points per level of its casting.  
  It is 100% immune to all except fire or light 
  based attacks! 
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  LIGHT 
  HD: 56 
  AC: 2+5 
  Speed: 12” 
  DEX: 15 to 18 
  Number: d10 
  Attack: 1 hit for d12 that also blinds for d10 
  melee turns and paralyzes (a save means 
  victim is slowed) 
  Notes: Just the opposite to a Shadow Golem.  
  Only darkness or cold type attacks hurt it. 
  GOLEM CONSTRUCTION 
  1. It takes one month per level of a spell or ritual to create a golem. 
  2. It costs 10,000 GS for initial development and 1,000 GS per each hit point of the completed 
  golem. 
  3. Golems must be commanded to do a task in order to start said task a full turn later. 
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  HEAVEN AND HELL
  PRINCIPAL RELIGIOUS SECTS IN ARDUIN 
  AND THE WORLD 
  From Arduin Grimoire II (Page 85) 
  ANGELS 
  From Arduin Grimoire II (Pages 66 – 67) 
  DEMON LORE 
  From Arduin Grimoire I (Pages 85 – 86) 
  THE 21 PLANES OF HELL 
  From Arduin Grimoire I (Pages 87 – 90) 
  LESSER DEMONS 
  From Arduin Grimoire I (Pages 91 – 92) 
  NEW LESSER DEMONS 
  From Arduin Grimoire III (Pages 64 – 66) 
  GREATER DEMONS 
  From Arduin Grimoire III (Page 67) 
  HARGRAVE’S DEMON LORE GREATER 
  (NAMED) DEMONS OF THE ARDUINIAN 
  CYCLE 
  From Arduin Grimoire III (Pages 68 – 77) 
  HELL SPIRALS 
  From Arduin Grimoire III (Page 48) 
   
   
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  PRINCIPAL RELIGIOUS SECTS IN ARDUIN AND THE WORLD 
  NAME OF SECT 
  NAME OF DEITY OR DEITIES 
  GENERAL ALIGNMENT 
  The Temple of Timat 
  Timat, the Destroyer 
  Amoral/Evil 
  The Temple of Tarong 
  Tarong, the Timekeeper 
  Neutral/Evil 
  The All Followers 
  Eru, the Whole, the All 
  Chaotic/Good 
  The Vedic Mysteries 
  Pantheon of Eastern and Hindu beliefs (Siva, etc.) 
  Lawful/Good 
  The Marbonian League 
  Marbonas, the Laughing One 
  Chaotic/Good 
  The Followers of Fate 
  Xuanth, the Hand or Fingers of Fate 
  Neutral/Good 
  The Believers of the Black One 
  Tanabras, Lord of the Dead 
  Lawful/Evil 
  The Emerald Star Cult 
  A pantheon, a mixture of Celtic and Irish Gods 
  Chaotic/Good 
  The Temple of Iron 
  A pantheon, Odin, Thor, etc. 
  Lawful/Good 
  Brethren of the Borean Cycle 
  Boreas, Lord of the Winds 
  Chaotic/True 
  Children of the Sun 
  Saren, the Sun God 
  Lawful/Good 
  Warriors of the War God 
  Megalon, the Soul of War 
  Lawful/Evil 
  The Earth Mother Cult 
  Amarydion, Earth Mother 
  Lawful/Good 
  League of Faiths of the Followers of Christ 
  (all so-called Christian religions) 
  Varies, usually Christ 
  Lawful/Good 
  Followers of the Black Flame 
  Mordakk, Doom Fire 
  Chaotic/Evil 
  The Star Guard 
  (Believers of the Star Dragon mythos) 
  The Star Dragons 
  Neutral/Good 
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  PRINCIPAL RELIGIOUS SECTS IN ARDUIN AND THE WORLD (CONTINUED) 
  NAME OF SECT 
  NAME OF DEITY OR DEITIES 
  GENERAL ALIGNMENT 
  Temple of the Sea King 
  Borsala, King of the Sea 
  Neutral/Good 
  Pax Romana (Roman Peace) 
  Mars, etc., etc., etc. 
  Lawful/Good 
  The Zoroastrian League 
  Zoroaster, the Father of All 
  Lawful/Good 
  The Egyptian Pantheon (classical Egyptian) 
  Ra, Nut, Horus, Anubis, etc. 
  Lawful/Good 
  Temple of the True Tarot 
  A pantheon, the Fool, the Mage, etc. 
  Chaotic/Good 
  Temple of the Eternal Flame of Life 
  Vanaan, the Eternal Flame 
  Lawful/Good 
  Temple of the Flame Eternal 
  Ta-Taru, the All Fire 
  Chaotic/Good 
  The Guardians (followers of He Who Waits) 
  The One Who Waits 
  Chaotic/Evil 
  The Silver Moon Sect 
  (followers of Our Lady of the Silver Moon) 
  Our Lady of the Silver Moon 
  Lawful/Good 
  The Blue Moon Sect 
  (followers of the Blue Night Hawk 
  Skirin, the Night Lord 
  Neutral/Good 
  The Red Moon Sect 
  (followers of the Red Spider) 
  Shagrath, the Moon Spider 
  Chaotic/Evil 
  The Circle of Set 
  The Great Serpent, Set 
  Lawful/Evil 
  The Olympian Mysteries (classical Greek) 
  Zeus, Apollo, etc., etc. 
  Lawful/Good 
  The Black Pantheon (the Elder Gods) 
  Cthulhu, Yog-Sothoth, etc. 
  Chaotic/Evil 
  The Confederacy of the Followers of Allah 
  (all Moslem religions) 
  Usually Allah, but it varies 
  Lawful/Good 
   
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  ANGELS 
  Angels are beautiful beings of the appropriate race, with golden auras, white feathered wings, and 
  clothed in appropriate dress.  They are 25% magik resistant, 100% immune to lightning, and take 
  only half damage from poison, venom, and life drains.  They have an AC of 2+, and their Dexterity 
  is always in the 16 – 20 range. 
  They are 8d8 (full value) in size, and hit with Ogre power.  They regenerate at 3 points per minute, 
  and can do 1st level magik as along with double strength bless spells.  They carry a +3/+3 flaming 
  two-handed sword for d8 fire damage (double that versus undead and demonic types) through which 
  they can blast one life level off any evil type.  They also get a +2 save versus fire, cold, acid, paralysis, 
  stoning, and all technological attacks. 
  They attack “evils” on sight, and move at 24 per turn in the air and 9 per turn on the ground.  They 
  have true sight, and hear on a roll of 1 – 4 on a d6.  They turn away undead as a 10th level cleric. 
  ARCHANGELS 
  These are greater angels, and thus use a d10 hit die.  Their HD range is 9 – 12, and their Dexterity 
  range is 18 – 22.  Their AC ranges from 2+1 to 2+4 plus their Dexterity.  They are 100% immune to 
  lightning, poison, venom, life drains, paralysis, stoning, and confusion.  They get a +3 save versus 
  sonic and technological attacks. 
  Archangels are 50% magik resistant, and only take half damage from fire, cold, and acid.  They 
  regenerate at 6 points per minute, and have improved true sight.  They always attack “evils” on sight, 
  and can blast d4 life levels off those types (only) through the +5/+5 flaming (d12 fire damage 
  (double versus undead and demonic types)) two-handed broadswords that they carry.  They hit with 
  Stone Giant power to Fire Giant power depending on size.  They can use third level magik, and also 
  do double bless, as well as turn away undead, etc., like a 20th level patriarch.  They fly at 36 per turn, 
  and move on the ground at 12 per turn. 
  SPECIAL NOTES ON ANGELS 
  No angel or archangel may ever be geased, suggested, charmed, frightened, or slept.  However, they 
  do get a -2 save versus spoken disintegrate spells or anti-matter of any kind.  Also, any angel may 
  haste itself if, and only if, its opponents are hasted. 
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  DEMON LORE 
  GENERAL DATA 
  I. 
  All demons have infravision good to 120’ or more. 
  II. 
  Demons hear everything within 120’ regardless of obstruction. 
  III. 
  Demons have saving rolls equal to double their hit dice, on the most favorable table (i.e., a 6 
  dice Demon rolls like a 12 dice monster). 
  IV. 
  Lesser Demons roll hit dice points on d10s; Greater Demons roll on d12s; Major Gods use 
  d12s and 3 pips per die. 
  V. 
  Lesser Demons are 90% chaotic and 10% neutral, but Greater Demons have no such 
  restrictions, they are whatever they desire to be. 
  VI. 
  Demons cannot be frightened, and usually attack everything on sight (90% chance), 
  including others of their own kind (75% chance). 
  VII. 
  Conjuration of demons requires that those doing so be of equal level to the type called.  
  Chance of control is below.  However, the % of control probability is halved vis-a-vis for 
  Greater Demons.  Maintaining control requires 100% concentration! 
  a. Parity = 10% 
  b. plus 1 level = 15% 
  c. plus 2 levels = 20% 
  d. plus 3 levels = 25% 
  e. plus 4  levels = 30% 
  f. 
  plus 5 levels = 40% 
  g. plus 6 levels and up = 50% plus 10% thereafter. 
  VIII. 
  Remember, once concentration and/or control is broken, it cannot be reestablished, BY 
  ANYONE, for 24 hours.  Decontrolled Demons are mad Demons. 
  IX. 
  Demons never check morale, and although preferring to be alone, they will tolerate their 
  own (demon type) kind, if, and only if, they are conjured together (still 20% chance of 
  fighting), otherwise section VI prevails.  “Katey, bar the door!” 
  X. 
  All demons regenerate as trolls but 50% faster (Lesser) and 100% faster (Greater).  They 
  cannot be killed, only dissipated (all points gone and constant bombardment or attack for 6 
  consecutive melee turns so they can’t regenerate, then they dissipate back to “hell”), unless, 
  after having all points destroyed, a successful exorcism is carried out by the appropriate level 
  cleric.  The only exception to this rule is Lesser Demons hit by nuclear explosions, phasers, 
  or other technological energy weapons (including power whips); points lost that way are 
  unregeneratable! 
  XI. 
  Only attacks that can hit Demons are from magikal weapons, Dragons and Balrogs (or other 
  demons, etc.), the “stoning” effect of medusas, or shadow Titans hits (don’t drop life levels, 
  just does hit damage).  Elementals, Djinns, Efreet, etc. hit at half attack value; Golems at a 
  quarter. 
  XII. 
  Greater Demon treasures are usually quite vast:  250,000 to 500,000 gold, 100,000 to 
  1,000,000 electrum, 500,000 to 5,000,000 silver, 10,000 to 100,000 platinum, 1,000 to 10,000 
  Mithril coins, 100 to 3,000 gems, 50 to 500 pieces of jewelry, and 10 to 30 Leaser and 1 to 10 
  Greater, magikal items, as well as 1 to 3 artifacts – Lesser Demons generally have 10% to 
  20% of the above listed treasure. 
  XIII. 
  Demons always get 100% of hit dice points (like ancient Dragons); you just roll to see how 
  many dice it is! 
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  SPECIAL INFORMATION 
  XIV. 
  20th level Patriarchs have a 10% chance of turning away Lesser Demons; that goes up 2% 
  per level thereafter. 
  XV. 
  50th level Patriarchs have a 5% chance to turn away Greater Demons; that increases 1% per 
  level thereafter. 
  XVI. 
  Greater Demons always have at least a 5% chance of not turning away! 
  XVII. 
  Below are the known Demon (Lesser) types 
  a. Wind Demons 
  b. Sea Demons 
  c. Fire Demons 
  d. Earth Demons 
  e. Ice Demons 
  f. Night Demons 
  g. The Demon Locusts 
  h. Single (non-typed) Lesser Demons (Boak is an example). 
  XVIII. 
  All class types 4th level and below (3rd level for Clerics) automatically flee in terror from 
  Lesser Demons (roll save versus fear).  If the check is failed, run!  If you make the save, be 
  paralyzed with fear or pass out from fright! 
  XIX. 
  All class types 8th level and below (6th level for Clerics) flee, etc. as above in XVIII when 
  confronting Greater Demons. 
  XX. 
  Demon attacks, like saving rolls, are under the table that is double their hit dice (6 dice 
  Demon = 12 dice attack table). 
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  THE 21 PLANES OF HELL 
  PLANE 
  PRIMARY 
  INHABITANTS 
  ATMOSPHERE 
  AVERAGE 
  TEMP (F°)
  TERRAIN, LOOKS, NOTES, ETC. 
  1st 
  Earth Demons * Being solely of carbon monoxide, 
  humans die in d3 minutes. 
  130° 
  Copper colored sky, ragged basalt, lava flows, dark, dry earth.  No 
  plant life of any kind.  60 hour day, no moon, golden aurora at night 
  masks the stars 
  2nd 
  Sea Demons * 
  High in nitrogen, but breathable by 
  humans. 
  80° 
  Planet is 88% deep green, salty, warm water, with pale sea green sky, 3 
  moons, wild tides, a 25 hour day, and frequent storms and typhoons.  
  Islands are heavily jungled with metallic silver plants.  The world 
  teems with voracious life, all hungry, and most large! 
  3rd 
  Fire Demons * 
  Super heated argon, humans die 
  instantly. 
  350° 
  Bare, blasted rock, one side always faces the sun, so that cyclonic 
  winds prevail all the time, light side to dark and back.  Black sky, one 
  coppery moon. 
  4th 
  Wind Demons * Very high in neon and xenon, but 
  breathable by humans up to 4 hours.
  55° 
  Endless deserts with occasional oasis of flame.  Red vegetation (the 
  sands are generally shiny black).  3 pale red moons in the violet sky.  
  Silver clouds.  There are no bodies of water above ground.  
  Mountains of basalt and granite criss-cross the continent rising to 
  50,000’.  25 hour day. 
  5th 
  Night Demons * 
  Slightly more carbon dioxide than 
  Earth, but the atmosphere almost 
  gone: humans last 10 minutes or less 
  without oxygen. 
  0° 
  Snow covered (patchy) metallic blue, green, black, grey rock and/or 
  sand.  Black sky; a nova cloud fills 2/3 of the sky; the sun is 
  permanently 1/2 below the horizon (no rotation) and is a big 
  hemisphere of black spotted red (it’s dying).  Mountains rise to 
  35,000 feet and pools of liquid mercury fill crevasses and holes 
  everywhere. 
  6th 
  Storm Demons 
  High in ozone (humans suffer 
  headaches).  Breathable anyway. 
  40° 
  Snow – covered tundra leading, up to pine – like forests on 
  mountainsides, deep blue sky, 2 silver moons, 28 hour day, winds 
  blow constantly, 30 to 50 mph average. 
  7th 
  The Demon 
  Locusts * 
  High in hydrogen and helium, 
  humans die in d6 minutes. 
  85° 
  Lichen, slime and moss covered rock, grassy, spine like 
  mountainsides, muddy brown sky, hot, moist, and rainy most of the 
  day (20 hours), no moon, mushroom and fungus forests.  Stinks. 
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  THE 21 PLANES OF HELL (CONTINUED) 
  PLANE 
  PRIMARY 
  INHABITANTS 
  ATMOSPHERE 
  AVERAGE 
  TEMP (F°)
  TERRAIN, LOOKS, NOTES, ETC. 
  8th 
  Succubi * 
  Oxygen rich (humans get “the 
  raptures”), 
  but 
  breathable 
  nonetheless. 
  75° 
  Beautiful, eyelike, rolling hills, greenery everywhere.  Sparkling rivers, 
  crystal blue seas, pale blue sky, a single silvery moon, 24 hour day.  
  But an enzyme kills humans in 1 – 7 days. 
  9th 
  Lightning 
  Elementals 
  High in ozone, argon, and carbon 
  dioxide.  Humans die in d10 minutes.
  65° 
  Carbon “mountain” spines, 30,000 feet high or more.  Silver grey sky, 
  30 – 70 mph winds, lightning leaping from spine to spine at random, 
  and 30 hour days.  11 small moons.  Ground is highly charged, and 
  could kill the unwary. 
  10th 
  Shadow Titans 
  Highly radioactive, an airless vacuum.
   – 225° 
  Bleak, blasted, melted swirls of rock, shattered mountains, H – bomb 
  craters, etc.  Blue glow and multi – colored auroras everywhere.  
  Rings like Saturn (destroyed moon), no rotation. 
  11th 
  Swamp Demons High in sulphur dioxide, but humans 
  can breathe it (up to 25 hours). 
  115° 
  Jurassic swamps, bogs, rivers, and numerous shallow but not very 
  salty seas.  Fern forests.  Dinosaurs and volcanoes abound.  2 large 
  moons (yellow and blue).  Frequent meteor showers.  Very noisy. 
  12th 
  Sun Demons 
  Mostly neon, humans die instantly, if 
  not sooner! 
  175° 
  Entire world looks like silver foil, most are instantly blinded by the 
  reflected glare.  No moons.  27 1/2 hour day.  Swirling aurora, 
  electrical storms, jagged terrain. 
  13th 
  Ice Demons * 
  Methane 
  with 
  some 
  ammonia.  
  Humans die instantly. 
  180° 
  Swirling methane snows, rivers of ammonia, lightning split, deep 
  purple skies.  7 golden moons, rounded but chasm – split ground.  48 
  hour day.  Occa­sional mountains of pure gold, 8 – 10,000 feet high! 
  14th 
  Hell Cats 
  Full of bacteria so that even though 
  very breathable, humans die in 1 – 5 
  days. 
  77° 
  Strange brass colored jungle world, pink sky, 3 orange moons, lots of 
  huge lakes, small fresh water seas, rivers, etc.  Few mountains (seldom 
  over 10,000 feet).  25 1/2 hour day.  Light mist­ing rain a lot. 
  15th 
  Fire Fiends 
  Mostly kryton, helium.  Humans die 
  in d4 minutes. 
  150° 
  Glassy, green, smooth, no mountains (only small humps and hills), 
  pale, gold sky, no moon.  This planet was burned off by energy beam 
  weapons in an interstellar war 
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  THE 21 PLANES OF HELL (CONTINUED) 
  PLANE 
  PRIMARY 
  INHABITANTS 
  ATMOSPHERE 
  AVERAGE 
  TEMP (F°)
  TERRAIN, LOOKS, NOTES, ETC. 
  16th 
  Acid Fiends 
  A gaseous form of sulphuric acid, 
  humans 
  die 
  (horribly) 
  in 
  d10 
  minutes. 
  140° 
  Pools of acid (various forms), acid rains, pitted, eroded, brittle 
  networks of spidery rock shapes.  Lightning flashed constantly.  Iron 
  grey, always cloudy sky, 32 hour day, no moon.  Pure death 
  17th 
  The Black Wind 
  High in nitrous oxide (laughing gas), 
  but breathable by humans 11 – 12 
  hours. 
  35° 
  Blue – black sky, moonless, blasted futuristic cities, space ports, etc.  
  Most vegetation is petrified; the seas teem with mutated, saurian, or 
  crustacean type life.  22 1/2 hour day.  Red auroras at night. 
  18th 
  Windgos 
  High 
  in 
  carbon 
  dioxide, 
  but 
  breathable by humans for d10 hours.
  22° 
  Carnellian, sardonyx, chrysophase mountains.  Brooks of liquid gold 
  color (not water), rainbow skies, crystalline trees, truly beautiful, 9 
  pale violet moons, 36 hour day.  Cold, constant wind that “chimes” 
  through the crystal trees. 
  19th 
  The Creeping 
  Doom 
  Breathable by humans, but smells so 
  bad most can’t stand it for more than 
  d10 minutes. 
  60° 
  Proto – earth, 4 billion years past, soupy hot seas, volcanic action, 
  trilobite type life, protoplasm pools, etc.  Steel grey skies, 1 moon, 
  rains a lot.  The insects on land are BIG!  25 hour day. 
  20th 
  Star Demons 
  100% radioactive nitrogen trioxide.  
  Humans die in d3 minutes. 
  -100° 
  Fantastically shaped (by nearly constant winds of 60 – 90 mph) rock, 
  mountains, clay.  Seas of liquid nitrogen, glowing hydrogen gas clouds 
  (yellow – green), ochre sky, 29 hour day, 4 coppery moons, and huge 
  billowy fungus forests. 
  21st 
  The Greater 
  Demons * 
  Extremely radioactive, but breathable 
  atmosphere.  Humans die in d10 
  hours. 
  65° 
  The Greater Demons are mutations.  The world is full of wrecked 
  (H-bombed) cities, dark red mutated seas, kaleidoscope sky, evilly 
  blue glowing moon, and 24 1/8 hour day. 
  * – Indicates the “best known” Demons. 
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  LESSER DEMONS 
  Note: All Lesser Demons use d10 for hit dice. 
  ICE DEMON 
  HD: 8 to 10 
  AC: 2 
  Speed: 8” (10” flying) 
  DEX: 10 to 15 
  Number: d6 
  Attacks: 2 claws for 2d10 each plus d10 intense cold damage.  3 times per minute, they can breathe a 
  30’ by 10’ Cone of Cold which does 3d12 points of damage. 
  Looks: Ice Demons appear as smooth, snow white, 7’ to 8’ tall humanoids with translucent, ice like 
  bat wings and three eyes like chips of ice in a triangular formation over their long, fanged 
  mouths. 
  Notes: While 100% impervious to cold, paralysis, and slow spells, Ice demons take half damage 
  from acids, but 50% more damage from fire attacks.  They can create walls of ice at will, use first 
  level magik, and can drop the air temperature around them 20 degrees per turn to a -180 degree 
  minimum in a 30’ diameter area around them.  Inside that area, or in other intensely cold places, 
  they get +2 to all their attributes.  They hate Titans, and war constantly with them.  Their favorite 
  food is Amazon meat. 
  FIRE DEMON 
  HD: 9 to 12 
  AC: 2+1 
  Speed: 12” (24” flying) 
  DEX: 17 to 20 
  Number: d3 
  Attacks: 2 claws for 4d6 each plus 2d6 fire damage 
  Looks: Fire Demons are 7’ to 9’ tall reptilian looking humanoids, bright scarlet, bat winged, two 
  tailed, horned, and befanged, with two eyes like pits of deep space and violet flames dancing 
  over their bodies. 
  Notes: The air is 200 degrees in a 10’ radius around them.  They can use up to third level magik, and 
  create 10 double sized walls of fire per day in any combination.  They are immune to fire and 
  sonic attacks.  Lightning and acid do half damage, but cold or water do 50% more damage than 
  normal.  Every third melee turn, a Fire Demon can breathe a 30’ by 10’ Cone of Fire for 3d12 
  points of damage.  However, they very seldom do this (die roll of 18 to 20), preferring to rend 
  their foes with claws and fangs.  They can also throw 5’ diameter, 6 dice Fireballs every other 
  melee turn, and do so occasionally (on a die roll of 14 – 20).  They can leap 35’ in any direction, 
  create illusions at will, and heat the air in a 30’ diameter area around them 20 degrees per melee 
  turn to a maximum of 400 degrees.  They hate all other fire based beings, such as Salamanders 
  and Efreeti, and will attack them on sight.  Their favorite food is Elf hearts. 
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  WIND DEMON 
  HD: 8 to 10 
  AC: 2 
  Speed: 9” (36” flying) 
  DEX: 18 to 20 
  Number: d4 
  Attacks: 4 claws for 3d6 each 
  Looks: 7’ to 8’ tall, smooth skinned humanoids.  They are a bright electric blue in color, with 
  batwings of pale translucent gold, and four silver eyes equidistant around the head.  When angry, 
  tiny sparks crackle all over the demon. 
  Notes: Wind Demons are 100% immune to all Djinn attacks, and take half damage from lightning 
  and wind.  Gets a +3 save versus confusion, +2 versus blindness, and +1 versus disintegrate.  
  Wind Demons can use first level magik, and their greatest enemies are Earth Demons, which get 
  +1 attack and defense against them.  Their favorite food is Elf meat, a delicacy which they value 
  highly. 
  EARTH DEMON 
  HD: 10 to 12 
  AC: 2+2 
  Speed: 6” (24” through the 
  earth) 
  DEX: 8 to 13 
  Number: d6 
  Attacks: 4 claws for 3d10 each.  All wounds inflicted rot at 1 point per melee turn thereafter. 
  Looks: Earth Demons are mottled earth colors, lumpy headless boulder shaped bodies with 4 legs 
  and 4 arms, and about 8’ tall.  There are 8 irregular copper colored eyes at random on its body. 
  Notes: They are totally impervious to sonics, fire, cold, and confusion.  Lightning and acid do half 
  damage, but water causes an Earth Demon to “melt” at 1 die per 100 gallons of water.  They can 
  use up to second level magik, and when in contact with raw earth or rock, receive a +3 bonus to 
  all attributes.  Clerical magik receives a +2 attack bonus against them, so they hate Clerics most 
  of all, attacking them on sight.  Their favorite food is Ent hearts. 
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  SEA DEMON 
  HD: 8 to 10 
  AC: 2 
  Speed: 6” (36” in water) 
  DEX: 13 to 16 
  Number: d8 
  Attacks: 2 claws for 2d10 each and 1 bite for d8 plus 4d6 points of venom which paralyzes all but 
  Elves and undead, which it dissolves at 2d8 points per melee turn. 
  Looks: Being 7’ to 9’ tall, fishlike humanoids, with deep emerald skin, iridescent dorsal spines, and 
  webbing between claws and toes, Sea Demons have 2 huge, pupilless, unblinking white eyes. 
  Notes: Totally immune to poison, acid, paralysis, and confusion, Sea demons take half damage from 
  cold, but lightning and sonic attacks do 50% more damage than normal.  On dry land, they lose -
  1 from all attributes every 6 melee turns until unconscious.  They are frequently accompanied by 
  sharks, schools of barracuda, or other nasty sea creatures.  They love emeralds so much that they 
  will do anything in order to get them.  Their favorite food is Mermaid meat.  Sea Demons 
  frequently use magik of up to third level. 
  THE DEMON LOCUSTS 
  HD: 6 to 10 
  AC: 2 (body), 4 (head) 
  Speed: 9” (18” flying) 
  DEX: 7 to 12 
  Number: 1 to 10,000 
  Attacks: 2 claws for 2d6, 1 bite for d 8 plus 4d6 poison damage, and 1 sting for d4 plus 8d6 poison 
  damage that blinds and paralyzes all but Hobbitts, who are totally unaffected. 
  Looks: The Demon Locusts are 8’ to 18’ long, vaguely locust shaped creatures with silver and gold 
  banded bodies.  Demon Locusts have beautiful, blond haired, and blue eyed human heads.  They 
  smell like putrescent meat. 
  Notes: Once committed to an attack, these near brainless Demons do not stop attacking until their 
  target is completely devoured!  They are totally immune to fear, petrification, poison, and venom.  
  They take half damage from fire, lightning, and acid, and cannot be paralyzed or slowed.  They 
  are highly susceptible to confusion (-4 to their save), and cold does double damage to them.  
  They belong, body and soul, to the Greater Demon “Abaddon”, and gate to him at his 
  command.  All those he or the locusts kill become locusts themselves!  They are true omnivores, 
  and will eat anything from flesh to steel! 
  NIGHT DEMON 
  HD: 10 to 12 
  AC: 2+4 
  Speed: 12” (24” flying) 
  DEX: 16 to 20 
  Number: 1 
  Attacks: 2 claws for 4d6 each, 1 sting for d8 plus a 4 level life drain (only 2 if a save versus poison is 
  made). 
  Looks: Night Demons are 9’ to 12’ tall, ebony skinned humanoids with batwings and eyes like 
  glowing pools of fire, long barbed tails, and fangs and claws of pale translucent violet. 
  Notes: Totally immune to life drains, lightning, paralysis, and petrification, cold, acid, poison, and fire 
  do half damage, but they suffer a -2 save penalty versus disintegration.  Night Demons fear holy 
  water, which burns them like acid for d8 points of damage which cannot be regenerated.  They 
  can, and do, use up to fourth level magik.  Night Demons hate and attack Clerics on sight.  They 
  can leap up to 33’ in any direction.  Every third melee turn, a Night Demon can breathe forth a 
  15’ by 3’ black flame which does 6d10 points of damage, drains 2 life levels, and rots those 
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  struck at a rate of 3 points per minute thereafter.  If hard pressed, thrice daily they can exude a 
  60’ diameter cloud of completely opaque (except to them) black poison gas.  It does 10 dice 
  damage and lasts 20 minutes.  While inside this cloud, the Demon gets +3 to all attributes.  They 
  are invisible at night or in shadows or dark places.  Anyone slain by a Night Demon becomes a 
  specter under its control.  It is rumored that one Night Demon has ascended to “god” status. 
  KNOWN LESSER DEMONS 
  TYPE 
  KNOWN NAMES (CALLABLE BY SPELLS) 
  Ice Demons 
  Ryobar, Manobar, Lukobar, Thandobar, Frundobar, Vardobar, Alcobar 
  Fire Demons 
  T’Skree, Turaag, T’Kraar, T’Vroon, T’Chreen, T’Vraalk, T’Luur (female?), 
  T’Skaand 
  Wind Demons 
  Tring, Lingaat, Vingyth, Arshing, Myring (female), Sondving, Olaving 
  Earth Demons 
  Gnoth, Gnorr, Gnuld, Gnorg, Gnumra, Gnulth, Gnayla, Gnymba 
  Sea Demons 
  Urog, Uralth, Urong, Uragg, Urga, Urvos, Urnaat, Mithrom (now a Greater 
  Demon?) 
  Demon Locusts 
  Bel (the leader), Tokk, Barr, Vokka, Sarkk, Nemekk, Lokkok 
  Night Demons 
  Murgra, Braskael, Braskhund, Khnorvolkk, Branth, Aang, Razur 
   
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  NEW LESSER DEMONS 
  ACID FIENDS (ACID DEMONS) 
  HD: 8+1 to 10+1 
  AC: 2+1 
  Speed: 10 (ground only), 12 (charge) 
  DEX: 8 – 10 
  Attacks: d12 tentacles that do 2d8 damage (plus acid).  It can spit acid in a 3’ wide stream up to 60’ 
  for 4d12 points.  Normal metal weapons dissolve.  Weapons that are +1 have a 40% chance to 
  dissolve, +2 have a 30%, +3 have a 20%, +4 have a 10%, and +5 have a 1%. 
  Looks: They appear like huge (16’ – 20’ diameter) globes of pale blue.  Amoeba like, it can extrude 
  tentacles at will, and slide under doors, through key holes, etc.  It needs no atmosphere to live, 
  and is equally at home in a vacuum.  It loves to roll over victims, “eating” them and enjoying 
  their dying struggles. 
  Notes: Acid Fiends are immune to cuts, chops, fear, confusion, and acid.  Cold slows it (once only), 
  and does half damage; fire does half; lightning does three-quarters.  Disintegrates regenerate it, 
  and stoning adds hit dice (size) to it on a 1 dice per 1 level of caster ratio!  Its mere touch does 
  3d8 points acid damage.  Those “eaten” take 4d12. 
  BEL 
  HD: 10 
  AC: 3 
  Speed: 10’ (ground), 20’ (air) 
  DEX: 12 
  Attacks: see Demon Locusts (Lesser Demons section) for details 
  Looks: He is a 20’ long Demon Locust. 
  Notes: Bel is now the leader of the Demon Locusts.  It takes +2 or better magik weapons to hit him.  
  He has an Intelligence of 7 
  THE CREEPING DOOM 
  HD: 12+1 to 16+1 
  AC: 2 
  Speed: 9 (ground only) 
  DEX: 9 
  Attacks: d10 pseudopods for d12, plus it absorbs 1 life level and d3 Strength points per hit.  Those 
  covered smother in d2 minutes, and are dissolved at 3d12 points per turn (no other damage). 
  Looks: The Creeping Doom is a pulsing crawling carpet of living purple splotched green ooze that 
  is up to 40’ across and 3’ thick.  It can lay still and look and feel like solid rock, or can flow 
  through the tiniest holes and cracks.  It can also take a shape (mimic) and look like anything. 
  Notes: It is immune to fire, fear, and confusion.  Chops do half damage, and cold does 50% more.  
  All poisons do no damage, and acid regenerates it.  Paralysis Hastes it (once only), but holy water 
  does 4d12 points (per flask) to it! 
  FIRE FIENDS (FLAME DEMONS) 
  HD: 8+1 to 10+1 
  AC: 2+1 
  Speed: 36 (air), 24 (ground) 
  DEX: 17 – 20 
  Attacks: It attacks like a flaming blade barrier (7d10 plus 2d10 flame damage) once per turn. 
  Looks: Fire Fiends look like fiery pinwheels 7’ across and 3’ thick that roar, crackle, and spit sparks 
  in all directions (up to 10’ away).  It pinwheels through the air, or rolls roaring across the ground, 
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  leaving a boiling melted track 4’ wide. 
  Notes: These demons are immune to fire, fear, confusion, and paralysis.  Normal metal weapons 
  melt when used to hit them.  Weapons of +1 have a 90% chance of melting, +2 have a 75%, +3 
  have a 50%, +4 have a 25%, and +5 have a 5% chance.  All within 10’ have -1 on their attack and 
  defense due to the sound, swirling air and sparks, and heat. 
  HELL CATS (DEMON CATS, DOOMTIQERS) 
  HD: 6+1 to 9+1 
  AC: 2 to 2+1 
  Speed: 20 (ground), 38 (charge) 
  DEX: 16 – 19 
  Attacks: 2 claws for 2d8 plus 1 life drain each, and 1 bite for 3d6 plus 2 life level drains.  The claw 
  and bite wounds are so painful, all hit lose -1 off their attack and defense thereafter. 
  Looks: These large, lion sized, felines are apparently made of shadows with eyes of green balls of 
  fire, claws of red crackling flame, and teeth of silver moon beams.  They look like caricatures of 
  Halloween witch’s cats.  Their yowl is like a super fear spell (all up to 12th level must save or be 
  paralyzed in fear).  Save and run! 
  Notes: Hell Cats are immune to fear, cold, confusion, paralysis, and acid.  Poisons do half damage, 
  but the Clerical Light spell does 1 point per Cleric’s level (one turn only)!  They regenerate like 
  vampires, and can slip under door cracks, through key holes, and the like.  Blink Dogs are their 
  favorite food.  They have true sight. 
  LIGHTNING “ELEMENTALS” (BLACK) 
  HD: 12+1 to 18+1 
  AC: 2+3 
  Speed: 72 (air only) 
  DEX: 18 – 24 
  Attacks: 2 hits for 4d12 plus 2 life level blasts.  If a save versus magik is made, one still loses 1 life 
  level (roll each time).  They can “sight in” and only hit once for 4d12, but they reach “into” the 
  target, and hit the heart or brain. 
  Looks: Crackling black lightning in the shape it is a humanoid about 7’ tall.  However, they move so 
  fast that all people usually see is a black blur. 
  Notes: Lightning Elementals are immune to confusion, fear, lightning, acid, and paralysis.  Fire only 
  does half damage, and poisons have no effect.  Those slain by its life blasts crumble to dust 
  immediately, and their souls are immediately freed.  As such, a raise dead fully must be used 
  within 5 minutes, or it’s gone.  They can haste themselves at will for 1 hour daily. 
  SHE DEMONS 
  HD: 8+1 to 12+1 
  AC: 2 
  Speed: 21 (ground only) 
  DEX: 17 – 21 
  Attacks: 2 hits for 2d8.  If they embrace and “kiss” a victim, they can suck 3 life levels from him.  It 
  takes Storm Giant Strength to break that embrace. 
  Looks: She Demons are tall, voluptuous women with the heads of skulls (long flowing hair) like Hell 
  Maidens.  Their eyes are lambent green flame.  They can, however, put a “mask” on their face 
  and look like beautiful, but normal, women.  They have no belly buttons. 
  Notes: Immune to confusion, fear, and paralysis, they are 50% magik resistant.  They can become 
  gaseous, walk on any surface, and pass wall at will.  They can use up to 5th level magik (5 spells 
  per level), and sometimes carry magik daggers, mirrors, wands, etc.  They seem to glide over the 
  ground when moving all out. 
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  STAR DEMONS 
  HD: 10 to 14+1 
  AC: 2+5 
  Speed: 48 (air), 12 (ground) 
  DEX: 18 – 23 
  Attacks: 2 claws for 4d10.  Thrice an hour, it can also fire a 7d10 point prismatic blast from their 
  eyes (it knocks down cubes of force, anti-magik shells, and all prismatic walls).  Its damage will 
  not regenerate, except normally. 
  Looks: Star Demons are humanoid, stand 15’ tall, have wings of rainbow colored light, and possess 
  bodies of what looks like smooth, translucent, black diamond.  Their eyes are pools of golden 
  flame.  They are incredibly beautiful.  They have a faint golden glow, and where the heart should 
  be is a faintly visible ball of glowing fire that pulses. 
  Notes: Immune to fear, confusion, acid, cold, and paralysis, they are 75% magik proof, and use up to 
  6th level magik.  The body glow is caused by radiation; all within 10’ take d3 points of radiation 
  poisoning (non-regeneratable) per turn.  They are natural “spell turners”, and can Haste 
  themselves at will (die roll of 9 or better on a d12).  Webs slip off them, and poison gas or 
  poison has no effect. 
  STORM DEMONS 
  HD: 11 to 13+1 
  AC: 2+4 
  Speed: 48 (air), 10 (ground) 
  DEX: 17 – 21 
  Attacks: 2 claws for 2d8, 1 bite for d12 plus electrical shock (2d12) and save versus paralysis (all). 
  Looks: Electric blue with wings of blue lightning, Storm Demons are scaled, winged, fanged, erect, 
  and 10’ – 12’ tall.  The claws are a glowing violet as are its 3 eyes.  They are sometimes 
  accompanied by air elementals, Stormbirds, or personal meteor storm “shields”. 
  Notes: Immune to lightning, paralysis, and fear, they are 50% magik resistant.  They can use spells 
  up to 4th level (up to 6), and can put up a meteor storm (electrified for 50% more damage) 
  shield thrice daily for 1 minute each time. 
  SUCCUBI 
  HD: 2 – 10 
  AC: 8 (always) 
  Speed: 9 
  DEX: 15 – 20 
  Attacks: 1 by weapon type, and 1 life level per “kiss” (touch based attack that must be held for d4 
  turns) 
  Looks: Like vampires, they can charm people, and are 20 – 80% magik resistant. 
  Notes: They try to seduce, and only fight if forced.  A Succubi’s Charisma is 17 and higher 
  SUN DEMONS 
  HD: 7 to 9+1 
  AC: 2+2 
  Speed: 36 (air), 9 (ground) 
  DEX: 15 – 20 
  Attacks: 2 claws for 3d6, 2 wing buffets for d10, and 1 bite for d12.  They spit molten metal up to 
  15’ that does 3d10 points initially, 2d10 the next turn, then d10 the turn after as it cools.  It also 
  poisons 1 point per turn thereafter. 
  Looks: Winged, fanged, tailed, clawed, and bird beaked, Sun Demons are about 8’ tall.  They look 
  like glowing red hot iron (and are close to it in truth).  They squeal like metal on metal when they 
  move, and when they fly, the sound is so intense that all within 30’ have -1 on all their attacks 
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  and defenses.  They smell like molten metal – acrid and tangy. 
  Notes: Immune to fire, fear and confusion, they take no damage from sonic weapons.  Lightning 
  reflects off them (roll for direction) doing half damage.  Stoning regenerates them, and cold 
  does 50% more damage.  They love lava and molten areas, and their mere touch does d10 points 
  of heat damage. 
  SWAMP DEMONS 
  HD: 7 to 11+1 
  AC: 2 
  Speed: 9 (land), 9 (water) 
  DEX: 9 – 12 
  Attacks: 1 – 13 tentacles for 2d8, 1 bite for up to 2d8.  Constriction causes 4d6 points.  All who are 
  hit rot d6 points immediately and d3 per melee turn until a Bless and Cure Disease is done. 
  Looks: Being a mushy grey, polypoid, wart covered, vaguely man shaped, very nasty fungoid, it is a 8’ 
  – 10’ tall being.  Swamp Demons have 13 eyes on variable length stalks at random about the 
  “head” and 7 “mouths” at random there also.  There are 13 long pulpy tentacles (usually 13’ 
  long) at random around the body. 
  Notes: Immune to fear, sonics, acid and rotting, they are 50% magik resistant.  They can “throw” 
  (detach) their tentacles up to 45’, which then attack independently like a boa constrictor.  Cuts 
  and chops seal up, and if pressed, they can exude a 45’ diameter cloud of opaque rotting (2d12) 
  gas. 
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  GREATER DEMONS 
  Greater, or “Named”, Demons are the lords of their own particular “hells”, and are the absolute 
  power within their realm: the “gods” of those hells as it were. 
  The statistics given are for their incarnations outside of their home universe, and only give a bare 
  hint as to their real power.  Because they are less powerful elsewhere, they seldom leave their own 
  areas.  When forced to do so by conjuration or other means, they are understandably very angry. 
  Greater Demons detest mortals (and lesser immortals) so much that they don’t consider them 
  anything more than excrement to be destroyed or ignored as opportunity dictates. 
  They will command lesser denizens (or demons) from their own plane, and will frequently send those 
  minions in their place when they are conjured.  However, the conjurer has the option of demanding 
  that they return and send their master as it was him/her who was called, and the lesser entities (if 
  intelligent) must do so immediately (although they will try to persuade the conjurer otherwise, or 
  even try to slay him). 
  The DM must use his or her wits when Greater Demons are involved so as not to do the easiest (and 
  most logical) thing: slay the conjurer.  This kind of thinking negates the real value of terror in a 
  game.  A player should rightly fear and dread conjuring up a Greater Demon, but should not feel 
  resigned to 100% certain death if he/she does so.  Play on the horror of the unknown, ad-lib, make 
  up your own Named Demons, be a true guide to the “outer limits” of your own “Twilight Zone”. 
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  HARGRAVE’S DEMON LORE OF GREATER (NAMED) 
  DEMONS OF THE ARDUINIAN CYCLE 
  ABADDON (THE LOCUST LORD) 
  HD: 23 
  AC: 2+3 
  Movement: 15’ (ground) 
  Body: 14 
  DEX: 15 
  INT: 17 
  Immunities: 100% to gas, poison, venom 
  confusion, and lightning; 50% to cold 
  Alignment: Evil 
  Number of  Spells: 13 
  Number of  “Pets”: see Demon Locusts 
  Allies: Bel 
  Enemies: N/A 
  Attacks: 4 hand attacks per turn for 3d12 points each; 1 bite for 4d6 points (see Special Abilities for 
  details) 
  Special Abilities: His bite injects a virus into the body that first paralyzes (1 minute), then kills (3 
  minutes, then dissolves the victim (1 minute).  If he bites, he does not “strike” that melee turn. 
  Special Equipment/Weapons: He carries 20 iron darts and can throw them 240’ with +3 accuracy, 
  causing 6d6 points of damage per hit.  He also carries a Lance of Living Lightning that does 
  4d12 points of damage and is 20’ long. 
  Looks: Abaddon is brown, hairy, 4 armed, saber toothed, humanoid, and one eyed.  The eye is like 
  the headlight on a train, and has x-ray vision, also.  It emits a deep red beam of light 90’ long to 
  10’ wide.  He has bright yellow fangs and claws and a monkey like tail. 
  Notes: He can use 8th level magik, but without regard to the Mana requirements (as do all demons).  
  He rides the largest of the Demon Locust called “Bel”. 
  AMON-RA 
  HD: 20 
  AC: 2+3 
  Movement: 24’ (ground), 24’ (air) 
  Body: 12 
  DEX: 16 
  INT: 17 
  Immunities: 100% to fire, cold, and poison; 
  50% to lightning 
  Alignment: Neutral 
  Number of  Spells: 15 
  Number of  “Pets”: 24 – 120 wolves or Wargs; 
  10 – 20 werewolves 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn for 4d12 points; 1 bite for 3d6 points 
  Special Abilities: He breathes (up to 8 times a day) paralysis gas the size of a green dragon’s cloud.  
  His snake venom does 5d12 points damage, and can be “spit” up to 80’ away. 
  Special Equipment/Weapons: N/A 
  Looks: Amon-Ra is a 15’ tall, huge, erect wolf bodied (silver fur), snake headed (gold scales) demon 
  with eagle or roc’s wings (bright red), and blue steel claws. 
  Notes: He can and does use up to 4th level magik (preferring fire or cold spells).  He is the “god” of 
  the Wargs, wolves, and werewolves. About 10% of the Wargs or wolves that appear with him are 
  wraiths.  He hates rocs, eagles, etc., and wages a constant war upon them. He can get down on all 
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  fours and run with “his people”.  Amon-Ra can appear either as a simple wolf, Warg, or snake, 
  and quite frequently dose so.  Those that accompany him cannot be effected by either fear or 
  confusion.  He detests Elves, and goes nearly berserk when fighting them (add +3 to his attacks). 
  APHAROE 
  HD: 20 
  AC: 2+2 
  Movement: 10’ (ground), 18’ (air) 
  Body: 16 
  DEX: 18 
  INT: 17 
  Immunities: 100% to stoning and cold; 50% to 
  fire and lightning; disintegrate does 2d12 
  points, acid does third damage, poison does 
  half damage 
  Alignment: Neutral 
  Number of  Spells: 18 
  Number of  “Pets”: a swarm of 10d100 Tengs 
  or d3x100 Freeze Bees if in normal shape 
  Allies: N/A 
  Enemies: Tel-Krcatli 
  Attacks: 2 per turn (cold or hit) 3d6 points.  See Notes. 
  Special Abilities: She can project cold from her hands (once from each per melee turn like a wand), 
  fly, polymorph, create illusions, or turn whoever she touches to stone at will. 
  Special Equipment/Weapons: N/A 
  Looks: Apharoe is 7’ tall, beautiful, buxom woman.  All men have a 50% chance of falling 
  immediately in love!  All women are usually (50%) jealous, and hate her.  She likes to appear as a 
  small white dove or a black swan, and it’s a 95% chance she’ll appear that way whenever met. 
  Notes: She can, and will, use up to 9th level magik.  She can spit fire, and move like Elves.  In 
  addition, she can stand fast, not move, and get double attacks.  She has been known to seduce 
  men, and then literally “drink” their souls while kissing them (takes 2 melee turns).  She speaks 
  all languages, is clairvoyant, has clairaudience (out to 360’), can become invisible, and can 
  teleport twice a day.  She will, once every hundred years or so, pose as an Amazon, go among 
  men, choose a husband, have a single child, and then depart taking her demi-demon offspring 
  with her.  She prefers Elves for this, but will “bed and wed” any suitable Lord. 
  ARIOCH 
  HD: 25 
  AC: 2+5 (eye = 2+2) 
  Movement: 13.5’ (ground) 
  Body: 19 
  DEX: 18 
  INT: 18 
  Immunities: 100% to paralysis and disintegrate; 
  50% to cold; Finger of Death does 4d10 
  points 
  Alignment: Neutral 
  Number of  Spells: 16 
  Number of  “Pets”: 6d2 Skorpoons (8+1 – 9+1 
  dice) or 4d10 Giant Skorpions (8 – 12 HD) 
  Allies: N/A 
  Enemies: Nodens (demi god) 
  Attacks: 2 per turn 
  Special Abilities: He is regenerated by lightning (1 for 1) or by acid rain (1 for 3).  He can control 
  any number of scorpions regardless of size.  He has a vampire like charm person.  His mere 
  touch causes 3 points of acid like damage per melee turn (starting on the 3rd melee turn after 
  hit).  His talons extrude a scorpion like venom (3d12 points), but he hits with extended talons 
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  only about 35% of the time.  He does not fly, but can teleport at will every 3rd melee turn. He 
  can leap 45’ horizontally or 30’ straight up.  He can also make 6 mirror images of himself. 
  Special Equipment/Weapons: N/A 
  Looks: Arioch is an 18’ tall, black furred (like an otter) humanoid with one huge eye like a many 
  faceted ruby (shines with an inner light).  He has two thumbs, 4 fingers, and retractable talons. 
  Notes: He can, and does, use up to 8th level magik (4 of each level).  He prefers attack spells, but 
  will also use the Crimson Bands of Cytorakk quite frequently (50%)!  He is the “patron” of the 
  Scorpions and messenger of the “Great Scorpion God” Shug-Miggurath.  HIS AGILITY IS 15. 
  BOAK 
  HD: 10 
  AC: 2+2 
  Movement: 36’ (ground), 48’ (air) 
  Body: 18 
  DEX: 18 
  INT: 10 
  Immunities: 100% to acid and gas; 50% to fire, 
  lightning, cold, and paralysis; stoning does 
  3d12 points 
  Alignment: Neutral 
  Number of  Spells: N/A 
  Number of  “Pets”: N/A 
  Allies: Cimmeries 
  Enemies: Griffons and Lammasau 
  Attacks: 2 hits (2d12 points) and 1 bite (3d12 points) per turn 
  Special Abilities: It breathes a chlorine gas cloud like a green dragon (4d12 points), and his bite 
  does 3d12 points of poison damage.  He can run up walls and across ceilings. 
  Special Equipment/Weapons: N/A 
  Looks: Boak is a 15’ long, huge, ebon, red flame eyed creature that resembles a metal, scaled 
  warhorse. 
  Notes: Boak is not a real greater demon, but listed here because it is always with one.  As Cimmeries 
  steed and loyal companion, he gallops through the sky without wings.  He hates “pegusi”, but his 
  arch enemies are Griffons and Lammasau.  Those will always attack him regardless of fear.  His 
  best “friends” are Black Dragons, and he is sometimes seen “playing” with them.  He cannot be 
  polymorphed; in fact, if it is tried it doubles back on whoever tries!  In times of dire or mortal 
  need, he can teleport himself and any rider (once per day).  He can also “Hell Ride” between 
  dimensions or Hells.  HE HAS AN EGO OF 20! 
  BOREAS (LORD OF THE ICE DEMONS, WINTER DEMON) 
  HD: 22 
  AC: 2+4 
  Movement: 15’ (ground), 25’ (air) 
  Body: 15 
  DEX: 12 
  INT: 17 
  Immunities: 100% to cold, stoning, paralysis, 
  half damage from disintegrate (2d10 points) 
  finger of death bounces back to caste 
  Alignment: Evil 
  Number of  Spells: 16 
  Number of  “Pets”: 2d3 Ice Demons or 12d4 
  wraithe Skaith Hounds 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 4 per turn at 4d10 points each 
  Special Abilities: A 60’ diameter aura of 4+1 dice of cold damage radiates about him.  He can 
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  breathe, once per minute, a blast of cold (120’ by 40’) that does 8d12 points of damage (all 
  beings 5 dice and below are immediately frozen solid).  He can also conjure and control the 
  “north wind”, which is like a Djinn Wind and Ice Storm combined (3 times a day for 5 minutes 
  each time or once per day at double strength)! 
  Special Equipment/Weapons: N/A 
  Looks: Boreas is an 18’ tall, 4 armed, winged, scaled, tailed humanoid.  He is all frosty blue-white 
  with eyes so black they look like deep space. 
  Notes: He may use up to 7th level magik, and frequently does so.  He has all the capabilities of Ice 
  Demons as well as his own.  He will frequently appear as a snow-white saber tooth tiger with 
  fangs of ice.  Yes, Virginia, Urandos does also claim to be “Lord of the Ice Demons”, so who do 
  you believe?  It sure makes for interesting arguments between the 2 of them!  His touch does 
  3d12 points of cold damage, and it will paralyze all Humans.  He loves blue sapphires, and 
  sometimes hides inside one. 
  BRYGHAUL (THE GREAT DECEIVER) 
  HD: 15 
  AC: 2+l 
  Movement: 12’ (ground), 18’ (air) 
  Body: 19 
  DEX: 16 
  INT: 15 
  Immunities: 100% to polymorph, paralysis, and 
  confusion; 50% to fire 
  Alignment: Evil 
  Number of  Spells: 17 
  Number of  “Pets”: d4 Succubi 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn for 2d10 
  Special Abilities: He has a +3 Vampire Charm spell equivalent.  He can polymorph at will, jump 20’ 
  up or across, and speak any language.  He gives off a very pleasing odor, and is attractive to 
  women.  He will usually use his Charisma to lull you into feeling secure, then he’ll strike.  If he 
  touches a woman there’s a 50% chance she will fall in love with him.  If he kisses one, the 
  chances are 93%!  He can create “Djinn Silver” that lasts 3 days. 
  Special Equipment/Weapons: and usually wields a +5/+5 “pitchfork”.  His pitchfork/trident also 
  causes the victim to burst into flame (1 to 10 points per turn until dispell magik is used). 
  Looks: Bryghaul is an 8’6” tall, classic, handsome, tailed, horned devil, but with blue eyes and bright, 
  satin smooth, yellow skin. 
  Notes: He can use up to 4th level magik.  He is the “Leader” of the Succubi, but will occasionally 
  appear riding a wraith yellow dragon.  He flies without wings.  HIS SMILING CHARISMA IS LIKE 
  A FULL 16+9, OR 25 TOTAL. 
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  CALYANDAGG 
  HD: 18 
  AC: 2+2 
  Movement: 21’ (ground) 
  Body: 21 
  DEX: 14 for all 
  INT: 16 
  Immunities: 100% to poison, venom, acid, and 
  paralysis; 50% to lightning 
  Alignment: Neutral 
  Number of  Spells: 18 
  Number of  “Pets”: 2d8 5+1 to 9+1 dice Spigas
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn for 3d12 each 
  Special Abilities: He emanates a double strength Fear spell for 60’ around him, and his mere touch 
  causes paralysis in all but insects.  He can spit (60’) or spray (30’) a 6+1 dice acid as often as he 
  likes.  Also, he can weave and cast (up to 120’) a 30’ diameter web (will hold even Storm Giants 
  for 5 minutes) that is fire proof.  It takes 2 minutes to weave.  He can do this thrice daily.  He will 
  hit twice and bite once each turn (9+1 poison), and can leap 60’ horizontally or run up walls and 
  across ceilings.  His body fur will break off when hit.  If it lands on bare skin, the hair work its 
  way into the host body, and become a giant maggot, eating the person to death from the inside 
  out (takes 3 days). 
  Special Equipment/Weapons: N/A 
  Looks: Calyandagg is a huge, white, furry spider with 13 eyes like glowing red rubies. 
  Notes: He is the “king” of the insects (it takes +2 or better weapons to hit him) and can command 
  any number up to 5+1 dice, 10 up to 10+1 dice, 5 up to 12 dice, 3 up to 20 hit dice, and one of 
  any larger types.  His favorite food is female Elves, Amazons, or Humans.  Friendly to hell 
  hounds, he sometimes allows packs of them to run with him (25% chance).  He usually attacks 
  all Clerics on sight.  He hates ‘em! 
  CIMMERIES 
  HD: 15 
  AC: 2+4 
  Movement: 12’ (ground) 
  Body: 23 
  DEX: 24 
  INT: 17 
  Immunities: 100% to all missiles, magik, or 
  otherwise (turns them away) and paralysis; 
  50% to lightning and fire 
  Alignment: Evil 
  Number of  Spells: 22 
  Number of  “Pets”: 1 (Boak) 
  Allies: Boak 
  Enemies: N/A 
  Attacks: 3 per turn for 2d12 points 
  Special Abilities: He and his mount can pass wall at will.  When riding, they move like a Cleric does 
  when wind walking.  He can jump 25’ horizontally or up to 20’ vertically.  He can hypnotize any 
  single being he can concentrate on for 3 melee turns. 
  Special Equipment/Weapons: He carries a +5/+5 flaming black sword (2 handed for mortals) 
  called “the Key of Hell” or “Hell Key”.  It is amoral, and can opens all locks, doors, and magikal 
  enclosures.  It also can detects traps, secret doors, good and evil undead, and treasure (type 
  amount).  It gives the wielder the abilities of true sight, ESP, clairaudience, clairvoyance.  It has 
  X-ray vision, can shoot a disintegrate spell thrice daily, and possesses an Ego and Intelligence of 
  18.  The wielder can “Gate” to any one of the known 21 planes of Hell.  It speaks all languages, 
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  and its purpose is to kill!  It must have at least one life per day, or it kills its owner.  It paralyzes 
  all Clerics 22nd level and below, and disrupts undead.  Cimmeries also usually carries a 25’ long 
  whip of Balrog leather that does 3d6 points damage, but gives excruciating pain to all undead.  
  They really fear this whip! 
  Looks: Cimmeries is a 7’6” tall, very handsome, ebon, silver eyed, and Human looking, grossly male 
  and very nude.  HIS CHARISMA IS 18+4 (22 TOTAL). 
  Notes: He is the “Lord of the Undead”, and can control any number of wraiths or lesser types, up 
  to 20 spectres, up to 10 vampires, or up to 6 Liches or other greater undead. 
  DAGONUS 
  HD: 20 
  AC: 3+2 
  Movement: 12’ (ground), 40 (air) 
  Body: 12 
  DEX: 15 
  INT: 15 
  Immunities: 100% to fire and lightning; 50% 
  (4d12 points) to stoning and disintegrate; all 
  death spells bounce back on sender 
  Alignment: Evil 
  Number of  Spells:30 
  Number of  “Pets”: d8 dragons (red, blue, 
  green, black, or white) 
  Allies: Queen of the Evil Dragons 
  Enemies: King of the Good Dragons 
  Attacks: 3 breaths plus 2 claws (4d12 points each) or bite 4d12 (instead of breath) 
  Special Abilities: Each mouth can shoot either a 180’ x 20’ thunderbolt (10d10 points) or silver and 
  gold fire (12d10 points) for 90’ x 30’ every other melee turn.  Up to 3 fire and 4 thunderbolts per 
  head can be fired daily.  Hiss touch does 6d6 points shock hurt.  Any who look at his eyes must 
  roll versus magik, or be charmed.  If the save is made, the gazer suffers d6 melee turns of 
  confusion. 
  Special Equipment/Weapons: N/A 
  Looks: Dagonus looks like a three headed dragon with scales of alternate silver and gold (quite 
  beautiful).  He has a 90’ wing span, and is 30’ tall.  Each head has 3 eyes, 2 sapphire blue and 1 
  ruby red (in the middle).  The talons and fangs are dull black.  The dorsal fins running down its 
  necks and back are silver and gold. 
  Notes: He is known as the “great dragon” or the “demon dragon”.  He breeds dragons, and likes to 
  cross mutate them.  He can control any reptiles up to 40 dice in size and/or number up to 8 
  dragons (regardless of size) or 12 Balrogs or 4 lesser demons.  He is the arch enemy of the King 
  of the Good Dragons, and the master/lover of the Queen of the Evil Dragons.  He prefers 
  defensive spells (can use up to 8th level magik, 4 of each level). 
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  GOROK (THE HUNGRY ONE) 
  HD: 21 
  AC: 2 + 3 (claws = 2+5) 
  Movement: 20’ (ground) 
  Body: 16 (tongue) 
  DEX: 9 
  INT: 9 
  Immunities: 50% to weapons; 33.3% to all 
  magic 
  Alignment: Evil 
  Number of  Spells: 6 
  Number of  “Pets”: none 
  Allies: N/A 
  Enemies: N/A 
  Attacks: Inside the pincers are secondary mouths, so on the 2nd turn held, the victim is eaten (36 
  points per turn per mouth).  His skin has an acid slime coat (d12 points) that destroys all but 
  Adamantine. 
  Special Abilities: His tongue can lash out to 60’ doing 2d6 points, plus it injects a dissolving acid 
  into the victim (down on 2nd melee turn after hit, dissolved on 6th melee turn after hit).  If the 
  save is made, it still does 2d10 points. 
  Special Equipment/Weapons: N/A 
  Looks: Gorok looks like an erect cross between a lobster and tyrannosaurus with 9 fiery red eyes on 
  his head. 
  Notes: He can, and does, use up to 3rd level magik (2 spells per level).  This demon will attack all it 
  sees, devouring its victims alive.  He can mimic perfectly the voice of all he devours thus luring 
  ethers to a like fate.  He usually appears wreathed inside a roaring column of flame (20’ diameter, 
  60’ tall) that will melt all missiles entering it and all +1 magik weapons (+2 = 50% chance, +3 = 
  25%, +4 = 15%, +5 = 1%).  The flames do 6d10 points (4d12 points of damage if the save is 
  rolled).  He attacks out of the flame without leaving it.  HE USES UP TO 7TH LEVEL MAGIK. 
  GROAK (LORD OF THE SWAMPS) 
  HD: 19 
  AC: 2+5 
  Movement: 20’ (ground), cannot fly 
  Body: 18 
  DEX: 14 
  INT: 14 
  Immunities: 100% to acid, poison, and paralysis, 
  stoning; 50% to fire and lightning 
  Alignment: Evil 
  Number of  Spells: 4+ 
  Number of  “Pets”: usually d4 swamp slimes 
  and d8 swamp things (see Notes for more 
  details) 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn for 2d10 plus special plus spitting 
  Special Abilities: He can leap 60’ horizontally or 35’ vertically.  His touch causes intense agony (all 5 
  dice and below go insane with pain), and does 6+1 dice acid damage.  His anemone tentacles 
  paralyze all, and can constrict for 4d12 points.  The lesser tentacles do 3d12 points apiece (there 
  are 12, and they are 6’ long).  He can spit a slimy acid up to 90’ (covers 10’) or spray it up to 45’ 
  (covers 30’) that does 10d6 points of damage.  If left untreated, it will cause 6 points of 
  poisoning damage per melee turn after a 3 minute delay.  He can turn a 90’ diameter area to 
  muddy swamp like terrain around himself 3 times a day (takes 3 minutes). 
  Special Equipment/Weapons: N/A 
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  Looks: Groak is 15’ long, and has a huge toad like body with what appears like a giant sea anemone 
  for a head (two of the tentacles are 20’ long when extended).  His coloring is like very rough, raw 
  emerald crystals or fractured green jade or rock. 
  Notes: He can polymorph to look like any swamp land thing (rock, tree, alligator, etc.).  He can also 
  teleport at will, and can command all swamp creatures (10x20 + dice, 10xl0 + dice, 60x5 + dice, 
  120x2 + dice, unlimited smaller ones).  He can use up to 4th level magik, but seldom does so. 
  KARONG (LORD OF THE SLIMES/OOZES, ETC.) 
  HD: 17 
  AC: 2+2 
  Movement: 15’ (ground), 20’ (air) 
  Body: 15 
  DEX: 15 
  INT: 15 
  Immunities: 100% to paralysis and stoning; 50% 
  to fire and cold 
  Alignment: Evil 
  Number of  Spells: 18 (eyes) 
  Number of  “Pets”: d12 of the varied slimes, 
  etc. 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn (plus 3 eyes) for 2d12 points 
  Special Abilities: He has a 10’ radius paralysis aura about him (it only affects Elves and Orcs, all 
  others have d6 melee turns of confusion).  His touch causes rotting damage like his yellow eye.  
  His eyes can shoot rays (120’ x 5’) every melee turn.  Red does 3 to 36 points of heat damage.  
  Yellow does 2d12 points of rotting damage (+3 points per melee turn thereafter).  Green turns 
  whatever’s hit into green slime (up to 48 points worth then the slime eats the rest).  He can 
  choose 3 targets or just 1. 
  Special Equipment/Weapons: N/A 
  Looks: Karong appears as a dull, black, scaled, tailed, winged, 10’ tall humanoid with 3 eyes (from 
  left to right: red, yellow, and green). 
  Notes: He can telekinetically throw, up to 60’, any of his pets each turn instead of hitting.  He can 
  appear (polymorph) as any of those gooey goodies, and while so, he can do their type of 
  damage.  His bite (once every 3 melee turn) does 3d6 points, but injects a virus that turns the 
  victim into one of his pets (random roll as to type) in 1 minute.  It takes a Cure Disease and a 
  Cure Heavy Wounds within the first 30 seconds (5 melee turns) in order to work.  After that, it’s 
  tough cookies!  He has a vampire like charm, and can leap 35’ horizontally or 20’ vertically.  He 
  can, and does, use up to 4th level magik (3 of each spell level). 
  KAVRING 
  HD: 16 
  AC: 2+2 
  Movement: 18’ (ground), 30’ (air) 
  Body: 17 
  DEX: 18 
  INT: 14 
  Immunities: 100% to fire and paralysis; 50% 
  (2d10 points) to lightning and stoning 
  Alignment: Evil 
  Number of  Spells: 18 
  Number of  “Pets”: 4d6 salamanders or fire 
  fiends 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn for 3d8 points (see Notes) 
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  Special Abilities: He radiates a 2+1 dice aura of heat around him.  His touch also does 5d6 points 
  damage.  He can create a triple wall of fire every 5 minutes.  Also, he can shoot 1’ diameter, 30’ 
  flames from his index fingers (instead of hitting) that does 4d6 points of damage.  After 10 
  shots, he must recharge for 3 minutes.  He has a vampire like charm. 
  Special Equipment/Weapons: N/A 
  Looks: Kavring looks like a huge carved ruby, 10’ tall, that glows from within.  He is winged, but 
  otherwise very much humanoid.  His wings look like ruby flames. 
  Notes: He is the lord of the salamanders, and wants to be the lord of the fire demons also, causing 
  an ongoing war.  He can dimension door at will, and can polymorph to appear (only) as a fire 
  demon, salamander, phoenix, fire elemental, or red dragon.  He can melt through 10’ of stone or 
  1’ of steel per minute with his hands.  He sometimes will appear as a ball of fire and speak in a 
  voice like thunder.  He loves to create huge fires (forest fires, wild fires, etc.) from which he 
  draws added strength.  His favorite food is Hobbitt meat.  He uses up to 3rd level spells (6 from 
  each level). 
  MOLOCH (THE BANE OF ELFDOM) 
  HD: 15 
  AC: 2+4 
  Movement: 20 
  Body: 19 
  DEX: 18 
  INT: 18 
  Immunities: 100% to all of the attacks fire 
  demons are immune to plus polymorph; 50% 
  to all energy loss damage 
  Alignment: Evil 
  Number of  Spells: 17 
  Number of  “Pets”: d4 lesser fire demons 
  Allies: N/A 
  Enemies: 
  Abaddon, 
  his 
  “locusts”, 
  Night 
  Demons 
  Attacks: 3 per turn for 4d10 points 
  Special Abilities: Being the Arch Lord of the fire demons, he has all of their capabilities, but 
  increased by 50%, plus he can throw permanent (3 times daily) blindness.  There is a double 
  strength Fear spell (30’ radius) emanating from him.  He can melt metal objects thrown at him at 
  will.  He can literally walk through rock (by melting a path) at 5’ per minute or iron at 1’ per 
  minute. 
  Special Equipment/Weapons: He frequently carries a +5/+5 sword (7’ long) of living flame that 
  does 4d12 points damage.  He also wields up to 6 Javelins of Flame (throws them 240’) that 
  explode in a 10’ diameter fireball on contact doing 10d6 points of damage. 
  Looks: Moloch looks like a very large, 13’6” fire demon, but his eyes are like molten gold.  He has a 
  tendency to appear as a fiery star when conjured. 
  Notes: He can speak the languages of Balrogs, Efreeti, phoenixes, salamanders, and dragons.  He 
  hates Night Demons, attacking them on sight, and is the arch enemy of Abaddon and his 
  “locusts”.  His very favorite food is unicorn meat or the flesh of young virgin Elf girls. 
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  NAGANDAS (LORD OF THE SEA SERPENTS) 
  HD: 18 
  AC: 2+4 (6) 
  Movement: 12”/turn (ground), 18”/turn (water)
  Body: 20 
  DEX: 
  INT: 18 
  Immunities: 100% to paralysis and prismatic 
  power (all); 50% to all acid, poison, venom, 
  and fire; cold does double damage 
  Alignment: Neutral 
  Number of  Spells: 15 
  Number of  “Pets”: N/A 
  Allies: Secret Friend (?) and Helper (???) 
  Enemies: Vorcas 
  Attacks: 1 breath per head, 1 tail lash, and 1 bite (all in one turn); All within 20’ save versus random 
  prismatic wall! 
  Special Abilities: He can regenerate all life level drains at 1 per 10 melee turns up to 18 per day and 
  regenerate 6 points per turn.  His tail does 4d12 (can constrict for 6d12) bite does 2d12 plus 
  3d12 paralyzing poison.  His 33’ long triple tongue is sticky (-5 on escapes) and does d8 hurt.  It 
  can also put its tail (only once per week) in its mouth, whirl into a Hell Spiral, and travel.  He can 
  become 10 times his normal size at will, but his attack stays the same.  His breath is a 60’ by 15’ 
  cone (5x when size increased).  His hit dice only double when he is enlarged, but he can do this 
  for only 1 melee turn per hit dice, then must return immediately to Hell for rest!   
  Special Equipment/Weapons: N/A 
  Looks: Nagandas is 33’ long.  He looks like a prismatic scaled serpent with 3 heads (each with 3 eyes 
  of black fire), that glow with eye hurting prismatic light. 
  Notes: He claims sovereignty over the Sea Demons also!  His temperament is generally cunning and 
  cruel.  He uses 3 spells per level up to the 5th. 
  NANTA (THE FACELESS ONE, THE FIEND WITHOUT A FACE) 
  HD: 28 
  AC: only double zero hits 
  Movement: no real movement 
  Body: 21 
  DEX: 18 
  INT: estimated to be 20 or more 
  Immunities: 100% to fire and cold; 50% to 
  lightning; 2d10 points for stoning; 3d12 
  points for Finger of Death; 4d12 points for 
  disintegrate; magik weapons do double 
  damage 
  Alignment: Evil 
  Number of  Spells: 24 (teleport) 
  Number of  “Pets”: N/A 
  Allies: N/A 
  Enemies: N/A 
  Attacks: Unknown 
  Special Abilities: Nanta can teleport at will every melee turn, but usually teleports only if his 
  illusion failed.  He regenerates (on a 1 for 1 basis) from acid, gas, poison, etc. attacks.  All within 
  30’ of Nanta’s gas form lose one level of strength or life each melee turn.  All magik weapons 
  that get within 10’ of Nanta lose one plus (+3 to +2 etc.) each melee turn.  When all pluses are 
  gone, it disintegrates. 
  Special Equipment/Weapons: N/A 
  Looks: No one has ever seen his true shape or form.  He always will appear as a loved one or friend.  
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  If he drops his visage of a loved 
  one, he most frequently appears as a 
  floating blue brain with dozens of 
  writhing tentacles waving all about 
  him (75%), or as a roiling, constantly 
  moving, green cloud (globular) of 
  gas, lit from within (both about 18’ – 
  25’ diameter). 
  Notes: He is believed to be a demon 
  near demi-god status or a demi-god 
  “sent down” as “penance”.  Truly a 
  fearsome being!  Those that get 
  within 30’ of the creature must roll 
  versus magik or be charmed into 
  believing his illusion, but a 18, 19, or 
  20 (d20 dice roll) must he rolled to 
  save thusly.  Those within 20’ waver, 
  and fade out in d6 melee turns 
  (devoured?!?).  Those saved after 1 
  melee round of wavering are ghouls forever, after 2 rounds wights, 3 rounds wraiths, 4 rounds 
  spectres, and 5 rounds ghosts.  People rescued before death are confused 2d10 melee turns, and 
  apathetic for an additional 2d10 melee turns. 
  PHROALGOEA 
  HD: 15 
  AC: 2+3 
  Movement: 12’ (ground), 18’ (air) 
  Body: 19 
  DEX: 12 
  INT: 14 
  Immunities: 100% to stoning, poison, venom, 
  acid, and cold; 50% to fire 
  Alignment: Evil 
  Number of  Spells: 14 
  Number of  “Pets”: d4 Silver Golems or 4d2 
  Iron Golems 
  Allies: N/A 
  Enemies: Ralkul 
  Attacks: 2 per turn for 2d12 points plus 1 bite for 3d12 points per turn (spines are fired in lieu of a 
  strike) 
  Special Abilities: The spines on his wrists can be fired like heavy crossbow bolts, and have 8+1 dice 
  poison that turns Elves and Orcs to silver!  He can “charm” like a vampire.  He is “King of the 
  Golems”, and commands any kind he encounters or creates, but usually it is 16 Stone, 24 Flesh, 
  or unlimited Homunculi. He can also see the invisible.  His bite injects a venom that causes the 
  victim to dissolve in d6 melee turns if save versus poison is failed.  The touch of his skin on 
  Dwarves or Gnomes causes them to suffer d8 points of rotting damage and then 1 point 
  thereafter per minute until Cure Disease is used. 
  Special Equipment/Weapons: 
  Looks: Phroalgoea is a 10’ tall, silver scaled, tailed, winged, saber toothed humanoid.  He has 20 clear 
  (like glass) spines on each wrist.  His eyes are like flaming emeralds. 
  Notes: His favorite food is Dwarf or Gnome meat.  He can animate statues, boulders, etc. at will, 
  and could even take mental control of unintelligent metal weapons if allowed to concentrate.  
  He can speak to all Chaotic or Neutral types.  He can use up to 6th level magik and does so quite 
  frequently, favoring “flesh to stone” type spells. 
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  RALKUL 
  HD: 16 
  AC: 2+3 
  Movement: 12’ (ground), 15’ (air) 
  Body: 14 
  DEX: 12 
  INT: 14 
  Immunities: 100% to paralysis and lightning; 
  50% to fire and cold 
  Alignment: Neutral 
  Number of  Spells: 24 
  Number of  “Pets”: 6d8 mummies (40% are 
  usually fire proof) 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2d10 each arm 
  Special Abilities: His 4 arms work in paired unison thus striking 2+2 twice per turn.  His mere 
  touch ages the victim 10 years.  Those killed by him become mummies under his command.  His 
  bad odor causes all 1+1 dice and below to go into fatal convulsions, those up to 3+1 dice flee 
  retching and sickened.  Those up to 8+1 dice are so effected that they lose -2 on their attacks 
  and defenses, and their eyes water so badly that there is a 40% chance each melee turn that they 
  cannot see to fight (within 60’ radius).  He can jump 20’ vertically or horizontally. 
  Special Equipment/Weapons: N/A 
  Looks: Ralkul is splotchy, piebald, brown, grey, black, white, generally humanoid, but very knobby 
  and gnarly, standing 12’ tall.  He has one large orange eye and nearly elephantine size ears and 
  nose.  He can appear as an aged and bent old man or woman or even as a corpse or skeleton.  In 
  fact, he will usually appear (when conjured) as a huge black skull wreathed in flames (red) with 
  green flames for eyes and large black wings. 
  Notes: He is the demon king of age and of corruption.  He can use up to 3rd level magik but 
  seldom does, preferring to just “bash it out.  He loves rotted and putrid meat. 
  SHABALETH (LORD OF REPTILES) 
  HD: 20 
  AC: 2+4 
  Movement: 12’ (ground), 24’ (air)  
  Body: 16 (breath) 
  DEX: 17 
  INT: 16 
  Immunities: 100% to dragon fire, lightning, and 
  stoning; 50% to fire, acid, and cold; 
  disintegrate does d12 points 
  Alignment: Neutral 
  Number of  Spells: 15 
  Number of  “Pets”: unlimited 2+1 dice reptiles, 
  up to 48 5+1 dice, up to 24 7+1 dice, up to 
  12 30+1 dice, or up to 6 20+1 (or larger) dice 
  reptiles 
  Allies: Urandos 
  Enemies: all dragon kind 
  Attacks: 2 per turn (3d12 points) +1 tail (3d12) 
  Special Abilities: His tail can grab and constrict for 4d12 points if he scores a hit 2 points higher (or 
  more) than required to hit.  He can leap 35’ horizontally or 20’ vertically.  He can polymorph or 
  pass wall at will, has a vampire like charm spell, can breathe dragon fire 10 times a day, and can 
  triple his size (but not power) to fight real biggies.  Only +2 magik weapons hit him! 
  Special Equipment/Weapons: N/A 
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  Looks: Winged, tailed, scaled, dragon headed, erect, and 12’ tall, Shabaleth is a being with huge 
  brilliant purple eyes (4) that appears and feels as if it is made of solid gold.  He is usually all 
  wreathed in silver or golden flames, and will occasionally appear as an Elf in golden armor. 
  Notes: He is the Lord of Reptiles, not wyverns or dragons or great wurms, etc.  He speaks all 
  reptilian languages, and is the arch foe of all dragon kind, and the friend (if demons can have 
  them) of Urandos whom he will occasionally aid (and vice-versa).  His favorite reptilian pets are 
  Hydras and tyrannosaurus or allosaurus.  He can, and does, use up to 6th level spells (he favors 
  stoning and fire spells). 
  SLYTH 
  HD: 20 
  AC: 2+4 
  Movement: 9’ (ground) 
  Body: 16 
  DEX: 9 
  INT: 10 
  Immunities: 100% to disintegrate, death, 
  stoning, etc.; 50% to cold; fire does normal 
  damage 
  Alignment: Neutral 
  Number of  Spells: 20 
  Number of  “Pets”: d4 swamp slimes, d6 black 
  slimes, or d10 lesser oozes, etc. 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 1 per turn plus special touch which dissolves flesh at 4d12 points per turn 
  Special Abilities: It can only be hit by fire or cold, and lightning regenerates it.  It can project a 240’ 
  by 30’ beam of 6d10 points of sound damage or a 60’ radius of sound the same way.  All 8th 
  level and below (even Clerics) who smell it must save versus poison or take d12 points of 
  damage and flee in sick panic.  IT CAN “EXTEND” A “PALP” 40’ TO HIT.  It can pick a single 
  target up to 60’ away.  It then literally and psychically “sucks” the flesh off the target’s bones and 
  ingest it (2 consecutive turns of psychic attack when the save versus magik is failed).  Thus, he 
  can attack 3 times a turn: hit – sound – psychically.  By the way, all hit by him dissolve thereafter 
  at d6 points per melee turn.  To stop those hit from dissolving, the wound must be washed in 
  holy water. 
  Special Equipment/Weapons: N/A 
  Looks: Slyth is the living manifestation 
  of evil and nightmares.  So horrible 
  to look upon, all 10th level and 
  below who see it run in absolute 
  fear (if save is made) or die of 
  fright (8th for Clerics).  Totally 
  indescribably ugly.  Ugh! 
  Notes: It can project fear or confusion 
  over a 240’ radius that effects all up 
  to 12th level.  A save still causes -2 
  to Dexterity, attack, and Intelligence 
  (TO SAVE IS A -3 ON THOSE).  It is 
  virtually impervious to magik of all 
  types.  All metal disintegrates in 1 
  turn after contact.  Magik metal has 
  a 50% chance of so doing. 
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  TEL-KROATH 
  HD: 25 
  AC: 2+5 
  Movement: 18’ (ground), 36’ (air) 
  Body: 15 
  DEX: 15 
  INT: 16 
  Immunities: 100% to fire, lightning, stoning, 
  acid; 50% to disintegrate (2d10 points) and 
  “energy” weapons 
  Alignment: Neutral 
  Number of  Spells: 18 
  Number of  “Pets”: 12d3 glass lions or silicone 
  cats 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn for 3d12 points 
  Special Abilities: His touch (save versus stone -3) turns all to glass.  He can emit a ray of green light 
  from the area where his eyes would normally be (120’ long -30’ wide at far end) every 3rd melee 
  turn that acts like his touch.  There is a 30’ diameter full confusion spell emanating from him at 
  all times. 
  Special Equipment/Weapons: N/A 
  Looks: Tel-Kroath looks like a huge, 13’ tall, eyeless, wingless, nearly transparent, glass giant.  He 
  even feels like cool, slick, smooth glass.  When he flies, radiant light beams (fan shaped) appear 
  like wings from either side of his body.  He is nearly invisible when he is motionless because of 
  his clarity. 
  Notes: He can shoot any spell of any level he chooses, but once each only each day!  Only +3 or 
  better magik weapons affect him, +2 weapons have a 50% chance of shattering, and +1 types 
  have a 90% chance.  They can’t hurt him.  He can speak any and all languages.  He prefers 
  disintegrate type magik, but generally only uses lightning and fireballs or an occasional anti-
  gravity spell. 
  THUGUMOKK (PATRON DEMON OF ALL GOBLIN KIND) 
  HD: 16 
  AC: 2+4 
  Movement: 12’ (ground), 20’ (air) 
  Body: 12 
  DEX: 14 
  INT: 16 
  Immunities: 100% to polymorph, poison, acid, 
  and gas; 50% to lightning and fire 
  Alignment: Evil 
  Number of  Spells: 18 
  Number of  “Pets”: d12 Sun Devils 
  Allies: N/A 
  Enemies: N/A 
  Attacks: 3 per turn for 1 to 40 points 
  Special Abilities: He can spit (3+1 dice) acid up to 30’ (covers 5’ by 5’) or breathe out a 40’ diameter 
  cloud of (16+1 dice) poison gas once every 3 minutes for each.  He can jump 40’ horizontally or 
  25’ vertically.  The bite does d12 points, but acts like a Sun Devil bite.  His mere touch paralyzes 
  Hobbitts, Kobbitts, Kobolds, and Goblins. 
  Special Equipment/Weapons: He usually carries around “green slime” grenades (3+1 dice), d12 in 
  number, which he can throw with +2 accuracy up to 180’. 
  Looks: Thugumokk is a dull copper colored, eyeless, winged, tailed, scaled, 12’ tall humanoid.  His 
  color goes “molten” looking when he’s angry and casts a daylight circle of light 60’ across.  His 
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  tail has three separate ends like a trident. 
  Notes: If he bites, breathes, or spits, he does not strike that turn.  He can polymorph at will, and 
  loves to sneak around looking like a small mangy looking dog or scruffy cat.  His favorite food is 
  Hobbitt, etc. meat.  He can use up to 4th level magik, but seldom does, scorning it as “weakling’s 
  work”. 
  THYMORG 
  HD: 15 
  AC: 2+2 
  Movement: 18’ (ground), 12’ (gaseous) 
  Body: 12 (leg) 
  DEX: 15 
  INT: 15 
  Immunities: 100% to acid and poison; 50% to 
  lightning 
  Alignment: Evil 
  Number of  Spells: 15 
  Number of  “Pets”: d12 shadows 
  Allies: N/A 
  Enemies: Bryghaul 
  Attacks: 2 per turn for 2d12 points 
  Special Abilities: While in gaseous form, he can “suck” 1 life level from those he envelopes per 
  melee turn.  Those thus killed become shadows under his control.  The touch of his skin (it 
  exudes an acid) causes d6 points per melee turn and thereafter, or until a Cure Disease heals it. 
  Special Equipment/Weapons: He usually carries a 30’ whip of inky black “shadow” that blasts 1 
  life level per hit.  If a save is made, it does 3d6 points damage.  He also has with him (on a 
  Mithril chain around his neck and valued at 8,000 GS) “the Eye of Against” which allows him to 
  “look” anywhere in whatever universe he’s in. 
  Looks: Purple, leathery, lumpy, warty skinned, stooped, and 9’6” tall, Thymorg’s 3 eyes (all yellow) 
  cause confusion to anyone gazing into them within 10’ of him.  He can take gaseous form, at 
  will, or become invisible. 
  Notes: He can jump 25’ in any direction, and can use 3rd level magik. 
  URANDOS (KING OF THE ICE DEMONS) 
  HD: 18 
  AC: 2+5 
  Movement: 10’ (ground), 24’ (air) 
  Body: 19 
  DEX: 15 
  INT: 15 
  Immunities: 100% to cold and lightning; stoning 
  does 2d10 points; disintegrate does 2d10 
  points; lightning does a third damage 
  Alignment: Evil 
  Number of  Spells: 12 
  Number of  “Pets”: d4 Ice Demons 
  Allies: N/A 
  Enemies: Amon-Rha 
  Attacks: 2 per turn for 2+24 plus cold 
  Special Abilities: His silver mist has a 15’ radius, and does 3+1 dice of cold damage if touched or 
  entered.  His touch does 5 dice of cold damage, and freezes solid all beings 5 dice and below.  
  For 10 times a day, he can breathe like a white dragon.  He can create Javelins of Ice and Cold (1 
  per minute) that do 4d12 points damage, and can throw them 180’ very accurately.  He can create 
  a triple wall of ice every 3 minutes, or can cause a 120’ diameter ball of fog (visibility is 3’ to 5’) 
  with a temperature of zero degrees every 5 minutes (it lasts 30 minutes).  He can also cast a 
  double Ice Storm spell 5 times a day to triple range.  He can polymorph at will and has a vampire 
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  like charm person aura. 
  Special Equipment/Weapons: N/A 
  Looks: Generally man shaped but with large bat wings and a skin like crinkly tin foil, Urandos has 3 
  large, glowing, golden eyes.  He is 11’ tall.  He is usually wreathed in a bright silver mist.  He will 
  frequently appears as a polar bear or even a Warrior maiden with silver hair and eyes, milk white 
  skin, and armor and weapons of clear blue white ice. 
  Notes: He draws power from cold, ice, and snow.  He can use up to 4th level magik and does so 
  frequently to good effect. 
  VATHAKK 
  HD: 16 
  AC: 2+2 (body), 2+5 (tentacles) 
  Movement: 12’ (ground), 20’ (air) 
  Body: 16 
  DEX: 16 
  INT: 17 
  Immunities: 100% to lightning, paralysis; 50% 
  to fire and cold; disintegrate does 2d10 
  points damage 
  Alignment: Neutral 
  Number of  Spells: 16 
  Number of  “Pets”: 2d8 6+1 to 1+1 dice Giant 
  Trolls (usually in class 2 armor with weapons)
  Allies: N/A 
  Enemies: N/A 
  Attacks: 2 per turn for 2d10 points 
  Special Abilities: His 9’ tall body generates electricity that give his tentacles an extra 4d6 points 
  damage per turn.  If you touch him, the electricity he emits will give d12 points of shock (unless 
  you hit the tentacles, then it’s as above).  He can polymorph at will.  He also has double strength 
  vampire “charm” and can command up to 6 lesser or 2 greater Earth Demons (5% chance they’ll 
  appear). 
  Special Equipment/Weapons: N/A 
  Looks: Vathakk has a Cyclops like eye (black-
  gold with a vertical slitted pupil), is grey 
  skinned (rough like a shark), is generally 
  humanoid shaped, but has two 8’ long 
  tentacles (no suckers but ending in three 
  “finders”) instead of arms.  He frequently 
  wanders about polymorphed to look like a 
  small Cave Troll.  He has wings but 
  seldom flies, preferring to dimension door 
  (triple range) which he does at will. 
  Notes: He is the “god” of all Trolls, and, as 
  such, will sometimes come to their aid 
  unasked (1% chance; if asked, there is a 
  90% chance).  His tentacles can extend 
  out to 30’ at will, and this is a tactic he 
  uses in combat when his enemies think 
  they are a safe distance away.  He then 
  snatches them.  The Trolls in his retinue 
  are usually Wraith Trolls.  He can use up 
  to 3rd level spells, and will frequently do 
  so to great effect. 
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  VORCAS 
  HD: 20 
  AC: 2+4 
  Movement: 24”/turn in water, 10”/turn on land, 
  dropping 1” per minute 
  Body: 17 
  DEX: 
  INT: 10 
  Immunities: 100% to venom and poison; 50% 
  to electricity and cold; heat does 150% 
  damage 
  Alignment: Evil 
  Number of  Spells:30 
  Number of  “Pets”: 2d8 Air Sharks and/or d4 
  Air Squids (at rare times d10 Killer Whales 
  ridden by Sahaugin) 
  Allies: Secret Friend (?) and Helper (???) 
  Enemies: Nagandas, all Fire Demons 
  Attacks: 2 claws for 3d6 and 1 sting or bite 
  Special Abilities: He regenerates all life level drains at 1 per 3 melee turns up to 20 per day (6 points 
  per turn in regeneration).  He can bite for 5d10 or sting each turn for d8 plus a paralyzing poison 
  that does 24d8 damage and causes blindness.  Saving for both still means the victim is slowed 
  and blind for d8 melee turns.  He can also generate a 24 dice charge of electricity every third 
  melee turn. 
  Special Equipment/Weapons: N/A 
  Looks: Vorcas is shiny, wet looking, smooth black skinned, sea green eyed (3 pupilless) creature with 
  webbed, 8 taloned feet and clawed hands, and 3 shark like fins vertically down its back.  It has a 
  shark like head with a mouth bright red inside, green teeth (like emerald), and red slash gills (4 
  per side) on his neck.  He has a long 12’ whip like stingray tail (red sting), and stands 18’ tall. 
  Notes: Vorcas claims to be the “Lord of the Sea Demons”.  His favorite food is Sea Elf meat.  His 
  constant war with Nagandas is a semi-legend among demon kind.  The mysterious “friend” of 
  Vorcas that intervenes in his behalf from time to time has been the one factor that keeps 
  Nagandas from winning.  He is also a hated enemy of all Fire Demons and on frequent 
  occasions helps the lesser demons of the sea raid them.  He also likes to torture his captives, and 
  uses 7 spells up to 3rd level. 
  366
  Timothy Schaefer (order #5257304)
  
  HELL SPIRALS 
  A Hell Spiral is a runic path that acts as a road, or gate, to other planes, times, or places.  They are 
  usually carved (sometimes painted), and hurt the eyes if looked at for too long a period of time.  
  Those with true seeing have a tendency to go catatonic if they stare at one! 
  The person wishing to utilize this means of travel must step onto the outside point of the spiral, 
  looking only down (always!) to where his feet go next.  He then must proceed along the runed spiral 
  track, never wavering and never trying to stop or go back.  If he does, disaster! 
  For a DM to adjudicate a character’s success at walking such a spiral, use the below chart: 
  LEVEL 
  % TO COMPLETE 
  % TO ENCOUNTER 
  1st 
  10% 
  1% 
  2nd 
  20% 
  5% 
  3rd 
  30% 
  10% 
  4th 
  40% 
  15% 
  5th 
  50% 
  25% 
  6th 
  60% 
  35% 
  8th 
  70% 
  45% 
  10th 
  80% 
  55% 
  15th 
  90% 
  65% 
  20th 
  100% 
  75% 
  NOTES 
  An “Encounter” is meeting some denizen of limbo or other such nasty thingy.  Demons, ghosts, you 
  know, fun stuff like that! 
  A failure to complete results in the character being ejected out of the spiral at a random area, if he 
  survives the below chart.  That failure results in the following: 
  DIE ROLL 
  RESULT 
  1 
  Death 
  2 
  Whimsy Change 
  3 
  Go Insane 
  4 
  Age 50% 
  5 
  Death 
  6 
  Random Hell 
  7 
  Random Life Change 
  8 
  Death 
  9 
  Random Hell 
  10 
  Lose Half Strength 
  11 
  Go Blind 
  12 
  Death 
   
  367
  Timothy Schaefer (order #5257304)
  
  GAME MASTER 
  RESOURCES 
  DUNGEON MASTERS SOLO DETERMINATION 
  CHARTS AND NOTATIONS 
  From Arduin Grimoire III (Pages 8 – 10) 
  RANDOM ENCOUNTER CHART 
  From Arduin Grimoire III (Page 95) 
  ENCOUNTER REACTION ROLL CHART 
  From Arduin Grimoire III (Page 95) 
  RANDOM LIFE STYLE CHANGES 
  From Arduin Grimoire III (Page 28) 
  REINCARNATION CHARTS 
  From Arduin Grimoire II (Pages 25 – 26) 
  CHARACTER RESURRECTION CHART 
  From Arduin Grimoire II (Page 24) 
  MOST MALIGNANT AND MALEFIC MISERIES 
  KNOWN 
  From Arduin Grimoire I (Pages 78 – 79) 
  NOTES ON FANTASTIC BEINGS 
  From Arduin Grimoire I (Pages 11 – 12) 
   
   
  368
  Timothy Schaefer (order #5257304)
  
  DUNGEON MASTER’S SOLO DETERMINATION CHARTS AND NOTATIONS 
  POLITICAL ALIGNMENT CHART 
  DIE ROLL 
  BASIC RESULTS 
  NOTES 
  01 – 05 
  no change 
  as it states 
  06 – 10 
  slight dissatisfaction 
  10% possibility of intrigue 
  11 – 15 
  no change 
  as it states 
  16 – 20 
  moderate dissatisfaction 
  25% chance of intrigue 
  21 – 25 
  no change 
  as it states 
  26 – 30 
  great dissatisfaction 
  50% chance of intrigue 
  31 – 35 
  no change 
  as it states 
  36 – 40 
  immense dissatisfaction 
  75% chance of intrigue 
  41 – 45 
  no change 
  as it states 
  46 – 50 
  absolute dissatisfaction 
  100% immediate intrigue, etc. 
  51 – 55 
  ho change 
  as it states 
  56 – 60 
  higher standing offered politically 
  25% chance for advancement 
  61 – 65 
  as above but for “a favor” 
  depends on favor asked 
  66 – 70 
  no change 
  as it states 
  71 – 75 
  small bribe offered (100 GS or less) 
  5% chance of acceptance 
  76 – 80 
  no change 
  as it states 
  81 – 85 
  moderate bribe offered (up to 1,000 GS) 
  20% chance of acceptance 
  86 – 90 
  no change 
  as it states 
  91 – 95 
  large bribe offered (1 – 100,000 GS) 
  50% chance of acceptance 
  96 – 99 
  assassination attempt, wounded only 
  50% chance of retaliation 
  100 
  as above, but it succeeds, character dies 
  as it states 
  369
  Timothy Schaefer (order #5257304)
  
  DUNGEON MASTER’S SOLO DETERMINATION CHARTS AND NOTATIONS 
  INTRIGUE AND POLITICAL DEALS CHART 
  DIE ROLL 
  BASIC RESULTS 
  NOTES 
  01 
  mild intrigue against own faction 
  nothing permanently hurtful 
  02 
  as above, but against the opposition 
  as above, it’s “the game” 
  03 
  moderate intrigue against own faction 
  one person singled out 
  04 
  as above, but for the opposition 
  politically damaging 1 person 
  05 
  heavy intrigue against own faction 
  out to ruin a rival 
  06 
  as above, but for the opposition 
  character ruination 
  07 
  involved in assassination plot, own faction 
  peripheral involvement 
  08 
  as above, but for opposition 
  as above 
  09 
  active member in assassination, own faction 
  out to get an “enemy” 
  10 
  as above, but for the opposition 
  true belief in its “rightness 
  11 
  chosen to be the assassin, own party 
  as it says, fanatical 
  12 
  as above, but for the opposition 
  as above 
  13 
  attempting internal power play (takeover) 
  for one’s own political group 
  14 
  selling out to the opposition (secretly) 
  as it says 
  15 
  as above, but public break 
  as it says 
  16 
  disinvolving oneself from politics 
  for d20 months 
  17 
  as above, but permanently 
  as it says 
  18 
  marrying for political gain 
  as it says 
  19 
  marrying for love 
  not good politically usually 
  20 
  character commits suicide for political reasons, in public (35% 
  chance) or private (65% chance) 
  as it implies 
  Special Note: Roll from the Political Alignment Chart each month of play, and whenever anything other than a “No Change” is rolled, then roll 
  from the Intrigue And Political Deals Chart.  During times of crisis, roll each week, or even daily, depending on its seriousness. 
  370
  Timothy Schaefer (order #5257304)
  
  DUNGEON MASTER’S SOLO DETERMINATION CHARTS AND NOTATIONS 
  BAD RANDOM EVENT CHART 
  DIE ROLL 
  BASIC RESULTS 
  NOTES 
  01 
  no random results 
  as it says 
  02 
  pick pocketed 
  lose d100 GS 
  03 
  no random results 
  as it says 
  04 
  robbed at weapon point 
  loss as #2, 15% chance of fight 
  05 
  brawl in an inn or restaurant 
  15% chance of permanent injury 
  06 
  thrown by your horse, etc. 
  25% chance of permanent injury 
  07 
  no random results 
  as it says 
  08 
  arrested on minor charges (false) 
  10% chance of a conviction, etc. 
  09 
  mo random results 
  as it says 
  10 
  arrested on serious charges (false) 
  20% chance of conviction, etc. 
  11 
  no random results 
  as it says 
  12 
  arrested on death warrant charges (false) 
  conviction chance is 5% 
  13 
  no random results 
  as it says 
  14 
  minor illness 
  incapacitated d10 days 
  15 
  no random results 
  as it says 
  16 
  moderate illness, 15% chance of permanent damage 
  out for 5d10 days 
  17 
  no random results 
  as it says 
  18 
  serious illness, 35% damage chance 
  incapacitated for 10d10 days 
  19 
  terminal illness, 5% recovery chance 
  death in d100 days 
  20 
  altercation with nobility, 20% chance of brawl 
  results are varied 
  371
  Timothy Schaefer (order #5257304)
  
  DUNGEON MASTER’S SOLO DETERMINATION CHARTS AND NOTATIONS 
  GOOD RANDOM EVENT CHART 
  DIE ROLL 
  BASIC RESULTS 
  NOTES 
  01 
  fall madly in love with same type 
  20% chance of no marriage 
  02 
  no random results 
  as it says 
  03 
  girl of same type falls madly in love with 
  10% chance she’s rich 
  04 
  no random results 
  as it says 
  05 
  fall madly in love with different type female 
  45% no marriage chance 
  06 
  as above, but the female’s in love with you 
  25% chance she’s rich 
  07 
  no random results 
  as it says 
  08 
  take a short trip to the closest big city 
  20% chance of misfortune 
  09 
  no random results 
  as it says 
  10 
  take a long trip to another country 
  25% chance of misfortune 
  11 
  inherit a small fortune 
  d100 GS 
  12 
  no random results 
  as it says 
  13 
  inherit a moderate fortune 
  100 – 1,000 GS 
  14 
  no random results 
  as it says. 
  15 
  join an established household 
  15% chance it will not work out 
  16 
  no random results 
  as it says 
  17 
  be befriended by a noble 
  20% chance it will not work out 
  18 
  no random results 
  as it says 
  19 
  earn a “favor” from royalty 
  10% of it being a “great” one 
  20 
  inherit a large fortune 
  1,000 – 100,000 GS 
  It is 50/50 which Random Event Chart must be rolled on each month.  However, each chart must be rolled on at least three times a year.  Remember, 
  the above charts are only a guideline, and the final arbitrator is always the DM. 
  372
  Timothy Schaefer (order #5257304)
  
  DUNGEON MASTER’S SOLO DETERMINATION CHARTS AND NOTATIONS 
  FAMILIAL RANDOM CIRCUMSTANCES CHART 
  DIE ROLL 
  BASIC RESULTS 
  NOTES 
  01 
  minor illness in family 
  sick for d10 days 
  02 
  no random results 
  as it says 
  03 
  moderate illness, 15% chance of permanent injury 
  sick for 5d10 days 
  04 
  no random results 
  as it says 
  05 
  serious illness, 35% chance of permanent injury 
  sick for 10d10 days 
  06 
  no random results 
  as it says 
  07 
  terminal illness 
  death in d100 days 
  08 
  close kin murdered by your enemies 
  10% chance of finding killer 
  09 
  no random results 
  as it says 
  10 
  close kin goes permanently insane 
  you have to care for them 
  11 
  no random results 
  as it says 
  12 
  spouse or lover deserts you for another 
  10% chance of finding them 
  13 
  pregnancy in your household 
  as applicable 
  14 
  no random results 
  as it says 
  15 
  spouse or lover inherits a fortune 
  100-10,000 GS 
  16 
  no random results 
  as it says 
  17 
  family fortune/jewels are lost/stolen 
  5% chance of recovery 
  18 
  royal “favor” earned by close kin 
  10% chance it’s “great” 
  19 
  no random results 
  as it says 
  20 
  close kin falls madly in love with you 
  20% chance you reciprocate 
  Note: The Familial Random Circumstances Chart is used only by characters that are married or belong to a proper “house”.  No others need roll 
  on this chart.  The previous charts are generally used by non-player characters (Kings, Sheriffs, Nobles, etc.) in campaign style games; however, they 
  are quite playable when used by regular characters. 
  373
  Timothy Schaefer (order #5257304)
  
  RANDOM ENCOUNTER CHART 
  DIE 
  ROLL 
  MAIN 
  ROAD 
  SECONDARY 
  ROAD 
  INSIDE 
  DUNGEON MOUNTAINS
  HEAVY 
  FOREST
  LIGHT 
  FOREST
  GRASS 
  PLAINS 
  JUNGLE
  SWAMP 
  DESERT
  AT SEA 
  ALL 
  OTHER
  01 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NF 
  02 
  NE 
  NE 
  NE 
  NE 
  LP 
  LP 
  LP 
  MON 
  MON **
  NE 
  MON * 
  NE 
  03 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  LT 
  NE 
  MON 
  LP 
  NE 
  NE 
  04 
  NE 
  LP 
  NE 
  NE 
  NE 
  NE 
  MON 
  NE 
  MON **
  NE 
  NE 
  NE 
  05 
  LP 
  LT 
  MON 
  LP 
  MON 
  LP 
  NE 
  NE 
  NE 
  MON * 
  MON * 
  LP 
  06 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  MON 
  LP 
  NE 
  LT 
  LT 
  07 
  NE 
  NE 
  NE 
  NE 
  NE 
  BB 
  NE 
  HE 
  NE 
  NE 
  NE 
  NE 
  08 
  LT 
  MON 
  MON 
  NE 
  BB 
  LT 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  09 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  LP 
  NE 
  LT 
  MON 
  BB 
  10 
  MON 
  BB 
  MON 
  BB 
  LT 
  NE 
  LT 
  NE 
  NE 
  NF 
  NE 
  NE 
  11 
  LP 
  NE 
  NE 
  NE 
  NE 
  LT 
  BB 
  NE 
  LT 
  NE 
  BB 
  MON 
  12 
  NE 
  NE 
  NE 
  LT 
  MON **
  NE 
  MON * 
  LT 
  NE 
  MON 
  LP 
  NE 
  13 
  NE 
  NE 
  NE 
  NE 
  NE 
  MON 
  NE 
  ME 
  NE 
  MON **
  NE 
  NE 
  14 
  LP 
  LT 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  BB 
  NE 
  MON 
  NE 
  15 
  NE 
  NE 
  MON 
  MON ** 
  NE 
  NE 
  NE 
  BB 
  NF 
  NE 
  NE 
  NE 
  16 
  NE 
  MON 
  NE 
  NE 
  BB 
  NE 
  LT 
  HE 
  MON **
  NE 
  NE 
  NE 
  17 
  BB 
  NE 
  NE 
  NE 
  NE 
  MON **
  LP 
  NE 
  MON 
  NE 
  LP 
  LP 
  18 
  NE 
  BB 
  MON 
  BB 
  NE 
  MON 
  NE 
  NE 
  MON **
  LT 
  NE 
  NE 
  19 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  NE 
  BB 
  NF 
  20 
  MON 
  MON 
  MON 
  MON 
  MON 
  BB 
  BB 
  MON **
  MON 
  BB 
  NE 
  NE 
   
  NE –No Encounter 
  LT –Local Troops 
  BB –Bandits Or Brigands 
  MON – Monster 
  LP –Local Populace 
  * – flyer type monster 
  ** – local non-magikal (i.e. animal or other predator) critter(s) 
  Remember, with any “meeting” situation, roll a d12 for the results of the encounter (see the Encounter Reaction Roll Chart for details). 
  374
  Timothy Schaefer (order #5257304)
  
  ENCOUNTER REACTION ROLL CHART 
  DIE 
  ROLL 
  REACTION 
  01 
  Flee in abject terror 
  02 
  Flee as fast as possible 
  03 
  Retreat hastily, but in order 
  04 
  Retreat as above, but with a 20% chance of warily returning 
  05 
  Retreat as above, but with a 45% return chance 
  06 
  hesitate, with a 50/50 chance of retreating as in #5 
  07 
  As above, but with a 65% chance of staying to “see what’s happening” 
  08 
  As above, but with a 90% chance of staying, and a 50/50 chance of investigating cautiously
  09 
  Advance warily to “see what it can see”, no fear or hesitation 
  10 
  Advance aggressively to fight, no chance of running 
  11 
  Headlong immediate charge 
  12 
  Ambush: as for #11 
  RANDOM LIFE STYLE CHANGES 
  (AS PER WHIMSY / FATE / REINCARNATION) 
  Roll percentile dice; 75 or less rolls are on the regular chart, 76 or higher rolls on the special chart. 
  REGULAR CHART 
   
  SPECIAL CHART 
  DIE ROLL 
  NEW CLASS 
  DIE ROLL 
  NEW CLASS 
  1 
  Bard 
  1 
  Psychic 
  2 
  Warrior 
  2 
  Witch Hunter 
  3 
  Saint 
  3 
  Rune Singer 
  4 
  Slaver 
  4 
  Dual Class * 
  5 
  Techno 
  5 
  Rune Weaver 
  6 
  Normal 
  6 
  Outlaw 
  7 
  Dual Class * 
  7 
  Sage 
  8 
  Courtesan 
  8 
  Martial Artist 
  9 
  Druid 
  9 
  Dual Class * 
  10 
  Cleric 
  10 
  Star Powered Mage 
  11 
  Trader 
   
  12 
  Barbarian Warrior 
  * – Roll twice on the Regular Chart, and use 
  both new classes thus acquired.  Reroll 
  only if you receive this result again. 
  13 
  Assassin 
  14 
  Medicine Han 
  15 
  Alchemist 
  16 
  Forrester 
  17 
  Paladin 
  18 
  Illusionist 
  19 
  Thief 
  20 
  Mage 
   
  375
  Timothy Schaefer (order #5257304)
  
  RANDOM REINCARNATION CHART 
  1 
  Monkey 
  26 Male Dwarf 
  51
  Harpy 
  76
  Pheonix 
  2 
  House Cat 
  27 Female Dwarf 
  52
  Gargoyle 
  77
  Small Bear 
  3 
  Dog 
  28 Male Gnome 
  53
  Hawkman 
  78
  Large Bear 
  4 
  Small Bird 
  29 Female Gnome 
  54
  Sphinx 
  79
  Air Shark 
  5 
  Small Insect 
  30 Saurig 
  55
  Manticore 
  80
  Basilisk 
  6 
  Small Fish 
  31 Phraint 
  56
  Cockatrice 
  81
  Deodanth 
  7 
  Rabbit 
  32 Haggorym 
  57
  Skyray 
  82
  Brownie 
  8 
  Bat 
  33 Male Ogre 
  58
  Wobra 
  83
  Dryad 
  9 
  Fox 
  34 Female Ogre 
  59
  Large Snake * 
  84
  Ent 
  10 Turtle 
  35 Pegasus 
  60
  Medusa 
  85
  Spiga 
  11 Small Snake * 
  36 Unicorn 
  61
  Hill Giant 
  86
  Sluggoth 
  12 Male Human 
  37 Griffon 
  62
  Stone Giant 
  87
  Maggoth 
  13 Female Human 
  38 Hippogryf 
  63
  Fire Giant 
  88
  random ooze, etc. 
  14 Male Elf 
  39 Roc 
  64
  Frost Giant 
  89
  Minotaur 
  15 Female Elf 
  40 Baboon 
  65
  Cloud Giant 
  90
  Merman/Mermaid 
  16 Male Half Elf 
  41 Large Bird 
  66
  Storm Giant 
  91
  Troll 
  17 Female Half Elf 
  42 Large Insect 
  67
  Titan 
  92
  Small Deer, etc. 
  18 Common Orc 
  43 Large Fish 
  68
  Golden Owl 
  93
  Large Bison, etc. 
  19 Uruk Hai Orc 
  44 Wolf 
  69
  Vord 
  94
  Throon 
  20 Goblin 
  45 Warg 
  70
  Moon Dog 
  95
  random undead 
  21 Hobgoblin 
  46 Cheetah 
  71
  Sun Devil 
  96
  random dragon kind 
  22 Kobold 
  47 Puma 
  72
  Wind Devil 
  97
  Succubus 
  23 Kobbitt 
  48 Leopard/Jaguar 
  73
  Efreet 
  98
  random elemental 
  24 Pixie 
  49 Lion 
  74
  Djinn 
  99
  random werecreature 
  25 Nixie 
  50 Tiger 
  75
  Salamander 
  100 younger version of self 
  (roll % of current age) 
  * – Indicates a 33% chance the thing is venomous. 
  Note: This chart is only an example; other sources are available for use as random roll charts; All 
  The World’s Monsters and sections derived from The Arduin Grimoire Volume I (especially 
  for the random werecreature charts) are but two examples. 
  RANDOM UNDEAD CHART (REINCARNATION) 
  1 
  Skeleton 
  4 
  Shadow 
  7 
  Spectre 
  10 Vampire 
  2 
  Zombie 
  5 
  Wight 
  8 
  Morghoul 
  11 Ghost Crab 
  3 
  Ghoul 
  6 
  Wraith 
  9 
  Ghost 
  12 Exotic 
  DISTANCE FOR REINCARNATION CHART 
  01 – 05 
  100 miles 
  51 – 60 
  2,000 miles 
  06 – 10 
  250 miles 
  61 – 70 
  2,500 miles 
  11 – 20 
  300 miles 
  71 – 80 
  3,000 miles 
  21 – 30 
  400 miles 
  81 – 90 
  3,500 miles 
  31 – 40 
  750 miles 
  91 – 95 
  4,000 miles 
  41 – 45 
  1,000 miles 
  96 – 99 
  5,000 miles 
  46 – 50 
  1,500 miles 
  100 
  within d20 miles of place of death 
  Find the type nearest your own, and use that to figure as a base.  There is always at least a 1% failure 
  rate for resurrection by any means. 
  376
  Timothy Schaefer (order #5257304)
  
  CHARACTER RESURRECTION CHART 
  CHARACTER 
  TYPE 
  + PER 
  LEVEL 
  + PER 
  CONSTITUTION POINTS
  BASE 
  CHANCE
  OTHER FACTORS 
  Elves * 
  1% 
  1% 
  55% 
  One try only! 
  Dwarves 
  1% 
  2% 
  45% 
  Very rugged types. 
  Hobbitts 
  2% 
  2% 
  30% 
  Small but tough. 
  Half Elves ** 
  2% 
  1% 
  35% 
  Better than average. 
  Uruk Hai 
  1% 
  3% 
  40% 
  Extremely tough. 
  Orcs 
  1% 
  2% 
  30% 
  Pretty tough. 
  Half Orcs 
  2% 
  1% 
  25% 
  Better than average. 
  Gnomes 
  1% 
  2% 
  48% 
  Very rugged. 
  Amazons 
  2% 
  2% 
  25% 
  Tougher than they look. 
  Phraints 
  3% 
  1% 
  33% 
  Very tough. 
  Saurigs 
  0.5% 
  2.5% 
  36% 
  Very tenacious. 
  Gnolls 
  1.5% 
  1.5% 
  30% 
  Tough customers. 
  Trolls 
  0.5% 
  2.5% 
  48% 
  Extremely hard to kill. 
  Goblins 
  0.5% 
  1% 
  38% 
  Small but tough. 
  Hobgoblins 
  0.5% 
  1% 
  40% 
  Tougher than they look. 
  Kobbitts *** 
  1.5% 
  2.5% 
  32.5% 
  Small and strong. 
  Centaurs 
  1% 
  3.5% 
  48% 
  Large and strong. 
  Mermen 
  0.5% 
  1.5% 
  33% 
  Very strong. 
  Mermaids 
  0.5% 
  1% 
  30% 
  Strong and tough. 
  Tritons 
  1% 
  1% 
  35% 
  Strong and tough. 
  Ogres 
  0.5% 
  2% 
  48% 
  Big and strong. 
  Lesser Giants 
  0.5% 
  2.5% 
  50% 
  Very big and tough. 
  Greater Giants 
  0.5% 
  3% 
  55% 
  Some of the biggest. 
  Titans 
  1% 
  1.5% 
  52% 
  Some of the toughest. 
  Gnorcs 
  0.5% 
  2.5% 
  44% 
  Tough and ugly. 
  Haggorym 
  0.5% 
  1.5% 
  38% 
  Ugly and tough. 
  Cave Men 
  0.5% 
  1% 
  32% 
  Tougher than normal. 
  Gargoyles 
  0.5% 
  2% 
  40% 
  Hard to stop. 
  Furies 
  0.5% 
  1.5% 
  38% 
  Tough to slow up. 
  Pixies 
  1% 
  1% 
  50% 
  Magikally tough. 
  Nixies 
  1% 
  1% 
  50% 
  Magikally tough. 
  Deodanths 
  1% 
  1.5% 
  45% 
  Extremely tough. 
  Throon 
  0.5% 
  2% 
  48% 
  Very strong and tough. 
  Khorbs 
  0.5% 
  1.5% 
  44% 
  Tough and strong. 
  377
  Timothy Schaefer (order #5257304)
  
  CHARACTER RESURRECTION CHART (CONTINUED) 
  CHARACTER 
  TYPE 
  + PER 
  LEVEL 
  + PER 
  CONSTITUTION POINTS
  BASE 
  CHANCE
  OTHER FACTORS 
  Brownies 
  1% 
  1% 
  60% 
  Magikally very tough. 
  Lesser Mammals 
  1% 
  1% 
  25% 
  Varies by species. 
  Greater Mammals 
  1% 
  1.5% 
  28% 
  Varies by species. 
  Lesser Reptiles 
  0.5% 
  1.5% 
  30% 
  Varies by species. 
  Greater Reptiles 
  0.5% 
  2% 
  36% 
  Varies by species. 
  Lesser Avians 
  0.5% 
  0.5% 
  20% 
  Not very tough. 
  Greater Avians 
  0.5% 
  1% 
  25% 
  Still not very strong. 
  Lesser Piscoids 
  0.5% 
  1% 
  22% 
  Not tough at all. 
  Greater Piscoids 
  0.5% 
  1.5% 
  25% 
  Not average in Strength. 
  Lesser Insects 
  0.5% 
  1% 
  25% 
  About average. 
  Greater Insects 
  0.5% 
  1.5% 
  30% 
  Above average. 
  Balrogs 
  1.5% 
  2% 
  50% 
  Damn tough. 
  Lesser Demons 
  1.5% 
  2% 
  55% 
  Extremely hard to kill. 
  Greater Demons 
  1.5% 
  3% 
  60% 
  The hardest of all. 
  Male Humans 
  1% 
  1% 
  20% 
  The weak average. 
  Female Humans 
  1% 
  1.5% 
  18% 
  The weak average. 
   
  * – Females are identical except start at a 
  2% lower base. 
  ** – As for Elves. 
  *** – Kobolds are identical, except they 
  have a 2% per Constitution rate. 
   
  378
  Timothy Schaefer (order #5257304)
  
  MOST MALIGNANT AND MALEFIC MISERIES KNOWN 
  WHERE USUALLY 
  CONTRACTED 
  NAME OF MALADY 
  SYMPTOMS AND EFFECTS 
  Swamps 
  The Scarlet Screaming Sickness 
  The victim turns bright scarlet and feels, literally like he’s on fire!  So he screams.  It 
  is not fatal, but the pain is so bad there is a 10% chance per day (it lasts 5 – 10 days) 
  that the victim will go permanently crazy. 
  Swamps 
  The Green Ague 
  (The Green Shakes) 
  The person turns dull, splotchy green, and shakes uncontrollably with brief muscle 
  knotting spasms every few minutes (d12 per hour).  Usually not fatal, people have a 
  10% chance per day (lasts d10 days) of d100% permanent paralysis. 
  Swamps 
  The Melting Sickness 
  (The Slime Sickness) 
  The persons flesh becomes soft and runs oozily like melted wax, until he is so 
  malformed he dies.  He “melts” 10% per day, and it lasts d10 days (10 days being 
  fatal).  The melted look is permanent, and needs a wish to change (or raise dead 
  fully). 
  Moors 
  The Steaming Doom 
  (Smoking Death) 
  The person begins to lose body water in the form of perspiration and steam.  He 
  loses 10% body water per hour until he dies all dehydrated and withered like an 
  “apple doll” or a raisin.  It’s painful, ugly, and eminently fatal always. 
  Desert 
  The Grey Rot 
  (Crumbling Doom) 
  The person has 5% of his body per hour turn grey and crumbly like dry mold (it 
  flakes off), and will literally “crumble to death” in 20 hours unless healed.  In fact, 
  after 12 – 15 hours most have already died (body still crumbles away). 
  Desert 
  Curse of the White Eyes 
  (The White Blindness) 
  The victim has hot and cold chills and his eyes lose all vision (and turn pure white) 
  at the rate of 5%/hour.  After it’s run its course (20 – 25 hours) the blindness has a 
  99% chance of permanence (less 3% per Constitution point). 
  Desert 
  The Bursting Sickness 
  (The Exploding Ague) 
  The victim’s stomach begins to swell with gas (he farts and burps constantly) until 
  he is screaming in pain.  In 4 – 6 hours, he swells so much he bursts like an 
  overripe grape and dies.  It is very painful and very fatal. 
  Desert 
  The Spiraling Death 
  (The Doom Spiral) 
  The victims motor/nerve/stability centers malfunction, and he walks in an ever 
  smaller spiral (he sees it as a straight line).  It lasts 3d10 days, and is not fatal in 
  itself.  It has a 3% chance per day of becoming permanent. 
  379
  Timothy Schaefer (order #5257304)
  
  MOST MALIGNANT AND MALEFIC MISERIES KNOWN (CONTINUED) 
  WHERE USUALLY 
  CONTRACTED 
  NAME OF MALADY 
  SYMPTOMS AND EFFECTS 
  Mountains 
  The Angry Fever 
  (The Red Rage) 
  The victim froths at the mouth, screams incoherently, flies (unpredictably) into 
  berserker rages, and attacks all near him in eye rolling fury (d10 per day).  It lasts 
  d10 days, and has a 10% per day chance of permanency. 
  Mountains 
  The Stumbling Mania 
  (The Laughing Sickness) 
  The victim stumbles (his depth perception is off d100%) and wanders aimlessly, all 
  the while laughing helplessly.  He cannot stop laughing nor wandering around until 
  he drops in exhaustions.  It lasts d20 days, but the victim usually dies after 8 – 12 
  days from sheer exhaustion. 
  Forest 
  The Red Sleep 
  The victim becomes pale red and falls into a deep, trance like sleep that cannot be 
  broken.  It lasts until cured or until the victim starves to death (8 – 15 days).  This 
  is a rare and seldom seen sickness. 
  Forest 
  The Withering Wakelessness 
  (The Grey Sleep or The Mummy’s Curse) 
  The victim slowly becomes old and withered, and cannot sleep.  It lasts 3d10 days, 
  and withers 3 years per day (permanently).  There is a 5% chance per day more 
  than 7 of insanity (10% chance permanent per day) due to sleeplessness. 
  Forest 
  The Black Bloat 
  (The Oliphant’s Sickness) 
  The victim turns splotchy black, and swells and bloats up in odd and random 
  places.  Then the bloated area fills with body liquid, and it becomes permanently (as 
  in elephantiasis) that way.  It’s not fatal unless it settles in the heart (10% chance).  
  It lasts 4d10 days, bloating 2% day. 
  Cities 
  The Bending Fever 
  (Twister) 
  The limbs of the victim become twisted, gnarled, and bent.  It lasts d10 days, the 
  victim losing 10% Agility, Dexterity, and speed per day.  It can be fatal if the neck 
  area is affected (neck snaps), but it’s only a 10% chance. 
  Snow And Arctic 
  Areas 
  The Aurora Fever 
  (The Glowing Madness) 
  The victim glows pale blue white, and gibbers, moans, shrieks, laughs, and capers 
  madly about insanely.  It lasts 3d10 days, and has a 3% chance per day of becoming 
  permanent.  However, because one trait of those afflicted is to strip naked in the 
  heat of their fever, they usually freeze to death in d3 days. 
   
  380
  Timothy Schaefer (order #5257304)
  
  NOTES ON FANTASTIC BEINGS 
  TYPE 
  AVERAGE 
  LIFE SPAN 
  (ARDUIN 
  YEARS) 
  AGE OF 
  MAJORITY 
  (ADULT) 
  USUAL 
  ALIGNMENT 
  ABILITY TO 
  MATE FERTILITY 
  WITH HUMANS 
  GENERAL 
  TEMPERAMENT 
  NOTES, OBSERVATIONS, AND 
  TYPICAL STUFF 
  Elf 
  Immortal 
  100 
  Chaotic Good
  Yes 
  Aloof, Elitist 
  Seldom mingle with non-Elves 
  Half Elf 
  1,000+ 
  40 
  Neutral 
  Yes 
  Aloof 
  Usually denying one or the other part 
  of themselves 
  Dwarf’ 
  300 
  50 
  Lawful, Good 
  Yes 
  Gruff, Touchy 
  Not well liked, touchy, fight a lot, 
  greedy 
  Gnome 
  330 
  55 
  Neutral 
  Yes 
  Secretive, Grouchy 
  Seldom seen, dislike daylight and 
  company 
  Hobbitt 
  150 
  30 
  Lawful, Good 
  Yes 
  Happy, Hungry 
  Always eating, brave, but usually inept 
  Amazon 
  90 
  18 
  Neutral 
  Yes 
  Boastful, Arrogant 
  Pushy, men-baiters, frequently lesbian 
  Human 
  80 
  17 (G) 
  Neutral 
  – 
  Extremely Varied 
  The best & the worst of everything. 
  Orc 
  Immortal 
  15 
  Chaotic Evil 
  Yes * 
  Savage, Treacherous
  Warlike, quarrelsome, love to kill 
  Half Orc 
  500+ 
  16 
  Chaotic Evil 
  Yes 
  Crafty, Vicious 
  Prefer ambushes to battles, petty 
  Kobold 
  120 
  15 
  Chaotic Evil 
  No 
  Sneaky, Cowardly 
  They love to gang up on cripples, 
  Thieves 
  Kobbitt 
  180 
  20 
  Neutral 
  No 
  Crafty, Greedy 
  Thieving, pranksters, can be vicious 
  Goblin 
  300 
  12 
  Chaotic Evil 
  No 
  Cunning, Sadistic 
  Always trying to be “better than damn 
  Orcs!” 
  Hobgoblin 
  330 
  14 
  Chaotic Evil 
  No 
  Treacherous, Volatile Worse than goblins, even nastier 
  Gnoll 
  1,000+ 
  16 
  Neutral 
  No 
  Cunning, Tenacious
  Warlike, seldom gives up, love to argue
  Troll 
  Immortal 
  20 
  Chaotic Evil 
  No 
  Slow-Witted, 
  Tenacious 
  Fearsome when aroused, but really 
  dumb 
  Ogres & Lesser 
  Giants 
  500+ 
  45 
  Chaotic Evil 
  Yes 
  Slow-Witted But 
  Volatile 
  Fierce fighters but loners & easily 
  fooled 
  Frost & Greater 
  Giants 
  1,000+ 
  60 
  Neutral 
  Yes 
  Bombastic, Greedy 
  Tougher to fool than the above but still 
  loners 
  381
  Timothy Schaefer (order #5257304)
  
  NOTES ON FANTASTIC BEINGS (CONTINUED) 
  TYPE 
  AVERAGE 
  LIFE SPAN 
  (ARDUIN 
  YEARS) 
  AGE OF 
  MAJORITY 
  (ADULT) 
  USUAL 
  ALIGNMENT 
  ABILITY TO 
  MATE FERTILITY 
  WITH HUMANS 
  GENERAL 
  TEMPERAMENT 
  NOTES, OBSERVATIONS, AND 
  TYPICAL STUFF 
  Titans 
  Immortal 
  55 (G) 
  Neutral 
  Yes 
  Arrogant, Aloof 
  Disciplined occasionally, usually loners, 
  tough 
  Pixies 
  Immortal 
  30 
  Chaotic Good
  No 
  Secretive, Playful 
  Like children and like them, at times, 
  playful very cruel 
  Nixies 
  Immortal 
  25 
  Chaotic Evil 
  No 
  Sneaky, Vicious 
  Hateful, little terrors that torment all, 
  vicious 
  Phraints 
  300+ 
  12 
  Amoral 
  No 
  Absolutely Logical 
  Emotionless, cold, but extremely loyal 
  Harpies, Furies, 
  Gargoyles 
  1,000+ 
  22 
  Chaotic Evil 
  Yes * 
  Fanatic, Insane, 
  Savage 
  Erratic, fanatical, sadistic 
  Centaurs 
  500+ 
  15 (G) 
  Chaotic Good
  Yes * 
  Arrogant, Crafty 
  Always looking to be “one up”, wise 
  but not nice 
  Minotaurs 
  500+ 
  12 (G) 
  Chaotic Evil 
  Yes * 
  Blindly Angry 
  Not much to say, always horny, always 
  savage 
  Saurigs 
  150 
  10 (G) 
  Neutral 
  No 
  Cunning But Slow 
  Dislike 
  humans 
  greatly, 
  usually 
  treacherous 
  Dragons 
  10,000+ 
  Special 
  Neutral 
  No 
  Greedy, Sneaky 
  Can be a great friend, but they’ll 
  usually eat you 
  Salamanders, 
  Afreet, Djinn, Etc. 
  10,000+ 
  100 
  Chaotic Evil 
  Yes * 
  Cunning, Sly, 
  Treacherous 
  Always out to nail their “masters”, 
  dangerous 
  Balrogs 
  Immortal 
  100 (G) 
  Chaotic Evil 
  No 
  Savage, Arrogant 
  Death incarnate, sadistic, terrifying 
  Lesser Demons 
  Immortal 
  Varies 
  Chaotic Evil 
  No 
  Varies By Type 
  Varies by type 
  Greater Demons 
  Immortal 
  Varies 
  Chaotic Evil 
  Yes * 
  Varies By Type 
  Varies by type 
  Most “Gods” 
  Immortal 
  Varies 
  Variable 
  Yes * 
  Varies By Type 
  Varies by type 
   
  * – Indicates offspring are usually “mules” (sterile) 
  (G) – Indicates full growth not then reached 
   
  382
  Timothy Schaefer (order #5257304)
  
  DUNGEONS 
  DUNGEONS 
  From Arduin Grimoire II (Page 75) 
  KEY TO DUNGEON “SIGN POSTS” 
  From Arduin Grimoire II (Page 65) 
  DUNGEON MONSTER ENCOUNTER CHART 
  From Arduin Grimoire I (Page 69 – 70) 
  RANDOM FOG AND MIST GENERATION 
  CHART FOR DUNGEON ROOMS 
  From Arduin Grimoire I (Pages 75 – 76) 
   
   
  383
  Timothy Schaefer (order #5257304)
  
  DUNGEONS 
  Monsters and treasure should never be distributed in a dungeon by a rigid “law” or “plan” laid out by 
  some book or other person.  REMEMBER!  This is your world and your dungeon, and only you can 
  see all sides to everything, so it is only you that can build and stock your dungeon or world.  Take the 
  time, and you will find that the game will be so much more fun for your friends and yourself.  As it 
  happens, in my Multiverse, dungeon rooms are about 60% empty of monsters and treasures (but 
  nearly every single one has fog, mist, weird sounds, or some other interesting feature).  The 40% that 
  have inhabitants only have appreciable treasure about half the time.  This is how my dungeons 
  operate.  How will yours work?  Take the time, and do it YOUR way. 
  384
  Timothy Schaefer (order #5257304)
  
  KEY TO DUNGEON “SIGN POSTS” 
  COLOR 
  SIGNPOST 
  DESCRIPTION 
  Red 
  Illusionary wall, floor, ceiling, etc. (permanent) 
  Yellow 
  Magic wall, etc. (disappears d10 turns after 
  contact) 
  Red 
  Stairs upward 
  Blue 
  Stairs downward 
  Yellow 
  Stairs that appear as level corridors. 
  Green 
  Time dilation (TD) or teleport (TP) stairs 
  Pencil 
  Single door (usually 5’ to 10’ wide) 
  Pencil 
  Double door (11’ to 50’ wide – use map scale for 
  size) 
  Pencil 
  One-way door (showing direction of opening) 
  Red 
  Illusory door (permanent) 
  Red 
  Secret door 
  Yellow 
  Magic door (as for walls, etc.) 
  385
  Timothy Schaefer (order #5257304)
  
  KEY TO DUNGEON “SIGN POSTS” (CONTINUED) 
  COLOR 
  SIGNPOST 
  DESCRIPTION 
  Red 
  Floor traps 
  Yellow 
  Ceiling traps 
  Blue or Green 
  Water 
  Brown 
  Marsh, bog and the like 
  Green 
  Tree, fern, mushroom, or other “forests” 
  Blue 
  Trap doors with hidden or visible pull ring 
  Red 
  Heavy crossbow trap showing trip line and firing 
  height 
  Blue 
  Heavy (catapult) dart thrower, trip line and firing 
  height 
  Red 
  “Malayan Gate” trap showing trip line and attack 
  line (these traps are usually behind illusory wall 
  sections) 
  Pencil 
  Pivot wall, showing direction of rotation 
  Green 
  This indicates a gas filled room (poison) 
  386
  Timothy Schaefer (order #5257304)
  
  KEY TO DUNGEON “SIGN POSTS” (CONTINUED) 
  COLOR 
  SIGNPOST 
  DESCRIPTION 
  Green 
  This indicates a “fog” or “mist” filled room 
  (variable usage)  (visibility in mist is 10’-20’ and in 
  fog is 1’-10’; roll) 
  Pencil 
  Indicates crack or chasm 
  Pencil 
  Indicates statue or similar object (size and kind 
  shown) 
  Pencil 
  Indicates chest or similar object. 
  Pencil 
  Sub-level rough cut tunnels (usually 6’-8’ in 
  diameter) 
  Yellow 
  Sand or similar substance 
  Violet 
  Teleportation grids, usually not identifiable 
  All other one-of-a-kind / special items will be clearly marked as to type and description.  Remember, 
  this dungeon is one where you have room to experiment, so do so! 
  387
  Timothy Schaefer (order #5257304)
  
  DUNGEON MONSTER ENCOUNTER CHART 
  DIE ROLL 
  1ST LEVEL 
  2ND LEVEL 
  3RD LEVEL 
  4TH LEVEL 
  5TH LEVEL 
  6TH LEVEL 
  01 
  6d10 Kobolds 
  2d8 Phraints 
  d12 Trolls 
  4d6 Bubble Men 
  2d6 Giant Zombies 
  d4 Crunch Beetles 
  02 
  4d12 Goblins 
  d10 Vroats 
  d8 Mummies 
  12d3 Furys 
  d4 Frost Giants 
  d4 Fire Giants 
  03 
  3d12 Hobgoblins 
  d10 Zanths 
  4d4 Nite Hounds 
  8d6 Giant Skeletons
  1 Hydra (d3+8 
  heads) 
  1 Hydra with breath 
  weapon 
  04 
  2d10 Skeletons 
  d12 Harpies 
  d4 Blue Slime 
  d4 Hill Giants 
  1 Dragon (d3+8 
  dice) 
  1 Dragon (d3+12 
  dice) 
  05 
  2d12 Orcs 
  d10 Kroans 
  2d12 Little Fuzzies 
  6d6 Skaith Hounds 
  10-90 Devil Dogs 
  1 Tri-Dragon 
  06 
  d8 Ghouls 
  d8 Wights 
  d4 Blue Ooze 
  6d6 Hellhounds 
  2d4 Lash Lizards 
  6d4 Shi-Shi Dogs 
  07 
  2d10 Leopards 
  d12 Ogres 
  d8 Throon 
  d4 Cyclops 
  2d4 Octorillas 
  d4 Tryverns 
  08 
  1 Mindworm 
  d8 Bugbears 
  4d4 Aigarthorns 
  1 Hydra (3 – 8 heads)
  1 Black & White 
  Dragon 
  4d4 Thermites 
  09 
  d12 Brownies 
  d12 Shadows 
  d6 Specters 
  d6 Vampires 
  d4 Wyverns 
  1 Mithril Golem 
  10 
  6d6 Fire Frogs 
  2d8 Trogs 
  1 Giant Ground 
  Octopus (3d2 dice) 
  d4 Stone Giants 
  1 Silver Golem 
  1 Blastarr 
  11 
  d100 Lightning Bugs d10*100 Teng Swarm
  d6 Cockatrices 
  1 Dragon 
  (d4+4 dice) 
  d8 Gorgons 
  d4 Hellborers 
  12 
  d6 Thaelastra 
  d4 Wraithes 
  d6 Red or Orange 
  Slime 
  d12 Lycanthropes 
  d4 Shadow Golems 
  4d4 Phase 
  Skaithhounds 
  13 
  8d4 Coneheads 
  d8 Skyrays 
  d6 Werewolves 
  Akadi Column 
  d10*100 
  d4 Golems Of Light
  1 Djinn 
  14 
  2d10 Zombies 
  d8 Yellow Peril 
  d4 Basilisks 
  d4 Spigas 
  8d4 Orgoyles 
  1 for 1 opposite 
  aligned party 
  388
  Timothy Schaefer (order #5257304)
  
  DUNGEON MONSTER ENCOUNTER CHART (CONTINUED) 
  DIE ROLL 
  1ST LEVEL 
  2ND LEVEL 
  3RD LEVEL 
  4TH LEVEL 
  5TH LEVEL 
  6TH LEVEL 
  15 
  d10 Groaners 
  d4 Medusas 
  2d8 Deodanths 
  6d6 Pybras 
  d4 Wyvergons 
  d4 Rock Worms 
  16 
  2d8 Bubblemen 
  d8 Red Fangs 
  4d6 Desert Apes 
  d4 Giant Air Squids
  12d4 Gnorcs 
  12d6 Droon 
  17 
  4d6 Sting Wings 
  2d8 Modern Soldiers
  d4 Dragon-Snails 
  2d4 Air Sharks 
  4d4 Phase Hell-
  Hounds 
  3d4 Wanshees 
  18 
  d8 Blue Moons 
  d8 Gargoyles 
  d8 Firebats 
  d4 Moutharms 
  8d4 Ta’vreen 
  8d4 Thorgs 
  19 
  3d10 Shaggys 
  d3 Lion Men 
  d8 Minotaurs 
  2d8 Skorpadillos 
  8d3 Stirge Bears 
  12d4 Shockbones 
  20 
  2d12 Haggorym 
  d10 Wobras 
  d4 Goochygoops 
  3d10 Stinkbugs 
  2d8 Tumble-tangles 
  1 Emerald Ooze 
   
  DIE ROLL 
  7TH LEVEL 
  8TH LEVEL 
  9TH LEVEL 
  10TH LEVEL 
  11TH LEVEL 
  12TH LEVEL 
  01 
  d10*100,000 Hell 
  Tide  
  1 Star Spider 
  d4 Hell Giants 
  d10 Titans (Mages) 
  d6 Shadow Titans 
  1 Greater Demon 
  02 
  d4 Cloud Giants 
  d4 Storm Giants 
  1 Orichalcum Golem
  1 Wraithe Dragon 
  1 Night Demon 
  1 Shydra 
  03 
  1 Gold Golem 
  1 Adamantine Golem
  d10 Balrogs 
  d4 Vampire Balrogs 
  1 Green Slime 
  Golem 
  1 Ibathene 
  04 
  8d6 Moon Dogs 
  1 Dragon (16+ dice)
  d4 Wraith Wyverns 
  2d4 Driches 
  d4 Black & Silver 
  Hydras 
  1 Silver Slyth 
  05 
  d4 Manticores 
  d4 Invisible Stalkers
  1 White Slime 
  1 Silver Slime 
  d2*5 Sun Bears 
  d4 Gold & Silver 
  Hydras 
  06 
  d4 Liches 
  2-10 Gryfylisks 
  1 Wind Demon 
  1 Black Wind 
  4d4 Lesser Giants 
  1 Hells Own Hydra 
  07 
  2d8 Chimerae 
  1 Black Slime 
  d12 Doom Guards 
  1 Crystaloid 
  4d2 Lesser Dragons
  1 Gold Slime 
  08 
  6d6 Bears 
  Red Death Cloud 
  1 Tyrannosaurus 
  1 Maggoth 
  d4 opposite Aligned 
  Mages 
  1 – 18 Blue Wraithes
  09 
  d4 Vampusas 
  4d3 Gronds 
  8d3 Hell Maidens 
  1 Fire Demon 
  d12 Succubi 
  1 Windego 
  10 
  d4 Salamanders 
  1 Allosaurus 
  4d6 Mansters 
  1 Yellow Mold 
  Golem 
  2d4 Demon Locusts
  1 Gworm 
  11 
  1 Efreet 
  1 Elemental 
  d4 Black & White 
  Hydras 
  d4 Black & Red 
  Hydras 
  12d4 Specters 
  (protected) 
  d12 Hell Stars 
  389
  Timothy Schaefer (order #5257304)
  
  DIE ROLL 
  7TH LEVEL 
  8TH LEVEL 
  9TH LEVEL 
  10TH LEVEL 
  11TH LEVEL 
  12TH LEVEL 
  12 
  6-30 Skorpoons 
  1 Triceratops 
  12d12 Grey Horrors
  12d4 Ogres 
  2d10 Titans (Mages)
  1 Land Kraken 
  (20+ dice) 
  13 
  d4 Sluggoths 
  d10*100 Kill-Kills 
  6d6 WarWheels 
  4d4 Dopplegangers 
  6d4 Fireproof 
  Mummies 
  12d4 Air Sharks 
  14 
  2d6 Lightning 
  Spiders 
  12d4 Nungs 
  1 Genii 
  2 or more Elementals
  12d4 Doomguards 
  4d4 Greater Giants 
  15 
  20-100 Sunbugs 
  2d6 Khorbs 
  12d4 Deodanths 
  4d2 Shiva 
  20-100 Phraints 
  1 Spiga (20+ dice) 
  16 
  d6 Firesnakes 
  8d6 Trelves 
  d4 opposite Aligned 
  Mages (15-20 level) 
  12d4 Wraithes 
  (Protected) 
  50-100 Orcs 
  4d2 Greater Dragons
  17 
  4d4 X-Ray Beasts 
  d6 Boogie Men 
  1 Star Dragon 
  6d6 Sky Scorpions 
  6d3 Wyverns 
  1 Mirror Monster 
  18 
  6d6 Wind Devils 
  6d10 Goons 
  d4 Shiva 
  10-50 Boomers 
  8d4 Minotaurs 
  8d8 Demon Locusts
  19 
  6d6 Sun Devils 
  d10*100 Thunder 
  bunnys 
  12d60 Ghouls 
  (Protected) 
  1 Black Lightning 
  Elemental 
  12d3 Trolls 
  6d6 Vampires 
  (Protected) 
  20 
  8d6 Morqs 
  6d6 Tunchs 
  8d2 Cyclops 
  6d4 Asian Ogres 
  12d4 Wobras 
  4d4 Crystaloids 
   
  (Protected) means they have an 
  amulet of protection versus Clerical 
  turn aways. 
   
  These charts are examples.  Insert 
  your own monsters wherever you 
  like. 
  DUNGEON MONSTER ENCOUNTER CHART (CONTINUED) 
   
  390
  Timothy Schaefer (order #5257304)
  
  RANDOM FOG AND MIST GENERATION CHART FOR DUNGEON ROOMS 
  DIE ROLL 
  COLORS 
  SMELL 
  VISIBILITY 
  SOUNDS 
  SPECIAL EFFECTS 
  01 
  red 
  no smell 
  varies (d10’) 
  no sound 
  intense cold ** 
  02 
  blue 
  roses 
  3’ 
  whistling wind 
  intense heat ** 
  03 
  green 
  honey 
  5’ 
  sounds of combat 
  intense humidity ** 
  04 
  purple 
  almonds 
  7’ 
  weird music 
  burning, stinging eyes *** 
  05 
  yellow 
  lemon 
  10’ 
  no sound 
  instant euphoria and elation *** 
  06 
  white 
  cinnamon 
  15’ 
  whistling tune 
  instant amnesia (10% permanent) **
  07 
  grey 
  jasmine 
  10’ 
  screams of anger 
  whimsical, weird effects * 
  08 
  black 
  musk 
  7’ 
  rasping metal 
  d6 penalty to all attributes * 
  09 
  silver 
  sulphur 
  5’ 
  no sound 
  d6 bonus to all attributes * 
  10 
  gold 
  no smell 
  3’ 
  wind chimes 
  instant, intense pleasure 
  11 
  maroon 
  corned beef and cabbage
  varies (d5’) 
  stealthy footsteps 
  delayed diarrhea * 
  12 
  rainbow 
  coffee 
  varies (d5+2’) 
  running water 
  instant aphrodisiac 
  13 
  magenta 
  honey and almonds 
  3’ 
  no sound 
  intense incapacitating itching * 
  14 
  black and white 
  dragon shit 
  5’ 
  distant bells 
  delayed magikal deafness * 
  15 
  red and green 
  putrescence 
  7’ 
  rattling chains 
  drunkenness, 10% pass out * 
  16 
  orange 
  ripe cheese 
  10’ 
  moans and groans 
  delayed chemical unconsciousness * 
  17 
  lavender 
  fish 
  15’ 
  no sound 
  delayed chemical blindness * 
  18 
  silver and gold 
  vanilla 
  100% opaque 
  unintelligible whispers 
  delayed acid disintegration * 
  19 
  black and silver 
  burnt meat 
  see entire room 
  bubbling mud 
  delayed action sex change * 
  20 
  ever changing 
  no smell 
  varies (d20’) 
  voiced warnings 
  polymorph to random monster * 
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  This chart allows dungeon rooms to have weird and strange effects with ease without annotating the map, and allowing for something different each 
  time. 
  RANDOM FOG AND MIST GENERATION CHART FOR DUNGEON ROOMS KEY 
  Note: All special effects not otherwise annotated are of instant enactment and last only so long as the subject is in the room. 
  ** – Indicates minus d6 off all physical attributes for 1 minute per each minute in the room. 
  * – Indicates d20 minute delay time, with effects lasting d20 hours. 
  *** – Indicates effects last d10 minutes after leaving room. 
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  NOTES ON 
  HIRELINGS 
  HIRELING RATES 
  From Arduin Grimoire II (Page 34) 
  MORALE CHART FOR HIRELINGS, ETC. 
  From Arduin Grimoire II (Page 6) 
   
   
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  HIRELING RATES 
  GENERAL COST LIST (MONTHLY ONLY) 
  TYPE OF HIRELING 
  COST 
  COST PER LEVEL OVER 1ST 
  AVAILABILITY 
  Alchemist 
  100 
  150 per level per month. 
  10% chance each month. 
  Astrologer 
  100 
  100 per level per month. 
  5% chance each month. 
  Armorer 
  10 
  5 per level per month. 
  20% chance each month. 
  Assassin 
  200 * 
  100 per level per month. 
  1% chance each month. 
  Beast Master 
  25 
  15 per level per month. 
  10% chance each month. 
  Engineer 
  75 
  50 per level per month. 
  25% chance each month. 
  Sage 
  200 
  50 per level per month. 
  15% chance each month. 
  Servant/Helpers 
  2.5 
  .5 per level per month. 
  50% chance each week. 
  Ship Captain 
  25 ** 
  15 per level per month. 
  5% chance each month. 
  Ship Officer 
  15 
  5 per level per month. 
  15% chance each month. 
  Ship Crewman 
  5 
  1.5 per level per month. 
  75% chance each month. 
  Smith 
  25 
  55 per level per month. 
  25% chance each month. 
  Smith’s Helper 
  3.5 
  1.5 per level per month. 
  35% chance each month. 
  * – Refers to a retainer as a “House Assassin” only; each “Hit” must also be paid for. 
  ** – Refers to a shipless Captain.  One who owns his/her own vessel can ask and get whatever they 
  ask for and the traffic will bear. 
  Note: Availability refers to the chances of being able to hire one, in a fairly large city. 
  MILITARY PAY SCALE 
  RANK 
  BASE PAY 
  BONUSES 
  SPECIAL WEAPONS PAY
  WAR 
  EXOTIC BEASTS
  General 
  80 
  25 
  20 
  20 
  Commander 
  30 
  10 
  15 
  12.5 
  Captain 
  18 
  17 
  10 
  10 
  Lieutenant 
  12 
  13 
  7.5 
  8 
  Sergeant 
  9 
  11 
  5 
  6 
  Corporal 
  7.5 
  8.5 
  3.5 
  4 
  Lance Corporal 
  6 
  6 
  1.5 
  2 
  Common Soldier 
  5 
  5 
  1 
  1 
  Militia 
  3 
  2 
  0.5 
  0.5 
  Recruit 
  1.5 
  1 
  0.25 
  0.25 
  NOTES 
  War Bonus pay is only paid for actual wartime service. 
  Exotic Beasts Pay is for all non-standard animals/beasts that are either ridden, handled, or otherwise 
  worked with by the soldiers. 
  Special Weapons Pay only goes to soldiers wielding or working with very exotic and powerful 
  weapons personally. 
  Remember that “noble” soldiers, such as knights or other highborn types, could cost a whole lot 
  more than the base scale indicates, the exact price being determined by the DM’s own cultural or 
  sociological set up of his or her world. 
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  MORALE CHART FOR HIRELINGS, ETC. 
  Morale is rolled for in any combat situation or other circumstance when the leader of the person 
  who has hired them must know if they will back him up.  A d100 is rolled every melee round.  Pay, 
  length of service, etc., all add or subtract from the percentages. 
  MORALE CHART 
  DICE ROLL 
  REACTIONS 
  IN COMBAT SITUATIONS 
  IN NON-COMBAT SITUATIONS 
  01 – 10 
  Flee in terror, never returning. 
  Will leave the leader in disgust. 
  11 – 20 
  Flee in terror for d20 melee rounds. 
  Will leave after the situation is over. 
  21 – 25 
  As above, for d10 melee rounds. 
  Will leave after his contract expires. 
  26 – 30 
  As above, for d4 melee rounds. 
  Will need double pay to rehire. 
  31 – 40 
  Stand indecisively for d3 melee rounds. 
  Will be indifferent to the situation. 
  41 – 45 
  Fighting retreat for d3 melee rounds. 
  Will support the leader half – heartedly. 
  46 – 50 
  Fighting retreat for 1 melee round. 
  Will support the leader. 
  51 – 60 
  Stand and fight. 
  As above. 
  61 – 65 
  Advance fighting to the leader. 
  As above, but willingly. 
  66 – 70 
  As above. 
  As above, but even unto any situation. 
  71 – 75 
  Charge precipitously to leader’s aid. 
  As above, but aggressively. 
  76 – 99 
  Screaming berserk charge to leader’s aid. 
  Vehement and loud, as above. 
  100 
  So loyal, no further rolls needed. 
  Absolute support, no further rolls needed.
   
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  WEATHER 
  WEATHER IN ARDUIN 
  From Arduin Grimoire II (Page 81) 
  WEATHER TABLES 
  From Arduin Grimoire I (Page 73) 
  SPECIAL AT SEA WEATHER 
  From Arduin Grimoire I (Page 74) 
  WEATHER AND THE INVISIBLE 
  From Arduin Grimoire I (Page 49) 
   
   
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  WEATHER IN ARDUIN 
  The weather in Arduin varies with the seasons quite markedly.  The Summer has an average mean 
  temperature of 80 degrees Fahrenheit, with highs somewhere in the upper 90’s.  Fall is generally in 
  the low 50’s with occasional mid 40’s type days.  The Summer is nearly windless, and the Fall is 
  generally windy (the average being winds of 15 – 30 mph).  The Winter is usually very cold, and has 
  large amounts of snow and sleet, a carry-over of nearly continual rainstorms of Fall.  The 
  temperature has been known to reach over 40 below zero at night.  The Spring is known for its wild 
  thunderstorms and gentle rains, with mean temperatures in the mid 60’s range.  All in all, the climate 
  resembles that of Bavarian Germany on our own Earth. 
  THE WIND CHILL FACTOR 
  Learn the 30-30-30 Rule of Survival: when exposed to a 30 mph wind at -30˚F, human flesh freezes 
  solid in 30 seconds. 
  The killing factor is wind chill.  This term is only dimly understood by a flash-frozen populace, but is 
  based on a scale that precisely correlates temperature and wind force.  Wind chill – expressed in 
  meteorological phraseology as “equivalent temperature” – measures the difference, in impact on 
  exposed skin, between what the thermometer registers and what the wind delivers. 
  The meteorologists’ wind chill table starts at still (0 mph wind), and ranges up to winds of 50 mph.  
  While 20˚ on a windless day can be quite tolerable, a 20 mph wind makes the received effect of that 
  temperature equivalent to -9˚ without wind.  The arctic nadir on the scale is as follows: at -45˚, a 50 
  mph wind creates the equivalent of -128˚, a sensation that is not one a being may wish to experience. 
  30-30-30! 
  WIND CHILL CHART 
  When the temperature is 20˚F, here is how the wind affects how cold you really are: 
  WIND SPEED (MPH) 
  EQUIVALENT TEMPERATURE (˚F) 
  0 
  20 degrees 
  5 
  19 degrees 
  10 
  3 degrees 
  15 
  -5 degrees 
  20 
  -9 degrees 
  25 
  -15 degrees 
  30 
  -18 degrees 
  35 
  -20 degrees 
  40 
  -21 degrees 
   
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  WEATHER TABLES 
  DIE ROLL (ONCE/DAY) 
  WEATHER 
  SUMMER 
  FALL 
  WINTER 
  SPRING 
  01 – 50 
  01 – 35 
  01 – 30 
  01 – 40 
  no change in the weather 
  51 – 55 
  36 – 40 
  31 
  41 – 45 
  sunny, clear, calm, warm 
  56 – 60 
  41 – 45 
  32 
  46 – 50 
  as above, but with breeze 
  61 – 65 
  46 – 50 
  33 
  51 – 52 
  as above, but with 10 – 20 mph wind 
  66 – 67 
  51 – 55 
  34 – 35 
  53 – 54 
  as above, but with 21 – 35 mph wind 
  68 – 69 
  56 – 60 
  36 – 37 
  55 – 56 
  overcast but calm, cool 
  70 – 71 
  61 – 65 
  38 – 39 
  57 – 58 
  overcast with breeze 
  72 – 73 
  66 – 67 
  40 – 41 
  59 – 60 
  overcast with 10 – 20 mph wind 
  74 – 75 
  68 – 69 
  42 – 43 
  61 – 62 
  overcast with 21 – 35 mph wind 
  76 – 77 
  70 – 75 
  44 – 50 
  63 – 64 
  light ground fog, cool, visibility 30’ – 60’ 
  78 – 79 
  76 – 77 
  51 – 55 
  65 – 68 
  heavy ground fog, cold, visibility 1’ – 10’ 
  80 – 81 
  78 – 79 
  56 
  69 – 75 
  light, misting rain, visibility 10’ – 60’ 
  82 – 83 
  80 – 81 
  57 
  76 – 77 
  moderate rain, visibility 10’ – 30’ 
  84 – 85 
  82 – 83 
  58 
  78 – 79 
  heavy rain, visibility 10’ or less 
  86 
  84 – 85 
  59 
  80 
  severe rain storm, flooding, etc. 
  87 
  86 – 87 
  60 
  81 – 83 
  thunderstorm, cool, slight winds 
  88 
  88 – 90 
  61 
  84 – 87 
  warm, muggy, severe thunderstorm, danger 
  89 – 90 
  91 
  62 – 68 
  88 – 90 
  cold, slight wind, snow will not melt, 30˚ or less 
  91 
  92 
  69 – 76 
  91 
  cold, 0˚ – 30˚, wind 10 – 20 mph 
  92 
  93 
  77 – 83 
  92 
  as above, but wind 21 – 35 mph 
  93 
  94 
  84 – 90 
  93 
  as above, but wind 36 – 50 mph 
  94 
  95 – 96 
  91 – 92 
  94 
  light snow fall, cold, crisp, wind less 
  95 
  97 
  93 – 94 
  95 
  wind 10 – 20 mph, snow falling, visibility 30’ – 60’ 
  96 
  98 
  95 – 96 
  96 
  snowing, wind is 21 – 30 mph, visibility 10’ – 20’ 
  97 
  99 
  97 
  97 
  snowstorm, wind 31 – 50 mph, visibility 10’ or less 
  98 
  100 * 
  98 
  98 
  severe snowstorm, zero visibility, winds cyclonic 
  99 
  100 * 
  99 
  99 
  clear, cold, 50 – 70 mph winds, windstorm 
  100 
  100 * 
  100 
  100 
  tornado 
  * – Roll again to see which one. 
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  SPECIAL AT SEA WEATHER 
  DIE ROLL (TWICE/DAY) 
  WEATHER 
  01 – 05 
  calm, clear, no wind, horizon to horizon visibility 
  06 – 10 
  partly cloudy, visibility 10 miles 
  11 – 15 
  as above, visibility 5 miles 
  16 – 20 
  as above, visibility 1 mile 
  21 – 25 
  foggy, at sap level, visibility 800 yards 
  26 – 30 
  as above, visibility 300 yards 
  31 – 35 
  as above, visibility 100 yards 
  36 – 40 
  as above, visibility 10 yards 
  41 – 45 
  pea souper, visibility zero 
  46 – 50 
  normal day, wind 10 – 15 mph 
  51 – 55 
  wind 16 – 20 mph 
  56 – 60 
  wind 21 – 25 mph 
  61 – 65 
  wind 26 – 30 mph 
  66 – 70 
  wind 31 – 35 mph 
  71 – 75 
  wind 36 – 40 mph 
  76 – 80 
  wind 41 – 49 mph 
  81 – 85 
  full gale, winds 50 – 60 mph 
  86 – 90 
  storm, winds 61 – 75 mph 
  91 – 95 
  typhoon or hurricane, winds 76 mph to ? 
  96 – 100 
  waterspout 
  SPECIAL NOTES 
  In mountain terrain, consider only 1 – 25 as “no change”.  The additional numbers thus available 
  should read as follows: very cold (20˚ – 40˚); heavy fog (visibility 1’ – 10’); directional disorientation.  
  Roll dice twice each day. 
  In desert terrain, consider 1 – 75 as “no change”, 76 – 90 as “hot and dry”, 91 – 98 as “wind 10 – 20 
  mph (some blown sand)”, 99 as “lesser sandstorm with visibility of 20’ – 40’ (winds of 21 – 40 
  mph)”, and 100 as a “Great Desert Sandstorm”.  This sandstorm comes with zero visibility, winds of 
  at least 50 mph, and all in party take 1 point of damage per minute in the open.  Roll dice every other 
  day. 
  In jungle terrain, 1 – 75 is “no change”, 76 – 88 is “very hot (80˚ plus), muggy, damp, etc.”; 89 – 95 is 
  “moderate rain” (as in 82 – 83 regular chart), 96 – 98 is “heavy rain” (84 – 85 same chart), 99 is 
  “severe rainstorm” (86 same chart), and 100 is “typhoon or hurricane”.  Roll dice twice each day. 
  WEATHER AND THE INVISIBLE 
  A major point has come up that needs clarification: an invisible person in a thick fog, mist, rain, or 
  even a cloud of smoke will be visible in silhouette.  No exceptions to this rule should ever be 
  allowed, because it is simply physics. 
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  ARDUIN 
  INTRO 
  From Arduin Grimoire II (Page 79) 
  ARDUIN, A CAPSULE HISTORY 
  From Arduin Grimoire II (Pages 88 – 92) 
  ARDUINIAN LAW AND PUNISHMENT 
  From Arduin Grimoire II (Page 86) 
  MOST WANTED HIGHWAYMEN AND 
  BRIGANDS IN ARDUIN AND ITS ENVIRONS 
  From Arduin Grimoire III (Pages 80 – 86) 
  PRINCIPLE NOBLE FAMILIES OF ARDUIN 
  From Arduin Grimoire III (Pages 78 – 79) 
  NOTABLE CHARACTERS OF THE ARDUINIAN 
  CYCLE 
  From Arduin Grimoire III (Pages 89 – 90) 
  NOTABLE DENIZENS OF ARDUINIAN 
  “UNDERCITIES” 
  From Arduin Grimoire III (Pages 87 – 88) 
  THE RECORDED AREAS OF TREASURE AND 
  DOOM WITHIN ARDUIN’S BORDERS 
  From Arduin Grimoire III (Pages 93 – 94) 
   
   
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  INTRO 
  This section of the book will deal mainly with Arduin and how things are done there.  This is to 
  illustrate specifically (by example) how an entire cosmology is set up, for Arduin is a 100% complete 
  world within a very solid Multiverse.  Its gods, cultures, magik, and everything else is documented 
  and based on valid concepts.  The whole range of time and space went into the construction of this 
  world, and I can only hope you will benefit from the knowledge. 
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  ARDUIN, A CAPSULE HISTORY 
  The Arduinian Campaign has been running about as long as D&D and related role-playing games 
  have existed.  Game time has been more than 11 years (of 453 days each).  Over 480 player 
  characters have been permanently killed in that time, and many more have had to retire due to 
  wounds or afflictions acquired in campaigning.  On the other hand, two characters have become 
  Dukes of the realm, and half a dozen are Barons (three landed and collecting taxes, raising troops, 
  etc.).  One even managed to woo the youngest daughter of the king, and just this “End Year”, all 
  Arduin celebrated their nuptials.  So even though it is a hard and dangerous world, the rewards are 
  usually more than a bold player can ever expect. 
  Its history stretches back to the dim dawn of creation and the world’s first rulers, the dread reptilian 
  Kthoi.  It encompasses the wars between them and the first true men, the Rune Weavers, their 
  victory, and then subsequent downfall half a million years later in the wars of the Titans and Star 
  Powered Mages against the rest of Almanity.  Though the Titans and Star Powered Ones were nearly 
  annihilated, the Rune Weavers were so weakened that when a bare 20,000 years later the Time Lords 
  threatened, it was all they could do to trap them in the Caverns of the Ancients and then fade from 
  the Kin of Almanity, allowing the Free Mages of the Circle to predominate.  The next 3,000 years 
  were relatively peaceful, but that ended with the influx of alien starfaring races and an interstellar war 
  that left the fifth continent (the planet’s largest) and most of civilization a fused and radioactive ruin.  
  The Interregnum of Dark Years followed, lasting some 5,000 years, followed by the re-establishment 
  of civilization.  The main area of civilization centered on the third continent of Khaora (the world 
  was then called Khaas, as the old name for it, Ssass-Khaa, had long been forgotten).  Many nations 
  held power during this time as war after war was fought.  However, the real problems began when 
  the College of Sages in the country of Falohyr discovered that an area of transtemporal and 
  interdimensional instability had manifested itself in the area roughly contiguous with the small 
  kingdom of Arduin.  As word of this discovery spread, more and more nations plotted to control the 
  area, realizing that whoever controlled the area and the newly discovered “gates” also controlled not 
  only this world but untold thousands of others.  Thus the bloody Wars of ·When (also called the 
  Nexus Wars) began.  They lasted 10,000 years, once again bleeding the world white of population 
  and magik.  During a particularly long pause in the conflict, some of the Warrior nations proposed 
  what later became known as the Accords of Arduin, which essentially guaranteed that the Arduin 
  nexus would forever be an independent and totally neutral kingdom with its territorial integrity 
  guaranteed by every nation on the continent – to insure that no nation could control it.  To insure 
  that the rulers of Arduin would not abuse their trust, the Mages, Clerics, Sages, Alchemists, Technos, 
  and all of the other important groups set up Colleges or Universities in Arduin which would oversee 
  the exploration of the nexus and gates.  Also, each nation would send a contingent of men (1 – 
  3,000, depending on population) so that more than half of the Arduinian military would be non-
  Arduinian in origin.  These units would be rotated every seven years.  With few exceptions, this plan 
  has worked, so that 1,211 years have now passed without any single nation ever risking re-igniting the 
  Nexus Wars. 
  As most of the population of the original Arduin had been slain in the early wars, each nation had 
  sent equal numbers of settlers; for the first 500 years, it was forbidden to marry anyone of one’s own 
  nationality.  This insured a true melding of the people, and although it has been stricken from the law 
  books, tradition still keeps it a habit for most of the people.  There is a tradition that one of the 
  Royal ruling pair (King or Queen) must be non-Arduinian.  This was also to insure fresh blood to a 
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  royal line that started from scratch, was made up of every nationality, was “of the world”, and was 
  not an inbred and arrogant line of rulers.  Thus we now see a kingdom of people that reflects the 
  entire world around them.  A kingdom where slavery is outlawed (one of the few places on the 
  continent where this is so), and people have more personal freedom than anywhere else.  It is the 
  center of learning in all disciplines, and the various Colleges and Universities accept students (of only 
  the highest caliber) from all corners of the Multiverse. 
  However, no capsule history would be complete without a retelling of the Elf-Human Wars, also 
  known as the “beginning of the Nexus Wars”.  So here it is: 
  THE ELF-HUMAN WARS 
  As spoken by the famous chronicler in previous works, here is the Elf-Human Wars. 
  It began dim thousands of  years in the dark and bloody past; the one true and rightful ruler of  Arduin, 
  King Tarafass Dawnstar of  the Royal House of  the Rising Sun, closed the borders to his kingdom and 
  forbade non-Elves entry into his wondrous land.  He knew the findings of  the College of  Sages in Falohyr, 
  and knew what they portended for his realm.  He called up his silver mailed cavalry, his bronze sheathed and 
  rock steady spearmen, and his silent archers all clothed in forest green.  Lastly he gathered about him his 
  personal guard, the famed Golden Knights of  the Dawn.  When asked why, he answered, “Because men are 
  man, and ever their hearts shall covet the power about us”. 
  His wisdom was well respected, and his subjects had not long to wait before an ultimatum arrived. borne by a 
  cloudy dust covered messenger from the kingdom of  Morvaen, their northeastern Human neighbor.  It 
  demanded that the people of  Arduin become as one with the people of  Morvaen so that together they could 
  rule all the nexus lands.  King Tarafass sent the messenger flying home with the reply: “Arduin has been 
  Elven since even before the Dark Years, and Elven it stands or dies.  Take us if  you can!” 
  The first battle was joined in a pass in the Brass Mountains called “The Trumpet’s Throat”.  The 
  Morvaenian pikemen led the storm of  the small keep that guarded the pass, and survivors there were none.  
  Rushing through the pass, the army of  Morvaen spilled out onto the Plains of  Paranon in a tidal wave of  
  terror that left no stead unburnt, no field untrammeled. 
  As the invading horde poured into the beautiful Forest of  Flame, there was no thought of  anything but 
  victory in the minds of  the three generals that led them.  Then Arduin’s first line of  defense made itself  
  known: the archers that waited that fateful day were as invisible as the very air about the wondrous trees they 
  called home.  Invisible, that is, until their green glowing arrow rain sleeted into the ranks of  the invaders like 
  a scythe through ripe wheat.  Like the falling grains of  wheat, a grim red harvest was reaped and reaped and 
  reaped yet again.  Stunned but not beaten were the veteran pikemen of  Morvaen, retreating and then 
  reforming, gathering their arbalesters about them, and putting the wild mountain tribesmen to the front, they 
  went back into the forest, back into that rain of  whistling green death.  Nearly annihilated, the berserk hill 
  men nonetheless closed to bring their axes to blood among the green archers.  Outnumbered, the tribesmen fell 
  to the last man, but it was as planned, for the gained time had allowed the pikemen to do what no other force 
  had ever done before; the green archers were overrun, were outfought, and finally routed.  Yet even then the 
  pitiful few who managed to get away returned again and again to send a shaft to an eye here, a whistling 
  death to the heart there, in a continual harassment and vengeance that lasted the long night through. 
  With dawn, a bloody blaze upon the treetops and the ground a truer color to match, the invaders left the 
  forest that would henceforth bear the name of  “The Weeping Woods”.  Tired, battered, and angry at their 
  lost thousand within the trees, they were shaken to the soul to hear the brazen wail of  the great Elf  horn.  
  For there before them, drawn up in their serried ranks of  bronze, stood the Elven spearmen, and in a thin 
  line before them, the remaining archers in green.  As their cries of  dismay whirled in their general’s ears, the 
  great horn again sounded, and with a joyous shout, the Elven host charged down upon them! 
  To give them credit, those pikemen rallied as best their short time allowed, and met the onrushing wall of  
  spears with some semblance of  order.  Let no man belittle what those men did that day.  The fight raged 
  seven hours, and never once was quarter asked or given.  The end came as the last of  the invader generals 
  decided that he should be away.  So gathering about him three of  his regiments, he retreated into the woods, 
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  commanding those that remained to guard his rear with their lives.  This they did and well, for no Elven 
  spearmen or archer followed for another two hours.  They sold their lives dearly, and, with them, purchased 
  that needed time.  Still it was naught, as I shall relate now to you. 
  As the wily general retreated, pushing men already near to collapse to even greater exertion, he was already 
  planning his return with a new army to collect a terrible vengeance on those that had humbled him.  With 
  these thoughts, he led his men back to the Plains of  Paranon, and toward the pass they had so bravely won 
  the day before.  Halfway there his heart went cold, and his mind saw its own death there before it. 
  Yes, the Elven king himself  was before them, blocking the pass to safety with his Golden Knights of  the 
  Dawn.  Shaking off  his fear, the general turned to his men, and called to them in ringing tones of  iron.  
  “Once more, my brave ones!  Between us and safety is the King himself  and his guard.  They number but 
  500, and we are near to 3,000!  For Morvaen and glory!”  His men, heartened, took up his cry, and rushed 
  forward up the slope.  The golden trumpet of  the golden knights called its answer back, and as the knights 
  charged to meet the army, the glamour fell from the silver mailed cavalry that had been magikally hidden, and 
  their host too thundered down to death and glory. 
  What followed was not such stuff  as ballads are woven from.  Nay, it was a butchery.  Tired unto 
  exhaustion, outnumbered and struck front and rear, the pikemen fell in three screaming minutes.  One of  the 
  last to fall was the general, his great sword whirling about him and a curse upon his lips. 
  So, you say, the Elves won the war, but wrong you are.  This was but the first of  seven attacks in the next 
  year.  Twice the iron grey cataphracts of  Viruelandia surged up from the south, twice the breast plated 
  infantry of  Falohyr stormed through the northwest passes, again came the grim and vengeful pikemen of  
  Morvaen, and even a mercenary army of  some 30,000 Orcs, Gnolls, Hobgoblins, and Trolls tried to batter 
  their way to ownership of  Arduin.  All failed except the seventh and last assault, which came through one of  
  the very gates that the Elves were trying to protect.  A horde of  ebon warriors with eyes of  flame and hearts 
  of  ice ravened into Arduin from beyond time itself.  From a dying Earth, the Deodanths came in their 
  thousands, their flickering swords a match for even Elven blades. 
  They came.  In 13 days, they had conquered all but the great Keep of  the High King, which alone stood to 
  defy the evil.  In all the land, a horror started that to this day Elves will not speak of, but would stand white 
  lipped and clench fisted with memory, with a hate that will outlast time, and in its relentlessness find its way 
  to the very end of  the world, where it will take its final vengeance.  Yet all was not lost, though to most it 
  seemed surely so, for the King was now marshalling those forces which till now he had withheld, the forces of  
  Faerie, the power of  magik. 
  So they rode out on the 27th day after their last battle, the pitiful few, the Elven 7,000.  They rode to the 
  great King’s Plain to the west of  Thousand Thunder Falls, where the main army of  the black ones awaited 
  them with mewling derisive laughter.  The ebon ones attacked first, nearly flying forward with their 30’ leaps, 
  their slim swords whining blurs before them, their catlike battle wails seemingly sending the clouds themselves 
  fleeing before them in abject terror. 
  Before the first ebon warrior had closed even half  the distance, a great sound arose, and accompanying it was 
  a cold and wild wind that swirled about the black ones, leaving a rime of  cold upon their hearts.  Faerie 
  power had come.  The sky seemed to buckle, and a blue twilight settled about the battlefield, as the weird 
  music sang its song of  Elven power. 
  Hesitating in their headlong charge, the black warriors from beyond time were suddenly caught up in a force 
  and flung from one side to the other.  It was as if  a vast and unseen hound had impaled them in its jaws, 
  and was worrying them as it would a rat. 
  With a shockingly sudden swiftness, it was over.  The plain seemed to erupt in a vast fountain of  steaming 
  black blood and blasted brains, bespattering the surrounding countryside with a withering stain that would 
  take three centuries to fade.  The few hundred that had held back and thus lived immediately fled in all 
  directions, thus bringing to motion for the first time this day the small Elven army.  “This is bladework, my 
  brothers”, spoke the king, and spurred his mount after the fleeing and broken remnants of  the once dread 
  and powerful enemy.  His troops followed gladly and with a cold fire of  retribution burning in their hearts.  
  For two weeks, the Deodanths were harried and slain, but not without loss, the greatest being the great king 
  404
  Timothy Schaefer (order #5257304)
  
  himself  on the last day of  the year. 
  His mourning men laid him to rest where he fell, atop wind whipped Sorrow Slate Mountain, forever 
  afterward known as King’s Rest.  Laid to rest near him were the eleven Deodanths that had ambushed him 
  and been slain in turn by his guards (though by the time they had arrived, the King had slain five himself  
  before falling). 
  The news of  the disaster that befell seemingly one of  hell’s own armies gave many a grasping and scheming 
  king pause – at least for a little while.  The daughter of  the dead king, his only progeny, did declare herself  
  Queen of  Arduin, Warrior Queen of  the last true Elves, and Defender of  that Which Is Known But Not 
  Spoken.  So Arduin stood with a warrior queen to guide an army of  5,800: a sad remnant of  that once 
  proud host that had filled the King’s Plain from one side to the other with its Mithril mailed might.  The 
  Human wolves gathered round their borders to ever bolder numbers. 
  Thus Tarathala Dawnstar, queen and leader, decided if  force of  arms alone could not hold Arduin, they 
  should follow the path pointed to by the hand of  her dead father, the path of  magik and elder lore, the road 
  to gods and demons, the trail of  tears and danger.  Some of  her advisers protested that to fight with magik 
  was to invite magikal attack in return.  But those voices were few and small amid the clamor for defense.  So 
  it came to pass that the Elven kind in Arduin became wizards, as well as warriors, and for 99 years, they 
  reigned supreme in their ability to wreak havoc among their foes.  But each year it became adept in those arts, 
  it invited doom and destruction. 
  As the first day dawned of  the hundredth year since the beginning of  the Elf-Human Wars, all was quiet.  
  Quiet with a hushed sense of  foreboding, with an expectant silence such as preceded earthquakes and 
  hurricanes. 
  The entire Elven army, 1,100 strong, and their 1,900 dependants were gathered in the great keep 
  “Fangalorn” on the edge of  the Lake of  Mists.  Around and about a silent host of  over 100,000 men in 
  cold iron looked silently up at the ramparts, and awaited the order they knew would come: storm and slay!  
  An order they knew would surely result in the deaths of  full half  their number, but just as surely in the total 
  and final destruction of  the hated Elf  wizard warriors that for so long had thwarted their ambitions.  Those 
  ambitions had finally forced seven great and lesser kingdoms to pool the blood and steel of  their armies in one 
  common cause…to the completion of  which they had fought their way here this day. 
  I will not linger long on the battle that raged from the day’s first dawning light to the cold final stroke of  a 
  black and wretched midnight.  It is enough to know the warrior queen fell at last as her last inner tower 
  splintered and crumpled around her.  As she fell laughing, she saw for one last time the bodies of  five slain 
  kings about her, and she screamed to the high winds of  hell.  “Though I feast in the halls of  the dread elder 
  gods this night, I will have as hand servants before me these five kings!  And as long as they serve me, then a 
  curse to all that is thine and theirs and all who would serve them!”  That curse would haunt those royal lines 
  to this very day, though this is a tale for another time. 
  As the last tower, already cracked and split, finally began to fold in upon itself, a great roaring began, and 
  the land trembled and shook.  The tower exploded.  The land around it erupted.  The very air itself  
  shattered in cacophony of  fury rivaled seldom since that time. 
  Those 7,000 Humans that survived would forever remember that night, and what they saw when the fiery 
  spots left their eyes and the thick blue smoke finally cleared away.  Where the great keep had stood, where the 
  mile long promontory had been, was… nothing!  The cold dark waters of  the lake steamed and bubbled 
  where once the flower of  Elvenkind had been. 
  The story does not truly end here; for those kingdoms which had gambled all and won, there was only a fiery 
  doom, as those that stood in the wings watching swooped down to claim what they had won, but were now too 
  weak to hold.  Thus it was for 10,000 years and more as each tried to take what the Elves had held so 
  valiantly.  None ever held it more than seven years, and never again would Elf  or Human ever truly trust 
  and befriend one another. 
  405
  Timothy Schaefer (order #5257304)
  
  ARDUINIAN LAW AND PUNISHMENT 
  OFFENSE 
  PUNISHMENT 
  1ST TIME 
  2ND TIME 
  Petty theft (less than 101 GS) 
  Branding (arm), public whipping 90 days 
  Theft (less than 1,000 GS) 
  As above 
  1 year 
  Grand theft (over 1,000 GS) 
  Branding 
  (forehead), 
  public 
  whipping 
  2 – 10 years 
  Manslaughter 
  d3 years plus wergild 
  3 – 5 years plus double wergild 
  Murder 
  Public beheading 
  Public beheading 
  Mass murder 
  Publicly burned at stake (slowly)
  Publicly burned at stake (slowly)
  Rape 
  Put in stocks, nude, for public 
  use, 3d10 days 
  Public castration, 1 – 5 years 
  Statutory rape (age of consent 
  varies racially) 
  Public whipping, put in stocks, 
  nude, for public use, 1 day 
  Put in stocks, nude, for public 
  use, 3d10 days 
  Embezzlement 
  Public whipping, fine double 
  loss 
  d10 years, fine, whipping 
  Assault 
  Public whipping, 3d10 days 
  Whipping, 3 months to 2 years 
  Assault and battery 
  Public whipping, 1 – 9 months 
  Whipping, d3 years 
  Assault with intent to murder 
  Public whipping, 1 – 3 years 
  Whipping, 5d4 years 
  Disorderly conduct 
  Public dunking, 3d10 days 
  Public whipping, 3d3 months 
  Public mayhem (brawling, etc.) 
  As above, 5d12 days 
  As above, 6 months to 1 year 
  Petty pick pocketing (up to 50 
  GS) 
  Whipping, d3 months 
  Finger amputation, 5 years 
  Pick pocketing (over 250 GS) 
  Whipping (forehead), 2 years 
  Arm amputation, 5 years 
  Giving false witness 
  1,000 GS fine, public dunking 
  10,000 GS fine, 1 year 
  Aiding and abetting a criminal 
  Public whipping, d6 months 
  As before, but d3 years 
  Kidnapping 
  Public blinding, 10 – 20 years 
  As before, but life sentence 
  406
  Timothy Schaefer (order #5257304)
  
  ARDUINIAN LAW AND PUNISHMENT (CONTINUED) 
  OFFENSE 
  PUNISHMENT 
  1ST TIME 
  2ND TIME 
  Slaving 
  Public 
  blinding 
  with 
  life 
  sentence 
  As before, then death by public 
  stoning 
  Extortion 
  Triple loss fine, whipping, 1 year As before, but 5d4 years 
  Disrespect to royalty (verbal) 
  100 GS fine, public dunking 
  1,000 GS fine, whipping, 1 
  month 
  Disrespect to royalty (physical) 
  500 GS fine, whipping, 3 
  months 
  5,000 GS fine, whipping, 1 year 
  Tax evasion 
  Double loss, public whipping, 1 
  year 
  Quadruple loss, whipping, 5 
  years 
  Usury or price gouging 
  Double loss, public dunking 
  Quadruple loss, public whipping
  Adulterating goods 
  1,000 GS fine, 30 days 
  10,000 GS, 1 year 
  Adultery 
  Head shaved, public whipping 
  As before and divorce 
  Disobeying soldier or officer of 
  the law 
  Varies 
  according 
  to 
  circumstances 
  Varies 
  according 
  to 
  circumstances 
  “Fencing” or receiving stolen 
  goods 
  Fine double value of goods, public whipping, and d6 months, 
  always 
  Piracy 
  Death (public) by drowning or smothering 
  Robbery, brigandry, etc. 
  Life 
  sentence, 
  whipping, 
  branding (forehead) 
  Death by hanging (slowly) 
  Theft of livestock, etc. 
  Fine double value, whipping, 1 
  year 
  As before, but 2 – 5 years 
  Child molesting 
  Public castration and blinding, 
  10 years 
  As before, as well as death by 
  public 
  Impersonating 
  persons 
  of 
  authority 
  Public whipping, 6 months to 5 
  years 
  As before, but 5d4 years 
  Impersonating royalty 
  Public whipping, 5 years to life 
  Public blinding, life sentence 
  Regicide (killing royalty) 
  Public death by impalement and 
  fire after 
  Being blinded and flayed 
  Ensorcellment 
  Depending on circumstances, a 
  fine up to 
  Public execution 
  Non-guild sanctioned “jobbing” 500 GS fine, dunking, 5d6 days 
  1,500 GS fine, whipping, 3d3 
  months 
  Note – Unless stated otherwise, all prison time is at “hard labor”. 
  407
  Timothy Schaefer (order #5257304)
  
  MOST WANTED HIGHWAYMEN AND BRIGANDS IN ARDUIN AND ITS ENVIRONS 
  TYPE 
  NAME 
  NUMBER 
  IN BAND 
  AGE
  LEVEL
  ALIGNMENT
  DESCRIPTION/NOTES 
  REWARD 
  (IN GS)
  Human 
  Morgen Ravenswing 
  Lone 
  40 
  18th 
  N 
  An Illusionist of some repute, he dresses in black, 
  has silver hair and violet eyes, very somber, and 
  carries a “magikal” heat weapon. 
  50,000 
  Human 
  Stephan DeLorraine 
  31 
  38 
  17th 
  NE 
  Even though natty dresser, he is 6’, 175 pounds, 
  handsome, with light brown hair and eyes.  He smiles 
  a lot, even when using his crystal bladed rapier and 
  dagger. 
  45,000 
  Half Orc 
  Bragga Sea Devil 
  40 
  40 
  15th 
  C 
  A Corsair by profession, Bragga is ugly, yellow eyed, 
  and about 5’8” tall with prominent gold capped 
  fangs.  He carries and uses cutlasses in either hand 
  (both magik). 
  37,000 
  Half Elf 
  Paneth Noidahl 
  39 
  45 
  16th 
  A 
  This Half Elf dresses all in grey-blue, has bright blue 
  eyes, possesses a ready grin, and uses a flaming rapier 
  that dances (and sings!) in combat. 
  40,000 
  Half Orc 
  Stundle Kraphle 
  30 
  38 
  14th 
  C 
  About 5’7” tall, with a body that glows a strange pale 
  green, Stundle uses a two-handed flail that roars and 
  flames green in combat. 
  30,000 
  Orc 
  Nanga Doom Spear 
  26 
  40 
  12th 
  CE 
  This Uruk Hai is 6’4” tall, wears no armor, and has 
  blood red sigils and designs all over his body.  He 
  uses a two-handed magik Battle axe and has Giant 
  strength. 
  30,000 
  Amazon 
  Wildra Wolfsister 
  24 
  31 
  12th 
  N 
  Wildra is 6’3” tall, with single waist length braided 
  red hair and green eyes.  She rides a huge Warg (8+1 
  HD), roams about stark naked, and uses a magik 
  composite bow, broadsword, shield and spear. 
  28,500 
  408
  Timothy Schaefer (order #5257304)
  
  MOST WANTED HIGHWAYMEN AND BRIGANDS IN ARDUIN AND ITS ENVIRONS (CONTINUED) 
  TYPE 
  NAME 
  NUMBER 
  IN BAND 
  AGE
  LEVEL
  ALIGNMENT
  DESCRIPTION/NOTES 
  REWARD 
  (IN GS)
  Ogre 
  Gruesam Bloody Jaws 
  18 
  46 
  11th 
  CE 
  A known cannibal (he ate his brother) standing 9’10” 
  tall, Gruesam has a huge (8’ tall) skull emblemed 
  shield and a 6’6” long maul (both magikal).  He loves 
  Hobbitt meat. 
  25,000 
  Dwarf 
  Filda Brass Jaw 
  21 
  53 
  10th 
  N 
  With flaming red hair and grey eyes, Filda carries a 
  magikal war hammer and shield, and wears magik 
  armor, all of black and gold.  The shield’s sigil is a 
  Red Dragon. 
  21,500 
  Dworc 
  (Half Orc 
  / Half 
  Dwarf) 
  Gwando Dortol 
  20 
  37 
  10th 
  CE 
  A former Druid (4th level) who still uses magik,  He 
  carries a 6’ twisted oak staff, as well as a magikal 
  golden sickle, and wears grey robes over armor.  It is 
  suspected he has Giant strength, and is a Bentham 
  user. 
  20,000 
  Human 
  Vanyella Taerl 
  17 
  30 
  9th 
  C 
  At 5’8” with short blonde hair, grey eyes, Vanyella 
  could be very beautiful if she tried which she 
  doesn’t, so is mannish.  She wears beautiful silver 
  scale mail (magikal), and uses a magikal spear, 
  scimitar, and short bow. 
  18,750 
  Centaur 
  Brokk Urgrokk 
  16 
  45 
  9th 
  CE 
  A raging, half mad berserker, he uses a huge, 
  magikal, 4’ long, steel spiked maul, and wears Golden 
  Horseshoes of Speed.  He takes no hostages. 
  18,500 
  Phraint 
  S’Kreer 
  20 
  40 
  9th 
  U 
  S’Kreer’s chitin is a beautiful, silver dusted, metallic 
  blue, and he stands 8’6” tall.  He uses a Therb in his 
  left “hand” and a broadsword in the other.  He 
  usually also has at least one Javelin of Lightning and 
  a slaver’s net. 
  17,500 
  409
  Timothy Schaefer (order #5257304)
  
  MOST WANTED HIGHWAYMEN AND BRIGANDS IN ARDUIN AND ITS ENVIRONS 
  (CONTINUED) 
  TYPE 
  NAME 
  NUMBER 
  IN BAND 
  AGE
  LEVEL
  ALIGNMENT
  DESCRIPTION/NOTES 
  REWARD 
  (IN GS)
  Gnoll 
  Zalag Yargoe 
  28 
  38 
  8th 
  CE 
  Ugly, black, red eyed, and 5’8”, this Gnoll wears red 
  plate armor with a red shield that has a golden eye 
  on it (both magikal).  He uses a magik battle axe and 
  magik heavy crossbow.  He moves at Haste. 
  15,000 
  Human 
  Norden Tellwhon 
  Lone 
  31 
  8th 
  N 
  Norden is 7’ tall, very muscular, with a shaved head, 
  purple eyes, a long scar down left side of his face, 
  and all his teeth are steel (sometimes called “Iron 
  Fang”)!  He wears magik leather armor, and has a 
  magik two-handed sword. 
  15,000 
  Human 
  Georgaen Ironfist 
  10 
  36 
  8th 
  LE 
  This Human negro is 6’8” tall, and his left forearm 
  and hand is of silver chased iron.  Georgaen carries a 
  strange magik weapon that thunders, flashes and, 
  bores holes in his enemies’, Usually, he wears 
  maroon and green clothes. 
  15,000 
  Human 
  Yellowhair Bloodyknife 
  36 
  29 
  8th 
  C 
  This Corsair has waist length yellow and red braided 
  hair, is usually bare chested, carries a large, round, 
  silver, magik shield and a magik broadsword.  He has 
  a red patch over his left eye, and has a crisscross 
  harness holding 2 dozen throwing knives. 
  17,500 
  Human 
  Tranton Balzira 
  27 
  28 
  7th 
  A 
  A Black Cleric, Tranton wears black magik robes, 
  and has a magik shield and morning star.  This 
  Human stands about 6’ tall, is portly, and possibly 
  has Giant strength.  One of his eye is egg-white, but 
  apparently isn’t blind. 
  16,250 
  410
  Timothy Schaefer (order #5257304)
  
  MOST WANTED HIGHWAYMEN AND BRIGANDS IN ARDUIN AND ITS ENVIRONS (CONTINUED) 
  TYPE 
  NAME 
  NUMBER 
  IN BAND 
  AGE
  LEVEL
  ALIGNMENT
  DESCRIPTION/NOTES 
  REWARD 
  (IN GS)
  Half Elf 
  Auri Wirinnaen 
  20 
  38 
  7th 
  C 
  This female rides a flying carpet, uses a magik 
  composite bow and rapier, and wears magik yellow 
  scale mail.  With night black hair and smokey grey 
  eyes, she is 5’7”, extremely beautiful, and also known 
  to be an insatiable lover! 
  15,000 
  Amazon 
  Shardra The Castrator 
  21 
  (all female)
  26 
  7th 
  CE 
  She castrates (and eats it!) all men and rapes all 
  women.  Shardra is 6’6” tall, very beautiful, and 
  buxom, with green eyes and red hair.  She wears no 
  armor, but has a crisscross harness of tanned male 
  skin.  She is suspected of having Giant strength, but 
  confirmed to wield a magikal two-handed axe. 
  15,000 
  Amazon 
  Gameth Sorrowblade 
  39 
  27 
  6th 
  N 
  As a Corsair, she wears red “shorts” and knee length 
  boots with a matching baldric to hold her magik 
  cutlass.  She also uses a magik shield and can, 
  supposedly, walk on water.  At 6’ tall and very 
  shapely, Gameth has waist length blonde hair and 
  green eyes. 
  13,975 
  Orc 
  One Thumb Skullcrakcer 
  26 
  49 
  6th 
  CE 
  An Urukk Hai with no thumb on the left hand, he 
  uses a magik morning star, shield, and Boots of 
  Speed.  Known Bentham user, he loves to collect the 
  skulls of his victims and gild them in gold leaf, gem 
  the eyes, etc. etc. 
  12.500 
  Half 
  Gnome / 
  Half 
  Amazon 
  Gandy Five Trees 
  20 
  29 
  5th 
  N 
  Female, 5’6”, black, nice face, built very muscularly, 
  Gandy has blonde hair and brown eyes.  She wears 
  plate armor, carries a shield (magik), and uses a 
  magik mace. 
  10,000 
  411
  Timothy Schaefer (order #5257304)
  
  MOST WANTED HIGHWAYMEN AND BRIGANDS IN ARDUIN AND ITS ENVIRONS 
  (CONTINUED) 
  TYPE 
  NAME 
  NUMBER 
  IN BAND 
  AGE
  LEVEL
  ALIGNMENT
  DESCRIPTION/NOTES 
  REWARD 
  (IN GS)
  Hawkman 
  Yree Wreer 
  Lone 
  33 
  5th 
  A 
  A typical Hawkman, Yree wears a pale blue harness 
  and uses throwing darts, a net, and a short spear 
  (4’6”) that’s probably magik.  This Hawkman can 
  become invisible. 
  10,000 
  Amazon 
  Thara Brightblade 
  17 
  22 
  5th 
  NE 
  Thara is 6’5”, striking (but not beautiful), has brown 
  hair and eyes, uses an eye hurting bright glowing 
  broadsword (magik), and wears golden scale (magik) 
  armor and shield.  She is also believed to be able to 
  fly (unconfirmed). 
  9,500 
  Saurig 
  Gresshaa 
  25 
  35 
  5th 
  NE 
  A typical Corsair Saurig (12’ long. 5’6” high), he uses 
  a bright silver magik trident.  He is a known “Eater 
  of Men”, and hates Elves foremost. 
  8,850 
  Human 
  Tormon Faloway 
  Lone 
  28 
  4th 
  N 
  Good looking, 6’ tall, red haired, blue eyed, capable 
  of hasting himself at will, Tormon wears a displacer 
  cloak, uses a magik rapier and dagger, and can be 
  invisible. 
  7,500 
  Half Orc 
  Xadreth Xorgrim 
  9 
  24 
  4th 
  C 
  Xadreth wears brass plate, shield, dragon head helm 
  (magik), and uses a magik broadsword.  He also has 
  several magik “balls” he throws causing ??? 
  6,850 
  Human 
  Sterlee Mimzy 
  7 
  26 
  4th 
  C 
  A clone of Sterling Mymsee the Mage, Sterlee is now 
  a near berserk Warrior doing only occasional magik.  
  Sterlee is wild eyed, 6’ tall, has brown hair and eyes, 
  wears a goatee, and uses a two-handed battle axe that 
  is possibly magikal. 
  5,000 
  412
  Timothy Schaefer (order #5257304)
  
  TYPE 
  NAME 
  NUMBER 
  IN BAND 
  AGE
  LEVEL
  ALIGNMENT
  DESCRIPTION/NOTES 
  REWARD 
  (IN GS)
  Human 
  Quarry Villenelva 
  5 
  22 
  3rd 
  NE 
  A Black Paladin, Quarry wears black magik plate 
  with a skull helm and skull embossed magik shield, 
  uses a magik lance and broadsword, and has Giant 
  strength. 
  3,875 
  Human 
  Marten Arkwan 
  12 
  25 
  3rd 
  N 
  A good looking, sandy haired, 6’ tall, womanizer, 
  Marten has Clothes of Blending, uses a magik 
  longbow, and apparently has the power of Haste at 
  will. 
  3,000 
   
  N = Neutral 
  C = Chaotic 
  A = Amoral 
  CE = Chaotic Evil
  NE = Neutral Evil
  LE = Lawful Evil 
  U = Unaligned 
  MOST WANTED HIGHWAYMEN AND BRIGANDS IN ARDUIN AND ITS ENVIRONS (CONTINUED) 
   
  413
  Timothy Schaefer (order #5257304)
  
  PRINCIPLE NOBLE FAMILIES OF ARDUIN 
  CITY OF MAIN 
  RESIDENCE 
  FAMILY NAME 
  CURRENT HEAD 
  AFFILIATION
  TYPE OF 
  DOMICILE
  HOUSE 
  COLORS 
  SIGEL/CREST 
  BASE RACIAL 
  TYPE 
  Talismondé 
  Archom 
  Marco [m] 
  Q 
  Keep 
  black and silver
  two headed black raven 
  with wings spread 
  Human 
  Talismondé 
  Alabaanth 
  Galen [m] 
  K 
  Keep 
  gold and blue 
  golden winged lion 
  Human 
  Nythaarna 
  Asmodeion 
  Starkla [m] 
  Q 
  Large Stone 
  House 
  black, silver, red
  fiery winged scimitar 
  Half Orc 
  Melkalund 
  Borthos 
  Kuthbert [m] 
  Q 
  Keep 
  green and gold
  golden bull, rampant 
  Human 
  Khurahaen 
  Baldamian 
  Marquis Vance [m] 
  K 
  Large Stone 
  House 
  red and brown
  red sun disk behind a 
  great bear 
  Human 
  Khurahaen 
  Calydyrth 
  Chaena [f] 
  3 
  Large Stone 
  House 
  violet and 
  yellow 
  3 yellow suns on a violet 
  field 
  Centaur 
  Khurahaen 
  Darkoth 
  Viscount Barden [m]
  Q 
  Keep 
  black and red 
  black 13 headed hydra 
  Human 
  Talismondé 
  Elkeramon 
  Ghen [m] 
  Q 
  Keep 
  red and blue 
  blue wasp, stinging 
  Half Elf 
  Near Nythaarna 
  Faendrahl 
  Dorsai [m] 
  Q 
  Elven Home
  red and green 
  pair of red serpents 
  forming a circle 
  Elven 
  Khurahaen 
  Gelso 
  Samcha [m] 
  3 
  Large Stone 
  House 
  green and 
  yellow 
  a winged chariot wheel 
  Human 
  Khurahaen 
  Gottradung 
  Horsa [m] 
  Q 
  Keep 
  grey and blue 
  a grey stallion, rearing 
  Human 
  Vorlnyaas 
  Hawkmoon 
  Dorian [m] 
  K 
  Keep 
  silver and dark 
  blue 
  soaring silver hawk 
  Half Elf 
  Nythaarna 
  Iskander 
  Lycas [m] 
  K 
  Keep 
  gold and silver
  three silver thunderbolts
  Human 
  Melkalund 
  Jarlenon 
  Sindra [f] 
  K 
  Keep 
  purple and gold
  a golden double axe 
  Human 
  Melkalund 
  Kimbra 
  Shandi [m] 
  3 
  Large Stone 
  House 
  grey and yellow
  grey Manticore, rampant
  Half Elf 
  Nythaarna 
  Khroathla 
  Skorby [m] 
  Q 
  Large Stone 
  House 
  maroon and 
  white 
  a white bear, golden 
  crowned 
  Human 
  Vorlnyaas 
  Lazirus 
  Tanasta [m] 
  Q 
  Large Stone 
  House 
  red and white 
  a white tree, ablaze 
  Weirdling 
  Talismondé 
  Mar-Galen 
  Koster [m] 
  K 
  Castle 
  white and gold
  a golden dragon, rampant
  Half Elf 
  414
  Timothy Schaefer (order #5257304)
  
  PRINCIPLE NOBLE FAMILIES OF ARDUIN (CONTINUED) 
  CITY OF MAIN 
  RESIDENCE 
  FAMILY NAME 
  CURRENT HEAD 
  AFFILIATION
  TYPE OF 
  DOMICILE
  HOUSE 
  COLORS 
  SIGEL/CREST 
  BASE RACIAL 
  TYPE 
  Near 
  Talismondé 
  Naskillion 
  Korden [m] 
  3 
  Elven Home
  cyan and silver
  a pentagram of silver 
  arrows 
  Elven 
  Nythaarna 
  Othmark 
  Aethelstan [m] 
  K 
  Keep 
  green and 
  brown 
  a mighty oak tree 
  Human 
  Talismondé 
  Pyrosa 
  Findrahla [f] 
  K 
  Large Stone 
  House 
  blue and white
  leaping white Pegasus 
  Human 
  Near 
  Talismondé 
  Rokkanon 
  Khent [m] 
  3 
  Keep 
  blue and yellow
  a blue elephant, 
  trumpeting 
  Weirdling 
  Melkalund 
  Silverlock 
  Fire Eyes [m] 
  K 
  Castle 
  silver, red, black
  a red, silver spotted, 
  leopard, rampant 
  Half Elf 
  Near Vorlnyaas 
  Thunderfist 
  Balwyn [m] 
  K 
  Dwarf Hold
  iron grey and 
  gold 
  an iron mailed fist 
  grasping 3 thunderbolts 
  Dwarf 
  Nythaarna 
  Umbaast 
  Jockmar [m] 
  K 
  Large Stone 
  House 
  lavender and 
  yellow 
  4 lavender roses form a 
  cross 
  Half Hobbitt
  Near 
  Talismondé 
  Varlusian 
  Camber [m] 
  3 
  Keep 
  black and 
  scarlet 
  a black unicorn, rampant
  Weirdling 
  Talismondé 
  Wandering 
  Turlock [m] 
  K 
  Hobbitt 
  Hold 
  brown and 
  yellow 
  4 legs around a compass
  Hobbitt 
  Vorlnyaas 
  Xothun 
  Mordian [m] 
  Q 
  Keep 
  red and pale 
  blue 
  a great, red, black 
  outlined, soaring condor
  Human 
  Near Melkalund 
  Xaloros 
  Charstaar [m] 
  3 
  Large Stone 
  House 
  black and 
  orange 
  a snarling wolf’s head 
  Weirdling 
  Near Melkalund 
  Yalandal 
  Gaerris [m] 
  K 
  Elven Home
  silver and 
  scarlet 
  a silver eight pointed star
  Elven 
  Near Melkalund 
  Zirin 
  Baroness Khoryalla 
  [f] 
  Q 
  Keep 
  pink and white
  a heart, winged and 
  crowned 
  Human 
   
  Q = Queen’s Supporters 
  K = King’s Supporters 
  3 = 3rd party or neutrals 
  f = female 
  m = male 
  Weirdlings = Human plus unknown mix 
   
  415
  Timothy Schaefer (order #5257304)
  
  NOTABLE CHARACTERS OF THE ARDUINIAN CYCLE 
  LEVEL 
  AGE 
  NAME 
  HIT POINTS
  CLASS 
  RACE 
  NOTES 
  16th 
  40 
  Faradir Aurion 
  68 
  Trader 
  Human (m) 
  known as Heart of the Seven Golden Voyages 
  20th 
  26 
  Tamra Shadowfire 
  80 
  Illusionist 
  Half Elf 
  called the Shadow Maiden or Dark Star 
  17th 
  33 
  Aurloch Drakken 
  56 
  Mage 
  Half Triton 
  part of the Beast Shield Band 
  21st 
  49 
  Phanton Bellatrix 
  68 
  Alchemist 
  Human (m) 
  known as Old Thunder Bottles 
  18th 
  30 
  Morden Orion 
  65 
  Psychic 
  Human (m) 
  also called the Smiling Wolf 
  17th 
  36 
  Baron Brass 
  110 
  Warrior 
  Human (m) 
  renowned Defender of God’s Blood Gap 
  33rd 
  52 
  Kharis Solaris 
  118 
  Cleric 
  Human (m) 
  known as the Eyes of Anubis 
  18th 
  29 
  Symon Temphlar 
  107 
  Witch Hunter 
  Human (m) 
  known as the Nemesis of the Black Pantheon 
  14th 
  28 
  Lion Heart Silver Spear 
  98 
  Barbarian 
  Human (m) 
  member of the Beast Shield Band 
  12th 
  26 
  Moonwolf Crimsonclaw 
  87 
  Barbarian 
  Human (m) 
  as above 
  20th 
  307 
  D’allon De La Mort 
  90 
  Assassin 
  Human (m) 
  known as the Shadow of the Man Who Has No Face
  15th 
  27 
  Silverlock Snowtyger 
  89 
  Barbarian 
  Human (f) 
  2nd in command of the Beast Shield Band 
  14th 
  26 
  Firewolf Wingaxe 
  81 
  Barbarian 
  Human (m) 
  member of above 
  16th 
  32 
  Samson Ironhand 
  102 
  Warrior 
  Half Ogre 
  ex-leader of the Khorsarian Immortals 
  23rd 
  44 
  Balathon Blackwind 
  120 
  Druid 
  Human (m) 
  part of the Beast Shield Band 
  21st 
  37 
  Skyder Stormbird 
  118 
  Monk 
  Human (m) 
  known as the Man Who Spurned a Crown 
  13th 
  33? 
  Chessylca Firestarr 
  71 
  Mage 
  Elf 
  arch enemy of Tamra Shadowfire 
  416
  Timothy Schaefer (order #5257304)
  
  NOTABLE CHARACTERS OF THE ARDUINIAN CYCLE (CONTINUED) 
  LEVEL 
  AGE 
  NAME 
  HIT POINTS
  CLASS 
  RACE 
  NOTES 
  9th 
  23 
  Moonbird Skye * 
  33 
  Druid 
  Human (f) 
  ** 
  9th 
  23 
  Sunbird Skye * 
  33 
  Mage 
  Human (f) 
  ** 
  9th 
  23 
  Firebird Skye * 
  33 
  Psychic 
  Human (f) 
  ** 
  17th 
  40 
  Baron Pleides 
  93 
  Warrior 
  Human (m) 
  called Brother Slayer 
  17th 
  38 
  Talbot Trueheart 
  97 
  Paladin 
  Human (m) 
  slayer of the Black Paladin of Thrale 
  18th 
  36 
  Dunson Greyhawk 
  69 
  Thief 
  Werehawk 
  known also as Whisperfeet 
  16th 
  39 
  Yalney Gyrefalcon 
  66 
  Slaver 
  Human (m) 
  called the Desert Falcon (some say Vulture) 
  18th 
  32 
  Torell Stagg 
  85 
  Ranger 
  Elf 
  called Deer Stalker by all 
  14th 
  35 
  Delamond Blackshield 
  78 
  Warrior 
  Human (m) 
  the bastard son of a bastard king’s son 
  15th 
  30 
  Swifton Silversword 
  70 
  Thief 
  Human (m) 
  sometimes called Asphand 
  18th 
  30 
  Lioneves Firespear 
  117 
  Barbarian 
  Human (m) 
  leader of the Beast Shield Band 
  14th 
  28 
  Whitebear Thunderaxe 
  83 
  Barbarian 
  Human (m) 
  a member of above 
  16th 
  38 
  Thorvald Oaksplitter 
  99 
  Warrior 
  Human (m) 
  deposed king of Zarthordra 
  20th 
  36 
  Tyra Nightflower 
  80 
  Mage 
  Half Elf 
  called the Black Lotus by most 
  15th 
  30 
  Malmus The Blue 
  60 
  Mage 
  Human (m) 
  called the Viper of Viruelandia 
  * – Triplets (all women) 
  ** – They can work as a linked triad (called the Trinity or the Three Jewels) of 24th level of any single type or 13th level combined. 
  417
  Timothy Schaefer (order #5257304)
  
  NOTABLE DENIZENS OF ARDUINIAN “UNDERCITIES” 
  WHERE 
  LOCATED 
  NAME 
  AGE
  LEVEL
  RACE 
  ALIGNMENT
  STATUS 
  Talismondé 
  Agwyn Maldread 
  56 
  19th 
  Human (m) 
  CE 
  Black Mage – barred from the College 
  of Mages 
  Talismondé 
  Rowyna Crowfoot 
  40 
  13th 
  Human (f) 
  C 
  as above 
  Talismondé 
  Thanda Swiftsword 
  38 
  14th 
  Amazon 
  C 
  warrior leader for hire (148 men); 44-
  28-40; 5’11”; 155 pounds’ waist length, 
  blond, pig tailed hair; owns a bireme 
  called Wave Snake 
  Talismondé 
  Grekk Tastokk 
  64 
  11th 
  Half Orc 
  CE 
  as above, leads Orcs and half Orcs 
  (70+) 
  Talismondé 
  Mnelga Wexex 
  88 
  13th 
  Half Orc / Half Dwarf 
   
  Alchemist – barred from the college 
  Talismondé 
  Moren Malstrae 
  48 
  15th 
  Half Elf 
  A 
  Guild – Outlaw, Assassin 
  Talismondé 
  Yazaad Urgeth 
  41 
  17th 
  Human 
  A 
  Guild – Outlaw, Thief 
  Talismondé 
  Skroni Willawaw 
  39 
  12th 
  Human 
  C 
  Guild – Outlaw, Slaver 
  Talismondé 
  Trephka Cystent 
  56 
  17th 
  Human 
  LE 
  defrocked catholic patriarch 
  Talismondé 
  Murshka Valoch 
  32 
  10th 
  Half Gnome / Half Human 
  CE 
  Black Paladin – warrior leader (30 men)
  Khurahaen 
  Treng Xoreng 
  45 
  13th 
  Half Elf 
  A 
  Black Mage – barred from college 
  Khurahaen 
  Shalzad Gelvord 
  36 
  10th 
  Morphodite Human 
  CE 
  defrocked Moon Lady Priest 
  Khurahaen 
  Zachariah Sorboe 
  34 
  10th 
  Human (m) 
  A 
  Guild – Outlaw, Assassin 
  Khurahaen 
  Xoryck Varster 
  37 
  12th 
  Human (m) 
  C 
  Guild – Outlaw, Thief 
  Khurahaen 
  Yenda Saberhand 
  29 
  11th 
  Amazon 
  C 
  warrior leader (60 men) has a ship – 
  Corsair 
  418
  Timothy Schaefer (order #5257304)
  
  NOTABLE DENIZENS OF ARDUINIAN “UNDERCITIES” (CONTINUED) 
  WHERE LOCATED 
  (IN ARDUIN) 
  NAME 
  AGE 
  LEVEL 
  RACE 
  ALIGNMENT
  STATUS 
  Melkalund 
  Atalar Vilaya 
  27 
  9th 
  Human (f) 
  CE 
  Black Mage 
  Melkalund 
  Kruewena Malabar 
  28 
  11th 
  Human (f) 
  C 
  Guild – Outlaw Thief 
  Melkalund 
  Scharumen Silmara 
  38 
  10th 
  Half Elf (f) 
  A 
  warband leader (39 men) 
  Melkalund 
  Fornoe Darden 
  38 
  12th 
  Human (Negro) 
  A 
  Black Illusionist 
  Vorlnyaas 
  Sobol Pyrongo 
  50 
  16th 
  Half Gnoll / Half Human 
  CE 
  Black Mage 
  Vorlnyaas 
  Aldo Waterbrook 
  40 
  8th 
  Hobbitt 
  N 
  Guild – Outlaw, Thief 
  Vorlnyaas 
  Moidark Athaenas 
  26 
  9th 
  Morphodite Human 
  A 
  Guild – Outlaw, Alchemist 
  Vorlnyaas 
  Shiren Shirakku 
  30 
  13th 
  Human 
  N 
  Rogue Monk; solid yellow eyes 
  Nythaarna 
  Yoster Baelu 
  33 
  10th 
  Half Human / Half Unknown 
  C 
  Black Mage 
  Nythaarna 
  Gillian Novenda 
  32 
  13th 
  Human (f) 
  N 
  Guild – Outlaw, Thief 
  Nythaarna 
  Manga Elzahl 
  26 
  7th 
  Human 
  NE 
  Guild – Outlaw, Slaver 
  Nythaarna 
  Thargo Skull Breaker
  50 
  7th 
  Ogre 
  CE 
  warrior leader (51 men) 
  At Large 
  Grader Zachara 
  37 
  10th 
  Human (m) 
  A 
  Guild – Outlaw, Assassin 
  At Large 
  Niael Holchoster 
  53 
  16th 
  Human 
  CE 
  Black Mage 
  Moves Constantly 
  Ibn Ben Wazid 
  45 
  10th 
  Human 
  CE 
  defrocked 
  Moslem 
  patriarch 
  (and 
  Slaver) 
  Moves Constantly 
  Torismal Gorthoe 
  36 
  14th 
  Human 
  N 
  Guild – Outlaw, Thief 
  C = Chaotic 
  A = Amoral 
  N = Neutral 
  LE = Lawful Evil 
  CE = Chaotic Evil 
  NE = Neutral Evil 
   
  419
  Timothy Schaefer (order #5257304)
  
  THE RECORDED AREAS OF TREASURE AND DOOM WITHIN ARDUIN’S BORDERS 
   
  NAME OF LOCATION 
  WHERE LOCATED 
  COMMENTS AND NOTES 
  * 
  Skull Tower 
  in Bone Wood Forest 
  the 1st discovered 
  * 
  Iron Wall 
  in the Weeping Woods 
  built all of iron 
  * 
  The Broken Tower 
  in Moon Wood near Moon Water 
  partially collapsed 
  * 
  Tumble Walls 
  in Rot Bog near The Sentry’s 
  seldom heard of 
  * 
  The Abbey On Spider Isle 
  in the Lake of Mists 
  spider infested 
  * 
  The Cavern Of The Kings 
  (King Solomon’s Mines) 
  in the Khaas Mountains 
  extremely dangerous 
  * 
  The Burning Tower 
  (Flame Fang) 
  in The Burn 
  wreathed in flames 
  * 
  The Crystal Caverns 
  in the Mickleback Mountains 
  seldom visited 
   
  The Tower Of The Beast 
  in the Fens of Fear 
  very hard to find 
   
  The Tower Of The Black Bishop 
  in Maggot Trees near the Great Rift 
  seldom visited 
   
  Forgotten Tower 
  (Grey Nose) 
  in Bone Wood near No Name Swamp 
  an unknown quantity 
  * 
  Athaelstone 
  atop Hidden Mountain near Sky Trees 
  nearly unheard of 
  420
  Timothy Schaefer (order #5257304)
  
  THE RECORDED AREAS OF TREASURE AND DOOM WITHIN ARDUIN’S BORDERS (CONTINUED) 
   
  NAME OF LOCATION 
  WHERE LOCATED 
  COMMENTS AND NOTES 
  * 
  The Wailing Tower 
  (Grin Mound) 
  atop Grin Mound Mountain 
  known for its techno magik 
  * 
  Cloud Castle 
  atop Broken Tooth Mountain 
  seldom there as it dimensionally shifts 
  * 
  The Howling Tower 
  on Roaring Rock in the Lake of Mists 
  hidden by fog and mists 
  * 
  Thunder Hole 
  (The Citadel Of Thunder) 
  behind Thousand Thunder Falls 
  its entrance masked by a dimensional rate 
  * 
  Rift Fang 
  in The Great Rift 
  the last known citadel of the Kthoi existing 
  * 
  Teliboé The Forgotten 
  (The Lost City Of Teliboé) 
  in the Valley of the Dead 
  appears only on solstices and equinoxes, from dusk to 
  dawn 
   
  Worm Hole 
  at the edge of The Burn 
  the most dangerous of all the known areas 
  an entrance to the Great Worm Road 
  * 
  Maelshyra, The Temple Of Set 
  in Bone Bog in the Weeping Woods 
  heavily guarded 
   
  Temple Of The Wandering Moon 
  in Moon Water on an island 
  nearly unknown 
   
  Temple Of The Red Moon 
  in the Lake of the Three Gods 
  as above seldom visited 
   
  Temple Of The Winds 
  on the shore of the above lake. 
  as above 
   
  Temple Of The Pun 
  on an island in the above lake 
  as above 
  * 
  Fort Blood (The Ruined Fort) 
  on Blood Fountain near Weird Wood 
  hard to explore 
  421
  Timothy Schaefer (order #5257304)
  
  THE RECORDED AREAS OF TREASURE AND DOOM WITHIN ARDUIN’S BORDERS 
  (CONTINUED) 
   
  NAME OF LOCATION 
  WHERE LOCATED 
  COMMENTS AND NOTES 
   
  The Bones 
  (Khorainnian The Eaten) 
  in the Mickleback Mountains 
  a city literally eaten by the hordes of hell 
  * 
  The White Roc Inn 
  in Whisper Trees on the old road 
  has an evil reputation 
  * 
  Cavern Of The Ancients 
  (Cavern of the Time Lords) 
  (Twist Time Tower) 
  in the Great Rift 
  sealed by the rune weavers thousands of years ago, 
  with spell and fear 
  * 
  Hell House 
  (The House That Eats Men) 
  in the Weeping Woods 
  a known haunt of the undead and psychic happening 
  of all types 
  * 
  Shadow Guard 
  on the edge of the Great Rift 
  supposed home of Tamra Shadowfire and other 
  legendary characters 
   
  The Gaol 
  (formerly the Melkalund City Prison) 
  moving about The Trembling Lands 
  never in one place long 
  * 
  Elf Hill 
  near The Creep 
  a huge burial round 
   
  The Dragon’s Throat 
  in Dead Watch Mountain 
  a known dragon abode 
   
  Midwich The Abandoned 
  on an old road in Bone Wood 
  a real mystery 
   
  The Lair Of The Spider Mother 
  in Crack Face Mountain 
  no known survivors, ever 
   
  Rogue’s Roost 
  in the Scimitar Hills 
  a known outlaw hide-away 
  422
  Timothy Schaefer (order #5257304)
  
  THE RECORDED AREAS OF TREASURE AND DOOM WITHIN ARDUIN’S BORDERS 
  (CONTINUED) 
   
  NAME OF LOCATION 
  WHERE LOCATED 
  COMMENTS AND NOTES 
   
  Hell Spire 
  in The Devil’s Foot Print 
  virtually unknown to all 
  * 
  The House Of The Axe 
  (The Slaughter House) 
  on the edge of Lost Lake in No Name Swamp all who have ventured within have died horribly 
  * 
  The Foxfire Caverns 
  in Fox Mountain in Foxwood 
  the tree of light and shadow guards the way 
  * 
  The Mountain Uruk 
  (Rogue Hold or Nalmazi Tribe) 
  on The Tentacle River in Mire Wood 
  seldom visited 
  * 
  Ardwyr The Sunken 
  (Moss Windows or Moss Mouth) 
  between Black Bog and Moon Water 
  has a reputation of the worst sort 
   
  Star Tooth 
  inside star tooth mountain 
  totally unknown 
   
  Spin Devil Spire 
  it is Spin Devil Mountain 
  as above 
   
  The Ark 
  inside Gandolph’s Rest Fountain 
  as above 
   
  Caliban 
  An area that appears at random intervals and inside random dungeons, caverns, and the like.  It is also 
  known as the Chalice of Chance or Random Heart.  It has appeared in Arduin only twice in all of the 
  knowledge of Elf or Human. 
   
  * – Indicates an operating (mapped/stocked) area, but does not indicate whether it has ever been visited before. 
   
  423
  Timothy Schaefer (order #5257304)
  
  ARDUIN’S INNS AND 
  ROAD HOUSES 
  COMMENTS ON THE INNS AND ROAD 
  HOUSES OF ARDUIN 
  From Arduin Grimoire II (Pages 79, 97) 
  THE INNS AND ROAD HOUSES OF ARDUIN 
  From Arduin Grimoire II (Pages 93 – 96) 
  INDEPENDENT ROAD HOUSES AND INNS 
  From Arduin Grimoire II (Page 96) 
   
   
  424
  Timothy Schaefer (order #5257304)
  
  COMMENTS ON 
  THE INNS AND ROAD HOUSES OF ARDUIN 
  Inns and road houses were (and still are in places like England) an integral and a functioning part of 
  the past history of most civilizations.  It was there that the people gathered for entertainment, news, 
  and all of the other social necessities of a world without movies, radio, or the like.  It is here that 
  adventurers will find old sailors and soldiers, or perhaps a crippled Trader or down-on-his-luck Mage.  
  All of whom can tell of temples and treasures, lost cities and idols of gold with ruby eyes, and of the 
  fearsome monsters who guard them.  Occasionally a map may be had, though at a price that 
  sometimes may be higher than the buyer could ever reckon. 
  Yes, it is at the inns where a young boy just turned Warrior and a young girl aspiring to magikal lore 
  can meet and mingle with all the strange and fabled races of the Multiverse.  Here one can see the 
  silent and shiny chitined Phraints, the feared and fanged warrior Saurigs, or perhaps even get a 
  glimpse of even stranger beings.  The inn or road house is a place of intrigue and mystery, as well as 
  music and brawls.  They should be an integral part of every world.  So here for your perusal are the 
  inns and road houses of Arduin.  Who knows, they may find their way into your world as well; after 
  all, stranger things have happened in the Multiverse before this! 
  Remember, the 1 to 5 star (*) rating system means the following: 
  • 
  One Star = ½ silver penny per night with bread and beer.  A One Star is equivalent to a real 
  dive. 
  • 
  Two Star = 1 silver penny per night with dinner, ale, and light breakfast.  A Two Star is not 
  bad, but still not great, and is the “common man’s” place. 
  • 
  Three Star = ½ gold sovereign per night with sumptuous meal and large breakfast.  A Three 
  Star is a good, clean place (the best overall value). 
  • 
  Four Star = 1 ½ gold sovereigns per night without anything but a complimentary glass of 
  wine.  A Four Star is very ritzy and pretty exclusive, with lesser nobles and the like staying 
  there. 
  • 
  Five Star = 2 to 5 sovereigns per night per person without any extras.  Meals are lavish, but 
  extremely expensive.  A Five Star is the “palace” of inns, where only the very rich and 
  greater nobles play.  They will admit no one they do not deem worthy, even if that person 
  has millions of gold sovereigns to spend.  Very exclusive. 
  425
  Timothy Schaefer (order #5257304)
  
  THE INNS AND ROAD HOUSES OF ARDUIN 
  LOCATION 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  STREET LOCATION 
  Talismondé 
  Mamma Knole’s 
  Mamma Knole 
  * 
  Cut Purse Alley 
  “ 
  The Bastard Knight 
  Tambrud Bort 
  * 
  Potter’s Row 
  “ 
  Shangai Lil’s 
  Big Lily North 
  * 
  Low Wharf Street 
  “ 
  The Dancing Termite 
  Makleen Malpossey 
  * 
  Red Lantern Street 
  “ 
  The Wild Whippoorwill 
  Damon Chance 
  ** 
  Sand Box Alley 
  “ 
  The Carnelian Cube 
  Big Annie 
  ** 
  Fortune Street 
  “ 
  The Fat Fox 
  Bartholo Korph 
  ** 
  Little Maiden Street 
  “ 
  The Scarlet Rooster 
  Villian Trunth 
  ** 
  Little Maiden Street 
  “ 
  The Toumaline Turtle 
  Gandy Saftell 
  ** 
  Gold Workers’ Street 
  “ 
  The Silent Canary 
  Wemble Falstar 
  ** 
  High Wharf Street 
  “ 
  The Astral Efreet 
  Nasti-Jastor 
  *** 
  Gold Workers’ Street 
  “ 
  The Ruby Rifleman 
  Khimley Hortha 
  *** 
  Jewelers’ Lane 
  “ 
  The Star Bear 
  Droger Crofter 
  *** 
  Silver Smiths’ Street 
  “ 
  The Merry Manticore 
  Willing Farondar 
  **** 
  High Traders’ Street 
  “ 
  The Unique Unicorn 
  Nardon Voldo 
  **** 
  Royal Circle 
  “ 
  The Star Sword 
  Chambers Conde 
  **** 
  Street of the Armour Makers 
  “ 
  The Black Pearl 
  Tanya Tarleman 
  ***** 
  High Park Lane 
  “ 
  The Benevolent Basilisk 
  Narold Xund 
  ***** 
  High Park Lane 
  Khurahaen 
  The Wondrous Wizard  
  (formerly the Wanton Wombat) 
  Valposey Tuffy 
  * 
  Crofter’s Lane 
  “ 
  The Pearly Gates 
  Waddel Opper 
  * 
  Fast Fall Hill 
  “ 
  The Adamantine Amazon 
  Agok Nuggle 
  * 
  Hide Curers’ Street 
  426
  Timothy Schaefer (order #5257304)
  
  THE INNS AND ROAD HOUSES OF ARDUIN (CONTINUED) 
  LOCATION 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  STREET LOCATION 
  Khurahaen 
  The Broken Trident 
  Capaag Rugg 
  * 
  Blue Wharf Street 
  “ 
  The Velvet Turtle 
  Fumogg Tuggy 
  * 
  Bead Seller Street 
  “ 
  The Fabulous Frog 
  Marden Gomb 
  ** 
  North Gate Square 
  “ 
  The Wild Wasp 
  Stenchly Thumbfoot 
  ** 
  West Gate Square 
  “ 
  The Green Goblin 
  (formerly the Golden Goblin) 
  Arkhaas the Fat 
  *** 
  Gem Sellers’ Square 
  “ 
  The Golden Pomegranate 
  Turbina Hally 
  *** 
  Weavers’ Street 
  “ 
  The Iron Swan 
  (formerly the Wayward Wyvern) 
  Delphia Doorn 
  *** 
  Barracks Square 
  “ 
  The Amethyst Apple 
  Gastura Brent 
  *** 
  Copper Smith Street 
  “ 
  The Blue Barbarian 
  (formerly the Reluctant Turtle) 
  Hoggarth the Tall 
  *** 
  Traders’ Circle 
  “ 
  The Dancing Dice 
  Xallia Zingra 
  **** 
  Old Palace Road 
  “ 
  Madame Firefly 
  Valla Ernthant 
  **** 
  Gold Smiths’ Lane 
  “ 
  The Sapphire Circle 
  Charleroix Slyvy 
  ***** 
  Garden Road 
  Melkalund 
  The Silver Seal 
  Marden Garvell 
  * 
  Old Wharf Street 
  “ 
  The Sleepy Snake 
  Palamon Terby 
  * 
  Iron Monger Street 
  “ 
  The Happy Hag 
  Old Mama Froley 
  * 
  Potters’ Lane 
  “ 
  The Timid Tiger 
  Billkhoe Bunkhoe 
  * 
  East Gate Square 
  “ 
  The Hungry Hill Giant 
  Bobbolo Bumpee 
  ** 
  Marsh Gate Square 
  “ 
  The Happy Harpy 
  Tamhalla Tyree 
  ** 
  Traders’ Square 
  “ 
  The Adamantine Oliphaunt 
  Derbell Taste 
  ** 
  Dyers’ Street 
  “ 
  The Lavender Lizard 
  Brucilla Tug-a-Hug 
  ** 
  Jugglers’ Lane 
  427
  Timothy Schaefer (order #5257304)
  
  THE INNS AND ROAD HOUSES OF ARDUIN (CONTINUED) 
  LOCATION 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  STREET LOCATION 
  Melkalund 
  The Emerald Dragon 
  Darkhan Faraway 
  ** 
  Armourers’ Street 
  “ 
  The Phantom Firefly 
  Anabelle Haskins 
  *** 
  Silver Smiths’ Street 
  “ 
  The Silver Horseshoe 
  Fermoli Tardella 
  *** 
  Waggoners’ Road 
  “ 
  The Wobbly Wooky 
  Cachakka Takkra 
  *** 
  Barracks Square 
  “ 
  The Mithril Mountain 
  Kolo Nolo 
  **** 
  Gem Sellers’ Lane 
  “ 
  Simply Valhalla 
  Krafton Boley 
  ***** 
  Citadel Hill 
  Nythaarna 
  Bad Man Carruthers’ 
  Bad Man Carruthers 
  * 
  Thieves’ Quarter 
  “ 
  The Stupid Wizard 
  Daffy Highbottom 
  * 
  West Gate Square 
  “ 
  The Drunken Druid 
  Alfaen Doromon 
  * 
  East Gate Square 
  “ 
  The Fourth Moon 
  Barlemar Berry 
  ** 
  Potters’ Street 
  “ 
  The Silver Nose 
  Silvernose Burt 
  ** 
  Silver Smith Street 
  “ 
  The Golden Elf 
  Carley Simon 
  ** 
  Leather Workers’ Street 
  “ 
  3 Hearts & 3 Lions 
  Pohl Asimov 
  *** 
  Traders’ Court 
  “ 
  Dandelion Wine 
  Katherine Campbell 
  *** 
  Gold Smiths’ Street 
  “ 
  The Hanged Man 
  Fallburr Skofter 
  *** 
  Barracks Square 
  “ 
  The Yellow Toad 
  Toady Chesire 
  **** 
  Gem Sellers’ Circle 
  “ 
  The Seventh Seal 
  Gyron Mortimen 
  ***** 
  Old Gaol Square 
  Vorlnyaas 
  Spitwhistle’s Safe Stop 
  Little Spitwhistle 
  * 
  Weavers’ Road 
  “ 
  Thunder Mug’s 
  Mugwhump Thunderbumper 
  * 
  Mill Bridge Road 
  “ 
  The Broken Arms 
  Lack-a-Day Larry 
  * 
  Dyers’ Alley 
  “ 
  The Sapphire Salamander 
  Toronial Fandreaux 
  ** 
  Traders’ Square 
  428
  Timothy Schaefer (order #5257304)
  
  THE INNS AND ROAD HOUSES OF ARDUIN (CONTINUED) 
  LOCATION 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  STREET LOCATION 
  “ 
  The Carnelian Cat 
  Wandra Wild Fox 
  ** 
  Gold Smiths’ Lane 
  Vorlnyaas 
  The Eye of the Tiger 
  Shaundra Fire Willow 
  ** 
  Jewelers’ Court 
  “ 
  The Velvet Whip 
  Dione Star Hunter 
  *** 
  Old Royal Road 
  “ 
  Copperhead 
  Alain Tralonde 
  *** 
  The Great Market 
  “ 
  The Fancy Fool 
  Bongo Three Fingers 
  *** 
  Armourers’ Lane 
  “ 
  The Lazy Lightning 
  Kamben Khorley 
  **** 
  The Caravansary 
  “ 
  The Astral Axe 
  Wirawhey Wambletyre 
  ***** 
  Spice Merchants’ Street 
  Tara 
  The Wild Wolf 
  Aldo Bunder 
  ** 
  Appletree Road 
  “ 
  The Red Rook 
  Korto Vado 
  ** 
  Appletree Road 
  Watchtown 
  The Silent Serpent 
  Janat Bolk 
  * 
  Cliff Gate Square 
  “ 
  The Golden Apple 
  Roster Gilley 
  ** 
  Cliff Gate Square 
  “ 
  The Fabulous Falcon 
  Wazat Tyme 
  *** 
  White Fence Lane 
  Bridgewater 
  The Royal Rabbit 
  Talok Durok 
  * 
  Pumpkin Road 
  “ 
  The Wanton Witch 
  Vance Lance 
  ** 
  Red Candle Street 
  “ 
  The Rainbow Dragon 
  Odoe Narky 
  *** 
  Blue Bell Court 
  Lowbridge 
  The Happy Hobbit 
  Tanthla Twinkletoes 
  *** 
  Only Gate Square 
  “ 
  The Opaline Ogre 
  Welkon Narsai 
  *** 
  Tangerine Lane 
  Hobbiton 
  The Grumpy Griffon 
  Little Lulu 
  ** 
  Scone Bakers’ Lane 
  “ 
  The Horn of Plenty 
  Tiptoe Sleepyfeet 
  *** 
  Berry Bush Street 
  Rosewater 
  The Drowned Rat 
  Shuggy MacNasty 
  * 
  Fishmongers’ Street 
  “ 
  Mac the Knife’s 
  Big Mac 
  * 
  Old Fishermans’ Street 
  429
  Timothy Schaefer (order #5257304)
  
  THE INNS AND ROAD HOUSES OF ARDUIN (CONTINUED) 
  LOCATION 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  STREET LOCATION 
  “ 
  The Phantasmal Pheasant 
  Jorius Jaw Breaker 
  ** 
  Potters’ Row 
  “ 
  The Crystal Ship 
  Talbund Gorph 
  ** 
  Stablers’ Court 
  Rosewater 
  The Golden Dove 
  Myrin Xyreth 
  *** 
  East Gate Square 
  “ 
  The Prismatic Bat 
  Taya Hammer Star 
  *** 
  East Gate Square 
  Leiberton 
  The Red Worm 
  Fritz Faphred 
  * 
  Old Dormitory Street 
  “ 
  The Black Bell 
  Lyber Grey 
  ** 
  High House Street 
  “ 
  The Brass Book 
  Mousey Small Sword 
  *** 
  Library Square 
  “ 
  The Golden Gull 
  Far Star Lookaway 
  **** 
  Theatre Row 
  Littletown 
  The Hasty Hag 
  Odd John Manglefoot 
  * 
  Small Wall Side 
  “ 
  Smaug’s Eye 
  Andrew Arrowblack 
  ** 
  Tall Wall Side 
  Quartermass 
  The Bountiful Maid 
  Tarney Tenthpart 
  * 
  Hang Man’s Square 
  “ 
  The Pack Rat Inn 
  Hapsell Not-e-Nuff 
  ** 
  Market Gate Square 
  Foxton 
  Mother Beetlebrow’s 
  Mother Beetlebrow 
  ** 
  South Gate Square 
  Bordertown 
  The Lost Hobbit Inn 
  Tamal Trygyre 
  ** 
  Barracks Row 
  Bright Water 
  Bright Water Inn 
  Wenitra Foloway 
  *** 
  Traders’ Gate 
  Appleton 
  Silver Tree Twice 
  Fanrahl Garling 
  ** 
  Old Cattlemans’ Road 
  Markhouse 
  The Blue Bolt 
  Talgrofter Quilleen 
  ** 
  Old Well Square 
  Ridgetown 
  The Golden Canary 
  Vorpold Dorth 
  *** 
  The New Quarry Road 
  Hidden Valley 
  The Dwarf’s Hoard 
  Grumpy Stone Hammer 
  *** 
  Traders’ Gate 
  Owl Valley 
  The Golden Goose II 
  Brambahr Wall Breaker 
  *** 
  Castle Road Gate 
  White Water 
  The Pheonix 
  Dillon M Ivorn 
  *** 
  Old Barracks Square 
  430
  Timothy Schaefer (order #5257304)
  
  THE INNS AND ROAD HOUSES OF ARDUIN (CONTINUED) 
  LOCATION 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  STREET LOCATION 
  Sixcarts 
  The Gilded Cart 
  Newton Bomolck 
  *** 
  New Market Square 
  Edgehome 
  The Mithril Edge 
  Barden Balkon 
  ** 
  Barracks Row 
  Mountainhome 
  The Double Hammer 
  Red Deard Orc Killer 
  ** 
  Brickmakers’ Street 
  Hillhaven 
  The Iron Horse 
  Stondon Milijand 
  *** 
  Smithy’s Road 
  The Crossings 
  The Water Witch 
  Falamand Khooley 
  ** 
  Ferry Wharf Street 
  Serendipity 
  The Serene Smile 
  Lady Serena Whitefingers 
  *** 
  Only Gate Square 
  Arkham 
  The Red Lily 
  Omroyce Gilliad 
  *** 
  Red Lily Square 
  High Bridge 
  The Emerald Knight 
  Ternald Vendirk 
  * 
  Pilgerers’ Lane 
  “ 
  The Bowlegged Dragon 
  Enid Finkley 
  ** 
  Spinners’ Alley 
  “ 
  The Silver Sail 
  Nalamarder Venty 
  *** 
  River Gate Square 
  Rookely 
  The Raven’s Roost 
  Tark RavensWing 
  ** 
  East Gate Road 
  Dunwich 
  The Grand Grimoire 
  Hell Fist Skull Taker 
  * 
  West Side Square 
  “ 
  The Star Stone 
  Mordecai Greenstar 
  ** 
  East Side Square 
  Small Harbour 
  The Prancing Porpoise 
  Captain Jack 
  *** 
  Sea Gate Road 
  “ 
  The Crazy Compass 
  Falthur Yester 
  *** 
  Traders’ Gate Square 
  Stoop House 
  The Marmalade Monkey 
  Daniel Westerly 
  ** 
  Only Gate Square 
  Mickleby 
  The Adamantine Shovel 
  One Eye Iron Nose 
  ** 
  True Faith Square 
  “ 
  The Iron Worm 
  Bart Black Hatchet 
  ** 
  True Faith Square 
  Red House 
  The Little Red House 
  Galaway Rundagaard 
  ** 
  Stone Masons’ Street 
  White Walls 
  The White Wall Inn 
  Runknon Bulodon 
  ** 
  Dyers’ Street 
  Pearl House 
  The Rainbow Pearl 
  Quickfoot Madanth 
  ** 
  Pearl Divers’ Street 
  431
  Timothy Schaefer (order #5257304)
  
  THE INNS AND ROAD HOUSES OF ARDUIN (CONTINUED) 
  LOCATION 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  STREET LOCATION 
  “ 
  The Golden Hook 
  Captain Hook 
  *** 
  Sea Captians’ Lane 
  “ 
  The Treasure Chest 
  Balkomer Fand 
  **** 
  Traders’ Square 
  Athelton 
  The Black Coach 
  Taramore Tarras 
  * 
  Creepgate Alley 
  “ 
  The Silver Sword 
  Vaanka Tryvaanka 
  ** 
  Guardmens’ Row 
  Athelton 
  The Silver Mountain 
  Belogrand Xandor 
  *** 
  The Dukes’ Square 
  Easterly 
  The Crimson Caravan 
  Zanor Zardozz 
  * 
  The Caravanserie 
  “ 
  The Gilded Camel 
  Gimburra Walassa 
  ** 
  The Caravan Gate Road 
  “ 
  The Daimon Parrot 
  Effros Drobnelka 
  *** 
  Market Square 
  “ 
  The Mithril Medusa 
  Karenth Sastra 
  *** 
  Guardmens’ Row 
  Rumbletown 
  The Deaf Ear 
  Nomley Humber 
  * 
  Old Whard Gate 
  “ 
  The Rumble Dragon 
  Timothy True Heart 
  ** 
  New Whard Road 
  “ 
  Elric’s Rest 
  Telamark Swordbearer 
  *** 
  Great Gate Square 
  Ox Haven 
  The Emerald Ox 
  Tummel Fumpleton 
  ** 
  Cattlemans’ Gate 
  Pavane 
  The Laughing Witch 
  Malaprond Droffel 
  ** 
  Silversmiths’ Street 
  “ 
  The Timid Poltergeist 
  Vincent Price 
  *** 
  Gemcutters’ Lane 
  Smallshire 
  The Jolly Giraffe 
  Trader Vic 
  ** 
  Furriers’ Street 
  “ 
  The Passionate Plum 
  Galassa Wallshunth 
  ** 
  Leatherworkers’ Street 
  South Hold 
  The Silver Citadel 
  Bartholemew Huggins 
  ** 
  Barracks Road 
  The Quarries 
  The Marble Wyvern 
  Dastroen Oliver 
  ** 
  Old Quarry Road 
  Halflington 
  The Falling Star 
  Tillerd Sethedd 
  ** 
  Alchemists’ Alley 
  “ 
  The Crucible 
  Valton Mathross 
  *** 
  Alchemists’ Alley 
   
  432
  Timothy Schaefer (order #5257304)
  
  INDEPENDENT ROAD HOUSES AND INNS 
  LOCATION/LANDMARK VICINITY 
  NAME OF ESTABLISHMENT 
  OWNER 
  RATING 
  On the border west of Foxton 
  The Flying Lion 
  T.C. Drake 
  ** 
  On the border northeast of Leiberton 
  The Flying Turtle 
  J. Arlington Shoe 
  ** 
  NW of Stoophouse near Tunk Hill 
  The Red Leopard 
  Jamalantha Jalpoor 
  *** 
  South of Melkalund near Elf Hill 
  The Blue Lady 
  Rianna Tironna 
  **** 
  Between Hobbiton and Athelton 
  The Dancing Dolphin 
  Traskell Durron 
  *** 
  Between Orc Wood and the Weeping Woods 
  The Lazy Leprechaun 
  Androk Kully 
  ** 
  In The Weeping Woods near Ironwall 
  The Rogues’ Roost Inn 
  Closed by the King 
  * 
  North of Littletown near the Wailing Tower 
  The Broken Back Inn 
  Durnuld Wardley 
  ** 
  East of Pavane 
  The Kings’ Rest Inn 
  Wambly Waistcoat 
  *** 
  West of the Cloisters near Wizard Wood 
  Gandolphs’ Rest 
  Valakyra Talyaar 
  *** 
  On the border NW of Smallshire 
  The Prismatic Pheasant 
  Telkon Garlitha 
  ** 
  SE of Smallshire on the Crystal Peacock River 
  The Flying Whale Inn 
  Dalon Fox 
  ** 
  In Whisper Trees near Misty Mountain 
  The White Roc Inn 
  N/A 
  N/A 
  Near Tark Wood 
  The Silver Frog Inn 
  Carralla Danoe 
  ** 
  Near Shelob’s Wood 
  The Iron Spyder Inn 
  Taranella Xyth 
  ** 
  On the border south of The Quarries 
  The Smiling Wolf Inn 
  Bldurn Charfax 
  ** 
  Between Foxwood and Weaselwood 
  The Flying Fox Inn 
  Magilla Moke 
  * 
  Between Maidenwood and Foxwood 
  The Leaping Maiden Inn 
  Nabla Vurst 
  ** 
   
  433
  Timothy Schaefer (order #5257304)
  
  ARDUIN’S TIME 
  AND SEASONS 
  ARDUIN’S TIME 
  AND SEASONS 
  ARDUIN’S TIME REFERENCES AND SEASONS 
  ARDUIN’S TIME REFERENCES AND SEASONS 
  From Arduin Grimoire II (Pages 80 – 81) 
  From Arduin Grimoire II (Pages 80 – 81) 
  NOTABLE DAYS OF ARDUIN OF BOTH GOOD 
  AND BAD ASPECTS 
  NOTABLE DAYS OF ARDUIN OF BOTH GOOD 
  AND BAD ASPECTS 
  From Arduin Grimoire II (Pages 82 – 83) 
  From Arduin Grimoire II (Pages 82 – 83) 
   
   
  434
  Timothy Schaefer (order #5257304)
  
  ARDUIN’S TIME REFERENCES AND SEASONS 
  THE DAY 
  The day of Arduin is exactly 25 hours long, consisting of 10 full hours each of daylight and 
  darkness, with 2.5 hours each of twilight and dawning.  There is no axial tilt or rotational wobble, so 
  this never varies during the year regardless of the season. 
  THE DAYS OF THE WEEK 
  The week has six days: Mordag, Taenwal, Wurdigan, Veldoar, Sarmaht, and Qwain.  The folk of 
  Arduin commonly work Mordag through Veldoar and half a day on Sarmaht, taking the afternoon 
  of that day and all day Qwain off.  This can vary regionally and by holiday. 
  THE MONTHS 
  There are fifteen months in the year, for a total of 450 days in the year (30 days per month), not 
  including Tai Taowyn (Endyear), which is a three day period of “non-time”.  Tai Taowyn takes care 
  of the odd orbital period around the sun (called Syraath) of 453 days, thus leaving the Arduinian 
  calendars all neat and even.  The months, in order, are Tor, Ator, Vaen, Torvaen, Kos, Torkos, Skord, 
  Torskord, Zar, Torzar, Ghast, Torghast, Chund, Torchund, and Khoros (the Endyear month). 
  THE CYCLE OF YEARS 
  The years rotate in a fifteen year cycle, and once every 1,000 years there is a sixteenth year in the 
  cycle.  The cycle of years is listed below: 
  YEAR 
  ALTERNATE NAME 
  COMMENTS 
  Dragonus 
  Year of the Dragon 
  The year “of wars, their start, and end” 
  Roccahr 
  Year of the Roc 
  The year of travelling and starting anew 
  Victrix 
  Year of the Warrior 
  The year of daring deeds and valor 
  Boruumahr 
  Year of the Bison or Ox 
  The time to stay at home, rebuild, marry 
  Equinus 
  Year of the Flying Horse 
  The year of new purchases and childbirth 
  Torqus 
  Year of the Boar 
  The time to repay old debts and old enemies 
  Serpihkar 
  Year of the Serpent 
  The year of revelry and debauchery 
  Scintillus 
  Year of the Sword 
  The time of fasting and hard decisions 
  Fenris 
  Year of the Wolf 
  The year of Druidical festivals and rites 
  Solaris 
  Year of the Sun 
  The year of Royal weddings and treaties 
  Lunus 
  Year of the Moon 
  The year of strange and fey happiness 
  Phatellus 
  Year of the Phantelope 
  A year for travel and impetuous decisions 
  Skorpos 
  Year of the Scorpion 
  A time for holding on to what one has 
  Graillus 
  Grey or Clerical Year 
  A time of fasting, vows and initiations 
  Sarchimus 
  Year of the Mages 
  A time of initiations and advancements 
  Tarsoris * 
  Year of the Star 
  A time when all things must renew themselves and 
  all must cope with THE TRUTH 
  * – This is the sixteenth and once per millennium year. 
  435
  Timothy Schaefer (order #5257304)
  
  ENDYEAR 
  These three days are equivalent to Mardi Gras, Oktoberfest, and Carnival all rolled into one.  During 
  these three days, absolutely anything that will not harm another is allowable, and, in fact, is expected!  
  It is a wild and wooly period during which quite a few children are conceived; those so conceived 
  usually have “Father Taowyn” put on their birth certificates! 
  THE SEASONS 
  There are four distinct seasons in Arduin; Summer, Fall, Winter, and Spring.  Winter is 125 days long, 
  and is the last 25 days of the old year and the first 100 days of the new.  Spring follows with 125 
  days, and is in turn followed by 125 days of Summer.  Fall follows as the first 75 days of the last 100 
  days of the year. 
  436
  Timothy Schaefer (order #5257304)
  
  NOTABLE DAYS OF ARDUIN OF BOTH GOOD AND BAD ASPECTS 
  MONTH 
  DAY 
  NAME OF NOTABLE DAY 
  COMMENTS AND GENERAL ASPECTS OF THE DAY 
  Tor 
  7th 
  Solitara or Solityne 
  This day each must seek within themselves. 
  Tor 
  15th 
  All Gamble Day 
  The festival of the gamblers and gamesmen 
  Tor 
  20th 
  Kegsbreak 
  Festival of the new ale or beer. 
  Tor 
  29th 
  Woman’s Day 
  Giving of gifts to women, proposing, etc. 
  Ator 
  10th 
  Swordhammer 
  Day of appreciating weapon makers, etc. 
  Ator 
  14th 
  Druicus / Oakfire 
  Day of Druidical import and prayer. 
  Ator 
  17th 
  Children’s Day 
  Giving of gifts to children, etc. 
  Ator 
  25th 
  Cold Faire 
  A winter faire and general festival. 
  Vaen 
  6th 
  Goldara or Money Day 
  The day of the moneylenders and banks. 
  Vaen 
  10th 
  Festival of Friendship 
  The day on which everyone makes a new friend. 
  Vaen 
  15th 
  Aquamass or Sea Gift 
  Sailor’s Day. 
  Vaen 
  23rd 
  Winterflower Festival 
  The festival to greet the winter flowers. 
  Torvaen 
  4th 
  Wyndemere 
  The festival of Four Winds. 
  Torvaen 
  9th 
  Night of the Shagrath 
  Only the Red Moon rises this night. 
  Torvaen 
  10th *1 
  Night of the Skirin 
  Only the Blue Moon rises this night. 
  Torvaen 
  11th 
  Night of the Lady 
  Only the Silver Moon rises tonight. 
  Torvaen 
  12th 
  Triangularus 
  The moons form a triangle at midnight. 
  Torvaen 
  12th – 13th 
  Spring Equinox 
  Midnight to midnight when the triangle forms again to mark its end.  Every 
  other year it is Black Equinox, the Night of the Long Death, when the dead 
  rise up and walk. 
  437
  Timothy Schaefer (order #5257304)
  
  NOTABLE DAYS OF ARDUIN OF BOTH GOOD AND BAD ASPECTS (CONTINUED) 
  MONTH 
  DAY 
  NAME OF NOTABLE DAY 
  COMMENTS AND GENERAL ASPECTS OF THE DAY 
  Kos 
  7th 
  Sneakus 
  The day of the thief! 
  Kos 
  10th 
  Man’s Day 
  Day of gift giving to men.  Puberty rites. 
  Kos 
  22nd 
  Night of the Candles 
  Candle mass or the Festival of the Candles. 
  Torkos 
  3rd 
  Vallorus 
  Warrior’s day, military parades, and the like. 
  Torkos 
  19th 
  Festival of Families 
  Presents within one’s own family, etc. 
  Skord 
  11th 
  Festival of the New Wine 
  As it says. 
  Skord 
  16th 
  Sagicus Day / Sage’s Day 
  Gifts for sages and teachers, etc. 
  Torskord 
  15th *2 
  Summer Solstice 
  Festival of the Plentiful Harvest.  Every fifth Summer Solstice is Red Solstice, 
  when none of the moons are seen and from dusk that day until dawn of the 
  next, the whole sky turns blood red, and all of the nexus gates are aligned and 
  open. 
  Zar 
  10th 
  Festival of the Fall Flowers 
  As it says. 
  Zar 
  13th 
  Magikus 
  Day or Festival of the Mages and magik. 
  Torzar 
  9th 
  Peace Festival / Founding Day 
  Founding of Arduin day festival. 
  Torzar 
  23rd 
  Skandus 
  Day of the Hunter, night of the Wild Hunt. 
  Ghast 
  1st 
  Harvest Festival 
  1st day of fall; the harvest festival. 
  Ghast 
  4th 
  Festival of the Stars 
  Night of the Astrologers. 
  Ghast 
  20th 
  Wellmass 
  Physicians’ day; presents, etc. 
  Torghast 
  2nd 
  Beltane / Jugglers’ Day 
  Semi-religious holiday. 
  Torghast 
  7th 
  Grey Equinox 
  As for Red Solstice, except it is all grey. 
  438
  Timothy Schaefer (order #5257304)
  
  NOTABLE DAYS OF ARDUIN OF BOTH GOOD AND BAD ASPECTS (CONTINUED) 
  MONTH 
  DAY 
  NAME OF NOTABLE DAY 
  COMMENTS AND GENERAL ASPECTS OF THE DAY 
  Torghast 
  19th 
  Wormius 
  The night of the Great Worm. 
  Chund 
  8th 
  Fangwait 
  Night of the Warg King’s crowning 
  Chund 
  10th 
  Goblinflame 
  Night of the Great Goblin’s crowning. 
  Chund 
  13th 
  Trolltane 
  Night of the High Troll’s crowning. 
  Chund 
  15th 
  Wintertooth 
  Festival of the first day of Winter. 
  Torchund 
  10th 
  Equimass 
  When all are equal from dawn to dusk! 
  Torchund 
  20th 
  Lammes 
  Holy day of fasting and penance for some. 
  Torchund 
  30th 
  Skultane 
  Night of monsters and evil magik. 
  Khoros 
  17th 
  Little Royal Day 
  Gifts for the Princes and Princesses of the Arduin reigning family. 
  Khoros 
  25th 
  Queenslight 
  Gifts for the Queen. 
  Khoros 
  27th 
  Crownroyal 
  Gifts for the King. 
  Khoros 
  through 
  Tor 
  30th – 1st 
  Winter Solstice / Middle Solstice 
  This festival lasts from dawn of the last day of the year through the three 
  non-days of Taowyn, until midnight of the first day of the new year.  It is the 
  longest combined festival of the Arduin year. 
   
  *1 – Also the Endwinter festival. 
  *2 – Also the Springdeath festival of first harvest. 
  These are the holidays, festivals, and other important days in the Arduinian year. 
   
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  Timothy Schaefer (order #5257304)
  
   
  Timothy Schaefer (order #5257304)
  
  AN INTRODUCTION TO FANTASY ROLE 
  PLAYING AND ADVENTURE GAMING 
   
  DEDICATION 
  To my fiancé Michelle Diane McAvoy for her help in compiling this work (including typing my whole 
  scribbled manuscript in two days).  Just like this book, I would be incomplete without her. 
   
  FOREWORD 
  I would like to thank Jim Mathis for funding this project.  Bill Voorhees and Peter Savoy for their 
  unshakable belief in me through the years and to all the fans of Arduin for their continued loyal 
  support. 
  With friends and acquaintances like these, Arduin will continue to grow even beyond what I 
  originally thought possible.  I thank you again one and all. 
  Finally, I would like to thank all the members of Chaos Incorporated for over two years of fun and 
  games.  As game clubs go, you’re a pretty fine bunch even if a bit crazy! 
  All of these people and many others are the ones who make my work possible.  It is they who give 
  me ideas, play test my new game systems, and generally act as a catalyst for my creative process.  
  Without feedback, criticism and prodding from those who play the games, my work would be poorer 
  The Arduin products may be “me”, but all of you who play are my “life’s blood”.  Together we will 
  continue to produce the best games in the whole damn world! 
  David A. Hargrave, Concord, CA 
  August, 1980 
   
  NOTE: Whenever it reads “Him” or “He”, we are implying “Her” or “Hers” or “She”, as well.  
  Adventure Gaming is for Both Sexes!  So please don’t take offense, we aren’t being 
  chauvinistic, just grammatically correct 
   
  Cover Artwork by Brad Schenck (a.k.a. “Morno”).  Interior Artwork by Brad Schenck, Greg 
  Espinoza, Michio Okamura, and Roland Brown. 
   
  All material contained within this publication is copyright © by Emperors Choice Games and 
  Miniatures Corp.  Art Direction and Book Design by Thomas Morris, SHARPSHOOTER 
  STUDIOS. 
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  TABLE OF CONTENTS 
  An Introduction To Fantasy Role Playing And Adventure Gaming 
  1 
  Table Of Contents 
  2 
  Introduction 
  3 – 4 
  The Game Master 
  5 – 6 
  How To Create Your Character 
  7 – 14 
  Experience 
  15 
  Money 
  16 – 18 
  How To Have A Melee 
  19 – 20 
  Weather 
  21 
  Combat 
  22 – 27 
  Magik 
  28 – 40 
  Monsters And Other Creatures 
  41 – 46 
  The Adventure 
  47 – 48 
  The Forgotten Tower 
  49 – 65 
  A Glossary Of Terms For The Basic Adventurer 
  66 – 70 
  Abbreviations 
  71 – 72 
  Character Sheet Analysis 
  73 – 74 
  Additional Overland/Special Encounter Monsters 
  75 – 76 
  Magikal Artifacts And Treasures 
  77 – 78 
  Optional Advanced Rules 
  79 
  What Constitutes Action 
  80 – 81 
  Synopsis And Conclusion 
  82 
  Bibliography 
  83 
  Conclusion 
  84 
   
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  INTRODUCTION 
  This game is an introduction to the world of adventure gaming, and may be learned in less than an 
  hour by anyone age twelve or older.  If you are not afraid of trying something new, you will discover 
  a game that is exciting and different from any game you have tried before.  The ARDUIN 
  ADVENTURE provides the novice with a set of simple and understandable guidelines for learning 
  the basic concepts of Role Playing.  Role Playing is the heart of all adventure gaming Systems now 
  on the market.  Once learned, these concepts will allow the player to easily understand them. 
  The ARDUIN ADVENTURE has a unique modular learning system that permits the gamer to 
  apply any part of it to another system, or part of another system to itself.  Although already a 
  complete game, this system is infinitely expandable with the only limit being the player’s imagination.  
  So read on and enter the world of action and adventure.  It awaits only your participation to come 
  alive! 
  Adventure Gaming started out several years ago as something called “Fantasy Role Playing”, or FRP 
  for short.  This style of game usually required the players to “become” a certain character (or 
  characters) within a game or world created by someone else.  Much as an actor must assume a role in 
  a movie by reading a script written by someone else.  This style of game soon caught on and variants 
  appeared of science fiction, historical, and other kinds as opposed to fantasy.  Adventure gaming 
  now takes into account everything from spies to comic book super heroes, and there is no end in 
  sight. 
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  In fact, the only limit such gaming is that which your own imagination supplies!  So if you use your 
  imagination, the only limit to your play will be the ends of the universe! 
  To understand your part in Adventure Gaming you must now pretend to be an actor that must learn 
  his lines as a character in an upcoming movie.  It’s that simple!  Remember though, it is you and the 
  other players that will be writing the script, using only the guidelines that we will give you a little later 
  on to work with. 
  The next step is to learn what the guidelines for play are going to be so that you may decide just what 
  part you will want to play in the adventure.  To that end we will now proceed to learn about the most 
  basic kind of adventure; the FANTASY ADVENTURE. 
  My own fantasy world has been in play for about six years and has led to many successful game 
  products related to it.  My world is called “ARDUIN” and is what we will be using for an example.  
  In Arduin, each player acts out what his character will be doing as he proceeds with the game.  He 
  does this by speaking as he thinks his character should and by moving miniature metal figurines 
  representing his characters around a “Battle Board” (which will be discussed further along in the 
  rules).  * The game can be played without figurines, but in my opinion, is much more fun with them. 
  Each character in the adventure will be governed not only by what each person thinks he should be 
  doing, but by other factors as well.  These factors are: 
  1. 
  What “Race” your character is.  Elf?  Dwarf?  Human?  Amazon? 
  2. 
  What “Class” your character is.  This means what your character does for a living.  Are you a 
  mage?  A warrior?  A thief? 
  3. 
  What “Alignment’ your character is, this is a generality of the personality structure of your 
  character.  Are you chaotic?  Lawful?  Amoral? 
  4. 
  Finally, your characters’ own “Character Statistics” will have a bearing on how you act and 
  react.  How strong are you?  How intelligent?  How fast are you, and many other things that 
  will be explained later on?  In short, the SUM TOTAL of your character’s mental and 
  physical abilities or disabilities. 
  We will now get down to specifics, beginning with “Choosing the Game Master”. 
  Emperors Choice has a large line of adventure gaming figurines which include many monsters and 
  characters from Arduin itself.  Visit their web site at www.empcho.com. 
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  THE GAME MASTER 
  “Game Master” is the term we use to designate which person is running the game (who the referee 
  is).  The Game Master (GM for short) will be the final word on the rules, and all of the other players 
  must abide by his word.  GMs must do three things before the game can begin. 
  1. 
  Know all of the rules you have all agreed upon (and have the rule book(s) handy to settle 
  disputes). 
  2. 
  Have not only the desire, but the time to give the creation of each game’s’ ‘script” the 
  attention it needs.  It will take a good GM at least one hour to ready a game for play properly 
  (usually the night before). 
  3. 
  Have the trust and confidence of all of the players so that they will not argue with his 
  decisions.  This confidence can only be earned as the GM demonstrates his integrity and 
  honesty during the games.  If the players feel that they are being shortchanged by a GM, the 
  play will soon become bogged down in arguments and hurt feelings.  So a GM must always 
  maintain a detached and impartial attitude towards every player and every player’s character 
  no matter what the GM’s personal feelings are.  A good GM sees only the game, not those 
  who play within it. 
  Once you have decided among the players just who the GM will be, the GM can start on the creation 
  of his “script” and the players can ready their characters.  We suggest that for the first dozen or so 
  games (or each time if you prefer) that a different GM be used.  This will insure everyone a chance 
  to participate as a player, and will soon make evident to all just who the “best” GM is.  The best one 
  at GMing usually becomes the permanent GM for everyone else; however, this is not necessary if 
  you do not wish it.  Always remember, it is YOUR GAME, to play as you choose! 
  THE SCRIPT 
  A “script” is nothing more than an idea that the GM has for a game.  These games take place in a 
  world of the GM’s own creation.  The script might be a quest to find a holy artifact or an expedition 
  to slay an awful dragon that has been eating travelers in a certain forest.  It is the sole responsibility 
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  of the GM to provide such a script for the players to act out.  Remember, though, the players will 
  not be doing exactly what the GM wants them to do.  NO!  They will be doing whatever it is they 
  themselves, as their characters, would do, given the situation the GM has handed them.  A GM never 
  tries to run the players ‘game, but operates only as a referee, acting out the part of the monsters or 
  other things or people the characters meet. 
  To create your own world for which you may produce scripts, you can copy an existing book or 
  movie like Tolkien’s Lord of the Rings, Edgar Rice Burrough’s John Carter of Mars, or even an 
  established fantasy game world such as my own Arduin.  It does not matter if it is a copy (complete 
  or partial) or if it is something thought up entirely by the GM.  What matters is the 
  “PLAYABILITY” of the script the GM devises.  “Playability” means the players’ ability to 
  understand and to act out such a script. 
  For instance, you would not devise a script based on 20th Century Fox’s excellent movie “Star Wars” 
  and hope that a half dozen or so knights from a fantasy world could function and survive!  They 
  would not only fail to understand the technology they were encountering but wouldn’t even speak the 
  same language!  So keep the scripts within the capabilities of the characters and the players.  Just 
  remember how you’d feel if someone decided you had to go off and try to fight an elephant with a 
  frisbee! 
  A script must have seven things each and every time if it is to be successful.  They are: 
  1. 
  A short legend or history of the area, the artifact in question, the monster or whatever it is, 
  or wherever it is that the players must deal with. 
  2. 
  A specific location the characters must proceed to in order to achieve the goals implied in 
  the script. 
  3. 
  A written description of all items, monsters, people, treasure, or areas the characters will 
  encounter.  This will ensure that the GM will not forget anything important to the characters 
  in the excitement of the game. 
  4. 
  A reason for the characters to go wherever it is they are supposed to go.  Is there a reward 
  for the robbers?  Is there a lot of gold and treasure hidden away in the dragon’s cave?  This 
  will insure that the characters are acting as real people would in real life, and are not involved 
  in artificial and stupid undertakings that real people would never attempt.  It will also keep 
  characters from doing easy and non-dangerous things in order to become more experienced 
  and to get rich with no risk. 
  5. 
  Preset encounters, whether with monsters or people, or even natural events such as storms, 
  earthquakes, and such.  This will once again insure that the GM will not forget a vital 
  happenstance and that the characters will be forced to face the consequences of every action 
  they take.  If they try to swim the river to escape the forest fire they caused, they must deal 
  with the preset crocodiles in the river. 
  6. 
  All “Special Happenstances” that may occur must be preset.  These happenings are those 
  things outside the general knowledge of the characters, yet of a nature that may bring them 
  into play.  Such as: has another group of people already stolen the artifact that the characters 
  are being sent to retrieve?  Are there any clues as to who they are and where they went?  Is 
  the person sending them to kill the dragon really plotting something else?  What?  And can 
  the characters find this out?  Special Happenstances are not always present in an adventure, 
  but if they are, the GM must have them already written out. 
  7. 
  Finally, a GM must have all the material needed for the successful play of an adventure.  If 
  you use figurines in your games, he must have some to designate any monster or person the 
  characters will meet.  If there is a building that must be entered, then it must be mapped out.  
  If it requires the characters to travel overland, then the area must be mapped out.  In each 
  case, this will make the game play flow much more easily for the GM, as well as for the 
  players. 
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  HOW TO CREATE YOUR CHARACTER 
  This section is perhaps the easiest to actually do, and yet is one of the easiest to misunderstand.  
  Therefore, we will go through it step by step so you will see exactly what must be done.  Here are the 
  basic steps: 
  1. 
  Decide on the character’s racial type. 
  2. 
  Roll the die to acquire your character’s complete statistics (see page 12). 
  3. 
  Decide on what class your character will be. 
  4. 
  Name your character. 
  5. 
  Roll the die to ascertain you character’s equipment and wealth (see page 12). 
  6. 
  Decide on your character’s general history and write it down for future reference. 
  7. 
  Spend any money you may have to acquire any additional equipment you want. 
  8. 
  Decide where your character is living (within the context of the GM’s rules). 
  9. 
  Proceed with game play! 
  BASIC CHARACTER 
  RACES 
  CLASSES 
  Elf 
  Warrior 
  Dwarf 
  Thief 
  Hobbitt 
  Priest 
  Human 
  Mage 
  Amazon 
  Forrester 
  Half Orc 
   
  CHARACTER RACES 
  ELVES 
  An old and magical race, Elves are tall and slender (ranging from 5’8” to 6’5”, weighing but 105 to 
  200 pounds), usually having light complexions and fair hair (very light brown to a silvery blonde).  
  They never have red hair and usually have green, violet, lavender, purple, or pearlescent gray eyes.  
  There are three basic types of Elves:  the very tall and very rare “High Elves” (usually dwelling in 
  frosty mountain splendor); the more numerous “Sylvan” or “Wood Elves” that make their homes in 
  deep forests, and finally there are the shortest kind called “Sea Elves” (usually living in underwater 
  caverns and as at home in the water as a dolphin).  Both the High and Sea Elves are seldom seen by 
  anyone, and almost never have dealings with mankind.  The most common player type is the Wood 
  Elf, a doughty fighter, and a merry and good companion to all they decide to adventure with. 
  All Elves have an inordinate love for music, and are truly fine singers.  Most also play an instrument 
  usually a lyre, mandolin, harp or flute – but do so only among themselves or their close friends as 
  they feel that their music is something very personal. 
  Living 10,000 years, Elves have all the time in the world to learn what they want, but tend to be either 
  Mages or Warriors (and sometimes both simultaneously!). 
  High Elves favor broadswords and beautifully worked armor (usually scale or chain mail) and are as 
  often as not mounted much like knights. 
  Wood Elves seldom wear armor, preferring green, brown, and other “woodsy” colored clothing and 
  are wont to use wonderfully carved long bows, spears, and daggers.  Although they prefer hit and run 
  tactics, firing their arrows from cover, they are not afraid to commit themselves to hand-to-hand 
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  combat. 
  Sea Elves wear very little clothing beyond colorful loin clothes, and use long and cruelly barbed 
  tridents, curved daggers, and throw weighted nets to ensnare their enemies. 
  All Elves have pointed ears to a greater (High Elves) or lesser (Wood Elves) extent, and their eyes are 
  set slightly slant-wise in their heads, lending them an “almond eyes” look.  They are happy but not 
  frivolous, and studious (when necessary) but not serious by nature.  They never lie and will always 
  repay a debt even if it takes a thousand years. 
  DWARVES 
  A race nearly as old and as magical as the Elves, these short muscular people (ranging in height from 
  3’5” to 5’ tall and from 100 to 190 pounds) usually have dark complexions and hair (brown, black or 
  even a rust red), with most males having long beards.  There are two basic types of Dwarves: The 
  “Mountain” or “Dark Dwarves” and the taller “Stone Downers” or “Common Dwarves”.  They 
  both are feisty and touchy, tending to fight first and ask questions later.  They are very long lived (500 
  or more years), and ponder things for a time before acting, and never acting until they are ready.  
  They like to drink and tell tall tales.  They think that Elves are snooty, Humans too unpredictable, 
  Hobbitts too frivolous, and detest all Orc kind with a passion (even more so than the Elves do). 
  Although most Dwarves are decent beings, some are easily corrupted and turned to evil, having no 
  redeeming traits whatsoever. 
  Dark Dwarves favor battle-axes, the Stone Downers favor great hammers (usually swung two 
  handed).  Both wear much armor (chain mail or plate armor)* and are stubborn and persistent hand-
  to-hand fighters. 
  Dwarves are warriors as well as craftsmen and seldom if ever dabble in things magical.  They do 
  occasionally work with Elven craftsmen to produce magical artifacts and weapons.  They love gold 
  and precious things avidly, and each Dwarf has a 20% chance of simply grabbing any valuable 
  without thinking.  Finally, Dwarves are extremely loyal to those they consider friends, and never 
  forget their enemies. 
  HOBBITTS 
  They are a happy, sometimes frivolous race, which love parties and eating (preferring cakes, cookies 
  and other kinds of baked foods).  Ranging in size from 3’ to 3’ 10” and from 40 to 85 pounds, they 
  are noted for their ability with slings and their dislike of water (they do bathe; they just won’t swim in 
  the horrid stuff!).  With a life span roughly the same as humans, and their close resemblance (save in 
  height), they are sometimes referred to as “Half Men” or “Halfers”.  They tend to be thieves if they 
  leave their own hometown to go adventuring, preferring to “live by their wits” and not be hampered 
  with all sorts of equipment or armor.  They wield slings, daggers and an occasional short sword, 
  preferring to shoot from hiding rather than standing up and slugging it out.  Do not misunderstand, 
  however.  They are inordinately brave and capable of the greatest acts of loyalty and heroism.  They 
  usually come in one of three types: the taller, darker “Gravellers” who are usually associated with a 
  Stone Downer settlement; the more common “Plow Foots” usually found in small farm oriented 
  villages; and lastly the small and secretive “Street Wise”, or city Hobbitts.  Most Hobbitts love to 
  smoke tobacco in long, slender, clay pipes, and to pester people with riddles (the more convoluted 
  the better).  Hobbitts get along well with most races but hold Elves in awe. 
  AMAZONS 
  Amazons are a female warrior race that live in a culture run by and for females.  They are a tall (5’8” 
  to 6’5”) and athletic race (130 to 175 pounds) that live as long as humans.  They have slightly bronze 
  or golden-tan skin coloring and favor long, single-braided hair (usually light brown to dark honey-
  blonde).  Their eyes are usually various shades of gray or blue, but amber eyes are occasionally found.  
  There are three distinct types of Amazon.  The most numerous are the sea going “Gypsy Corsairs” 
  who use light leather armor and cutlasses as well as short bows.  The least numerous are a very dark 
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  complexioned and tall jungle-living kind who fight with no armor and use light javelins, short spears 
  and long double-edged curved knives.  The third kind, by far the most often seen on an adventure, 
  come from the loose coalition of City States known as “The Motherland”.  They wear armor not 
  unlike the classical Greeks did on earth, using long spears, tall shields, and carry large leaf-bladed 
  swords.  All of them have a terrific joy for life and DO NOT hate men.  They simply believe that 
  they are better than men on the whole, so of course women should run things!  They are fairly 
  clannish, but will not hesitate to try to get to know a male that interests them.  They are ferocious 
  fighters and clans have been known to carry on “blood feuds” for centuries.  There have been so few 
  Amazons that have ever done anything except become warriors that the names of those who became 
  something else are spoken of for centuries as legends - not very good legends either - because the 
  culture stresses “the warrior ethic”.  They do not practice self-mutilation as some legends have it, 
  believing in the axiom “whole body, whole mind”. 
  HALF ORCS 
  Half Orcs are the offspring of matings between Humans and Orcs and are universally disliked by 
  practically everyone and looked upon with suspicion.  They are a hardy and muscular lot, ranging in 
  size from 5’6” to 6’3” tall, weighing 150 to 195 pounds, with yellow, amber, orange, or dull red eyes.  
  Their hair is course and shaggy, usually a blackish brown in color, and they have a faintly yellowish-
  green tinge to their rough skin.  Their teeth are gray-green and the two canines are extra-ordinarily 
  long and pointed (as are their ears).  They will use any kind of armor or weaponry, but prefer 
  studded or banded leather armor and scimitar-like swords.  Those that use missile weapons prefer 
  lighter crossbows.  They are almost always warriors or thieves, although some take to the more evil 
  gods and become priests or followers of priests.  Because they are so disliked they tend to mistrust 
  everyone.  They live about as long as Dwarves, and dislike Elves greatly. 
  HUMANS 
  Humans are at once both the very best and very worst of everything.  They can be of any class and 
  any alignment, and vary in looks and equipment just as we do in our world.  They are neither more 
  nor less than what we ourselves are.  Humans have the widest range of possibilities but no special 
  attributes, save adaptability.  In a fantasy world humans live 100 to 120 years, getting “old” only in 
  their 80’s (and staying very active until then). 
  CHARACTER AND MONSTER VISION 
  Dwarves, Elves, and Half Orcs can see in the dark on the infrared spectrum.  Hobbitts and Amazons 
  can see better in the dark than humans, but still need light to see well - like a cat.  The usual night 
  time vision range is approximately 60’ for all except Elves where it is 90’. 
  Elves have a 60% chance of hearing anything within 60’ of themselves; Half-Orcs, Dwarves, 
  Hobbits, Amazons and Humans hear at a progressively 10% worse increment (Humans having only a 
  10% chance of hearing anything within 60’).  Wearing a helmet or helm cuts the percentage by half. 
  Whenever you encounter a “magikal” monster, such as a Dragon, Medusa, or Gargoyle, figure that 
  they can see in the dark like an Elf.  Other creatures (unless known to be nocturnal), like bears and 
  wolves, can see in the dark much as Hobbitts do.  Wherever there is any doubt, the GM makes the 
  decision. 
  CHARACTER CLASSES 
  THE WARRIOR 
  The Warrior is a basic adventure class and the most numerous.  A warrior is a person that uses his 
  battle skills to earn a living.  Most warriors train ten or more years beginning at age eight to become 
  basic EL 1. 
  THE MAGE 
  The Mage starts at an even younger age (six or seven) than the warrior and daily memorizes the spells 
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  he will be using.  Mages usually have few physical skills, but make up for it with their force of magik.  
  They usually tend to be loners and egocentric in nature.  However, they commonly accompany 
  adventurers in order to obtain money and magikal items to further their constant researches.  It takes 
  a lot, to scare a mage. 
  THE PRIEST 
  The Priest grows up either in a seminary or church, and is dedicated solely to his god.  His goal is to 
  spread the “word” of his god and to hopefully found new shrines and churches to said god.  Thus 
  they travel with adventurers to lend healing rituals and to spread their gods’ word.  They also try to 
  gain wealth to build their new shrines and to contribute to their church’s well being and financial 
  solvency.  In fact, 30% of all they earn is “tithed” to their church and sent directly to it.  The higher 
  their EL the less tolerant they become towards “unbelievers”. 
  THE THIEF 
  The Thief is one who chooses to live by his wits as opposed to doing more mundane things.  He 
  usually grows up in a gang of street urchins, graduating to the thieves’ guild around the age of 14 or 
  so.  He then studies the “fine art of thievery” for another three to five years.  During that time he 
  studies locks and traps and generally learns the “rules” laid down by the guild and society, and of the 
  penalties for being a clumsy thief.  He accompanies adventurers to earn fame and loot and is the one 
  who opens locked treasure chests, doors, and other enclosures.  He almost never steals from his 
  adventuring companions, and will fight only if it is desperately necessary. 
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  THE FORRESTER 
  The Forester is someone who elects (or is born) to live a life away from the cities.  It is they who 
  patrol the borderlands, and act as scouts for travelers and soldiers.  Guide, scout, hunter, trapper, 
  those are all parts of what makes up a forester.  They accompany parties of adventurers simply 
  because they desire to.  Their main loyalty, however, is to “the land”. 
  Finally, each class has one or two special attributes gained from their way of life.  They are: 
  • 
  Warriors add one point each to their constitution and strength.  They also have a 20% 
  chance of detecting ambushes and avoiding “surprise”.  This increases 2% per EL earned. 
  • 
  Mages add one point each to their intelligence and ego.  They also have a 10% chance of 
  sensing things that are magikal.  This increases 3% per EL earned. 
  • 
  Priests add one mint to their wisdom and have a 20% chance of sensing “evil”.  This 
  increases 2% per EL earned. 
  • 
  Thieves add one point each to their agility and dexterity.  They also have a 30% chance of 
  hiding in darkness and shadows.  This increases 3% per EL earned. 
  • 
  Forresters add one point each to their constitution and agility.  They also have a 30% 
  chance of following any track or spoor.  These both increase 3% per EL earned. 
  Next you “roll up” your character’s statistics using the parameters set forth on the next page. 
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  CHARACTER STATISTICS 
  We will now briefly explain each of the characteristics (statistics) you will need to know about your 
  character. 
  1. 
  Dexterity (DEX) – A character’s ability to wield a weapon or use his hands. 
  2. 
  Agility (AGIL) – A character’s ability to dodge, duck, move about on his feet, etc. 
  3. 
  Strength: (STR) – How much a character can carry, how hard a character can hit, etc. 
  4. 
  Constitution (CON) – Helps determine a character’s Hit Points as well as being an indicator 
  as to stamina and other physical attributes. 
  5. 
  Intelligence (INT) – Consider each point as 9 points of normal IQ.  It also regulates how 
  much MANA a mage or priest has. 
  6. 
  EGO (EGO) – This is the character’s “force of will” and his arrogance factor. 
  7. 
  Wisdom (WIS) – This is not how smart a character is, but how much he knows. 
  8. 
  Charisma (CHAR) – A combination of factors like physical looks, speaking voice, how a 
  character carries himself, all pointing towards that character’s ability to influence those 
  around themselves. 
  9. 
  Hit Points (HP) – How much damage your character can take before dying. 
  10. Armor Class (AC) – The sum total of a character’s ability to actively or passively defend 
  himself.  This is the backbone of a character’s “DEFENSE FACTOR”. 
  11. Mana (MANA) – The amount of available “internal power” a character has with which to 
  cast magik spells or to use psychic force. 
  12. Experience Level (EL) – The character’s ability to function within his class. 
  To obtain a character’s hit points (HP), simply take his CON points, and add 20 points.  This will be 
  the character’s HP thereafter with two exceptions.  The first being that each time a character gains a 
  level of expertise, they also gain one (1) HP.  The second is even simpler.  Each time a character loses 
  a CON point, they lose a HP as well. 
  A character’s EL will partially determine how well they fight, lockpick, use magik, and such like.  For 
  each EL earned over a period of time, a character can SUBTRACT ONE from any die roll they must 
  make.  Thus it is easier to hit an opponent, easier to” save” against a magikal attack, and so on.  
  These subtractions are indicated as “plusses”; i.e. - a +1 Attack means take 1 from the number 
  required to be rolled to hit. 
  All character races must roll a d20 for each statistic, then add or subtract as outlined below. 
  • 
  ELVES add 12 points total to their DEX, AGIL, INT, and CHAR in any amount break 
  down they wish, but they must add at least one point to each. 
  • 
  DWARVES add 12 points to either their CON, STR, or EGO in any increment they desire, 
  but also must add at least one point each. 
  • 
  HOBBITTS add 8 points to their AGIL, DEX, and CHAR as above. 
  • 
  AMAZONS add 8 points to their CON and STR as above. 
  • 
  HALF-ORCS add 6 points to their CON and STR but must also subtract a total of 4 points 
  from WIS and/or INT, as above. 
  • 
  HUMANS must roll a Dl 0, a number of 5 or less indicating a subtraction, and a number of 
  6 or greater indicating an addition of four points total to any two attributes of their choice, 
  as above. 
  REMEMBER!  No single statistic of a player’s character can be less than five points* or more than 
  20.  If there is a subtraction called for, it is not allowed if it makes the statistic less than five 
  (although a player may take it down to five, discarding the one or two remaining subtractions if  all 
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  other applicable statistics are at five, and if all categories required to be modified have already 
  been so modified). 
  Finally, each character is allowed one “character quirk’ or special attribute if it is not too outrageous.  
  The GM, is, of course, the final arbitrator, and should allow such things as scars, different colored 
  eyes, strange skin pigmentation, etc.  However, GMs should NOT ALLOW extra additions to 
  character statistics.  Use your imagination to make each character unique and different.  Volume one 
  of the Arduin Grimoire Trilogy has hundreds of character quirks for easy access/reference for those 
  who have difficulty in deciding upon what kind to use. 
  * except for INT, which for playability must be at least ten.  GM’s should see the below chart for 
  guidelines as to how INT helps a character function. 
  Remember each INT point is 9 points of “IQ”, thus an INT of 10 = an IQ of 90. 
  20 
  = 
  Einstein! 
   
  13 – 15
  =
  Superior 
   
  9 
  = 
  Borderline 
  19 – 18 = 
  Genius 
   
  12 
  =
  Average 
   
  4 – 7 
  = 
  Moron 
  16 – 17 = Very Superior 
   
  10 – 11
  =
  Dull 
   
  1 – 3 
  = 
  Imbecile 
   
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  ALIGNMENT 
  “Alignment” is a generalization of how your character will act in most situations.  A chart that can be 
  used for a GUIDELINE is provided below. 
  ALIGNMENT CHART 
  Chaotic:  A character that doesn’t care much for rules and regulations, doing pretty much what he 
  feels like, when he feels like it. 
  Neutral:  A character that can take rules or leave them, but generally goes along with them for the 
  sake of harmony with the world around him. 
  Lawful:  A character that likes order and “the rule of law” in his life.  Rules and regulations make 
  him happy and he feels content functioning within their framework. 
  Amoral:  A character that doesn’t know “right’ from “wrong”, or understand laws.  He will do what 
  he wants - regardless if it’s legal or illegal - if he wants to do so 
  GOOD AND EVIL 
  These are simplistic terms to denote how a person will deal with other people within the context of 
  his alignment.  His “ethics”.  “Evil” people do things to harm others, they lie, cheat, steal, and 
  murder.  “  Good” people generally tell the truth, don’t steal or murder, and usually act in a 
  reasonably decent manner.  The Arduin Trilogy has a much more detailed Alignment Breakdown 
  system. 
  To fully define your character, it is necessary to combine alignment with good and evil.  This is so 
  that a fuller picture of your character’s “personality framework” can be available to you for ease of 
  role-playing.  When writing down your character’s alignment, give the alignment first followed by a 
  dash, then whether he’s good or evil.* For example, a Nazi Storm trooper of World War II would be 
  “lawful-evil,” because his culture was one of strict laws, yet very evil.  Another example is an Elf 
  from Tolkien’s Lord of the Rings.  He would be “chaotic-good”, because he lives beyond the laws 
  and rules of mortal man, yet is “good” nonetheless. 
  Thus you have the following possible alignments: 
  Lawful Good / True Lawful – Always smiling, goody-two-shoes, always helpful (you know the 
  type) - Usually merchants, soldiers, etc. 
  Neutral Good – Foresters usually fit here 
  True Neutral – Most thieves fit here 
  Chaotic Good – Most Elves fit here 
  True Chaotic – Most animals and non-intelligent monsters fit here 
  Lawful Evil – Most “bad” nobles or officials fit here 
  Neutral Evil – Most bandits or outlaws fit in here 
  Chaotic Evil – Most bad monsters are aligned thusly 
  Amoral – Con men and other tricksters fit in this category 
  Amoral Evil – These are people who always try to hurt others for their own personal gain. 
  Remember, there are always exceptions to the above chart. 
  * – There is a third alternative, for those characters who are neither truly evil nor truly good.  They 
  are those of any alignment who simply fall somewhere between.  Simply put the prefix “true” 
  before the alignment of the character as in “true-neutral” (which, by the way, is the usual 
  alignment for most thieves). 
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  EXPERIENCE 
  AND WHAT IT MEANS 
  “Experience” is what all people accrue as they proceed through life.  This is what we learn while 
  doing “our jobs” and “coping” with different situations.  In the game, this is shown by a character’s 
  ability to better himself, fight, evade, etc. as he gains “experience levels”. 
  Each character will gain one experience level (EL) for each five adventures completed (through 
  fourth level).  Thereafter it takes 20 adventures to gain each additional EL.  Later on you can use 
  more precise “point value experience systems”, such as the Arduin Trilogy has, for a more detailed 
  awarding of experience. 
  Remember each EL means one point less on any die roll that character has to make!  It helps in 
  attacking and in making the “Saving Rolls” necessary to survive. 
  Sometimes this “one less” is shown as a “plus” value.  That is to say if a character is plus one (+1) to 
  hit (attack) that means he needs one less to do so.  Example:  With an EL of “1”, Gondar the Dwarf 
  needs a 14 to hit a DF of 2 (with a war hammer).  With an EL of 2 (Second level), he needs only to 
  roll a 13 (14-1=13). 
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  MONEY 
  WHAT IS IT, AND HOW TO GET IT 
  Money (gold, silver, copper, etc.) will have a definite bearing on all characters in this game.  It costs 
  money to live, and characters earning a living will have no real worries.  However, those characters 
  that are broke will go hungry and have no place to stay. 
  Therefore, pay close attention to the following: there are 20 copper pieces (CP) in each silver penny 
  (SP).  There are 20 SP in every gold sovereign (GS).  There are coins like gold crowns (GC) which 
  are half the value of GS and Royal Sovereigns (RS) that are worth five times the value of a GS  Also, 
  there are brass coins that have a value about half that of copper, which are called “Minums” (MS). 
  Each gold coin weighs one ounce and each silver and copper coin weighs an ounce.  Thus ten ounces 
  of silver equals one ounce of gold, and ten ounces of copper equal one ounce of silver.  The gold 
  coins are called “gold sovereigns,” the silver coins are called “silver pennies” and the copper ones are 
  called “coppers”.  There is also a smaller, half value, “Ha’penny”. 
  Money is acquired by characters in several ways, but most often by looting old tombs, or treasure 
  hordes, selling items found therein, or by “hiring on” for a specific fee (to some rich merchant or 
  noble) to do a specific job. 
  Characters must have an income to survive in a game world, just as we must work to pay our own 
  bills. 
  The section of General Living Costs (below) will give you an idea of just how much you will need to 
  live. 
  All characters roll a d20 to see how many GS they have as a financial legacy.  They may use this 
  money to buy more equipment, live off or spend frivolously if they so desire.  However it is 
  suggested that each character save at least the amount necessary to “live on” for two weeks as a basic 
  starter.  A character cannot start with less than 3 GS. 
  GENERAL LIVING COSTS 
  1. 
  A loaf of bread = 2 CP. 
  2. 
  A mug of Ale=5 CP. 
  3. 
  A meal at an Inn = 10 CP. 
  4. 
  A night’s lodging at an Inn = 15 CP, however if bought together, a meal and night’s lodging 
  usually costs only 20 CP. 
  5. 
  Room in Houses (apartments) cost from 1 SP to 18 GS per week’s stay depending on the 
  area and the standard of housing.  A good average room would cost about 3 SP per weeks 
  stay, and would include a bath-room/etc. “down the hall”, and fair security. 
  6. 
  People are taxed a standard 10% of their earnings each year, but unless you have belongings 
  or a house/land to gauge your worth against, it is usually only 5 GS per year.  Destitute 
  people are allowed to plead their cases before a Tax Magistrate; however magistrates are 
  notorious for sending people who can’t pay their taxes into “Bonded Servitude” to pay off 
  their debts.  The standard “rate of exchange” is one month’s servitude for every GS owed to 
  the government. 
  7. 
  Using the above figures, and the ones provided on the character equipment list, it can be 
  determined that a character will need approximately 24 SP (or 1 GS and 4 SP) per month for 
  room and board in a generally “average” style and cooking one’s own meals.  Living in an 
  Inn over a long term will cost approximately 30 SP (or 1 GS and 10 SP) per month.  You can 
  see that it is more expensive, and you only get one meal per day as opposed to three when 
  you “do it yourself.’  Still, some characters will prefer Inn living as opposed to the more 
  mundane style. 
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  Timothy Schaefer (order #5257304)
  
  8. 
  If you need further cost listings, the Arduin Trilogy has two very comprehensive lists from 
  which to work.  However, it is strongly suggested that you “de-rate” all the prices as follows: 
  all prices listed as GS de-rate to SP cost, and all prices listed as SP cost de-rate to CP cost.  
  This is due to the fact that the ‘Arduinian Multiverse” is one of a much “Higher Entropy” 
  than the beginners world(s) you will be playing in.  This simply means that the Arduinian 
  world has a much higher incidence of monsters/magik than that of a beginner’s world, and 
  that gold and other treasure is much more common.  Thus prices are higher.  Kind of like 
  comparing prices of the year 1900 with prices now (1980 – 1981). 
  9. 
  Once you have finished creating your character you must equip him.  To do this roll a d10 to 
  determine how many items he may freely choose as personal belongings from the 
  CHARACTER EQUIPMENT LIST below.  It is suggested that each character choose items 
  he will need to survive or that relate to his specific character class.  For example a forester 
  would choose a longbow, quiver, and arrows, or a thief might choose a rope and grapnel (for 
  climbing). 
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  CHARACTER EQUIPMENT LIST 
  Iron Cap 
  5 SP 
  Sling 
  1 SP 
  Helmet 
  9 SP 
  40 Lead Sling Shot 
  15 SP 
  Full Helm 
  1 GS 
  Short bow 
  3 GS 
  Small Shield (Buckler) 
  5 SP 
  Composite Bow 
  9 GS 
  Standard Shield 
  9 SP 
  Longbow 
  7 GS 
  Kite/Tower Shield 
  1 GS 
  Standard Arrows 
  5 CP each 
  Arming Doublet 
  30 SP 
  Long Arrows 
  7 CP each 
  Gauntlets (a pair) 
  1 GS 
  Quiver (holds 20 arrows) 
  5 SP 
  Quilted Cloth Armor 
  2 GS 
  Light Crossbow 
  10 GS 
  Leather Armor 
  5 GS 
  Heavy Crossbow 
  20 GS 
  Studded/banded Leather Armor 
  8 GS 
  Quarrels/Bolts 
  9 CP each 
  Scale Armor 
  13 GS 
  Quarrel Case (holds 20) 
  4 SP 
  Chain Mail Armor 
  25 GS 
  Dagger 
  5 SP 
  Half Plate Armor 
  35 GS 
  Throwing Knife 
  3 SP 
  Full Plate Armor 
  50 GS 
  Short Sword 
  3 GS 
  Basic Coat, Pants, Boots 
  15 – 30 GS 
  Rapier 
  8 GS 
  Basic Bed Roll 
  3 SP 
  Scimitar/Saber 
  4 GS 
  Basic Mess Kit 
  2 SP 
  Broadsword/Battle Axe 
  5 GS 
  Standard Back Pack 
  10 SP 
  Hand and a Half Sword 
  7 GS 
  Standard Leather Sack 
  5 CP 
  Two Hand Sword 
  12 GS 
  1 Week Normal Food 
  3 SP 
  Cudgel (iron banded) 
  1-2 SP 
  1 Week Iron Rations 
  5 SP 
  Mace 
  3 GS 
  2 Quart Water/Wine Skin 
  30 CP 
  Maul 
  6 GS 
  50’ Hemp Rope 
  1 SP 
  Morning Star 
  9 GS 
  Iron Grapnel 
  7 SP 
  War Hammer 
  2 GS 
  Small Tent (2 man) 
  18 SP 
  Small Flail 
  7 GS 
  Flint and Steel 
  10 CP 
  Long Flail 
  9 GS 
  6 Torches (2 hours each) 
  20 CP 
  Halberd 
  12 GS 
  Lantern (4 hours) 
  5 SP 
  Light Javelin 
  1 GS 
  Oil (1 pint flask) 
  5 CP 
  Heavy Javelin 
  2 GS 
  Standard War Horse 
  30 GS 
  Short Spear 
  3 GS 
  Standard Pony 
  6 GS 
  Long Spear 
  4 GS 
  Pack Horse 
  10 GS 
  Trident 
  6 GS 
  Saddle 
  3 GS 
  Pike 
  5 GS 
  Standard Riding Horse 
  15 GS 
  7’ Quarter Staff 
  1 SP 
  The GM can use this list as a guide for other items or the two larger lists in the Arduin Trilogy may 
  be used with the minor price changes mentioned above. 
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  Timothy Schaefer (order #5257304)
  
  HOW TO HAVE A MELEE 
  A melee consists of two parts: movement and combat.  First comes movement, each character 
  moving all or part of his allowable movement distance.  Then comes the actual combat.  Both parts 
  are carried out in the order of the fastest (dexterity for combat or agility for movement) to the 
  slowest.  For example, if there are two Orcs with DEX and AGIL of 14 each facing an Elf with 
  DEX and AGIL of 16 each, every turn the Elf would attack first, then the Orcs.  It is broken into 
  two parts for ease of game play and no other reason.  There is an Advanced, Optional rule at the end 
  of the book for those of you who want more realistic combat. 
  Another factor to remember is that of “reach”.  This is when a weapon has length (or reach) 
  advantage over its opponent (for instance a 2-handed sword versus a broadsword).  The weapon with 
  reach always attacks first if the opposing DEXs are the same if the longer weapon has a DEX slower 
  by 1 to 4 points then the attacks are simultaneous.  If the disparity is greater than that, then the 
  longer weapon attacks last. 
  A faster DEX always may elect to “parry” (deflect) his opponent’s weapon regardless of reach 
  differential.  To do this, the faster weapon must attack a DB of 2+1 (plus any ‘adds”) and if 
  successful, the opponent’s weapon is considered deflected and unable to attack that turn. 
  If a longer weapon is parried in this manner, the person doing so is considered to have “gotten 
  inside” its effective fighting reach.  If the person with the longer weapon does not move back or 
  “shorten up” (with hafted weapons) on his grip during the next movement, it will be impossible to 
  use his weapon properly on the following melee round, thus adding 4 to his opponents AF. 
  MELEE MOVEMENT 
  To determine how fast/far a character or monster can move in one melee round add their dexterity 
  and agility and then multiply the number by 5.  Thus if a character has a DEX of 14 and an AGIL of 
  12(14+ 12=26) and you multiply by 5(26 ‘(5= 130) you get 130’ per melee round!  Simple, but 
  remember to subtract penalties for armor worn before adding your DEX and AGIL together and 
  multiplying.  Flying creatures multiply their number by 10 and leg-less creatures (like snakes) by only 
  3.  Fish and other “water creatures” use a multiplier of 7. 
  ORDINARY MOVEMENT 
  For characters exploring a dungeon or just walking along, consider the melee speed your character 
  has and simply slow it down by a factor of ten.  Confused?  Don’t be.  Ten times six seconds is only a 
  60 second minute!  Yep, that’s right.  At a walk, your character will move his combat distance each 
  minute instead of every 6 seconds.  This might seem slow, but remember he is moving with care and 
  caution to avoid traps and ambushes. 
  MOVEMENT PENALTIES 
  Weight and encumbrance have a definite effect on how far or fast a character may move each melee 
  round.  The greater the encumbrance, the greater the penalty.  To determine just what penalties your 
  character has accrued, follow this simple guideline: for each class of AC a person has or for each ten 
  pounds of weight carried, subtract five feet from the maximum traveling distance allowed for him.  
  For example, a character in AC 8 is minus 5, (-5’) per turn and one in AC 5 would be minus 20’ per 
  turn.  There is no penalty for AC 9 or for natural ACs. 
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  DAILY OVERLAND MOVEMENT CHART 
  ROAD OR CLEAR 
  TYPE 
  TERRAIN 
  LIGHT WOODS 
  FOREST 
  JUNGLE 
  MOUNTAINS
  Elf 
  25 miles 
  24 miles 
  22 miles 
  16 miles 
  10 miles 
  Dwarf 
  24 miles 
  20 miles 
  16 miles 
  12 miles 
  10 miles 
  Human 
  18 miles 
  15 miles 
  12 miles 
  9 miles 
  6 miles 
  Half Orc 
  25 miles 
  20 miles 
  15 miles 
  12 miles 
  9 miles 
  Amazon 
  20 miles 
  17 miles 
  14 miles 
  11 miles 
  8 miles 
  Hobbitt 
  15 miles 
  14 miles 
  12 miles 
  6 miles 
  4 miles 
  Standard War Horse 
  30 miles 
  25 miles 
  18 miles 
  11 miles 
  8 miles 
  Pack Horse Pony 
  22 miles 
  18 miles 
  14 miles 
  8 miles 
  5 miles 
   
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  WEATHER 
  Sometimes weather will play a part in an overland adventure.  To facilitate game play here is a chart 
  the GM can use to randomly roll up weather each day. 
  ROLL 
  SUMMER 
  FALL 
  WINTER 
  SPRING 
  1 
  cool, 65º, no wind 
  cool, 65º, 15-20 mph 
  wind 
  cold, 20º, 15 mph 
  winds 
  warm, 65º, slightly 
  overcast, 
  overcast, 
  cloudy skies, clear 
  skies, 15 mph wind 
  2 
  warm, 
  75º, 
  clear 
  skies, no wind 
  very 
  cool, 
  45º, 
  overcast skies, 20-30 
  mph wind 
  very cold, 0º, windy, 
  clear skies 
  muggy, 
  75º, 
  very 
  overcast, no wind 
  3 
  very warm, 85º, clear 
  skies, no wind 
  cold, 40º, overcast 
  sky, 
  sharp 
  30-40 
  mph winds 
  extremely cold, -20º, 
  overcast, 
  20 
  mph 
  winds 
  warm, 70º, 5-10 mph 
  winds 
  4 
  hot, 95º, clear skies, 
  no wind 
  warm, 
  65º, 
  clear 
  skies, no wind 
  cold, 15º, overcast, 
  winds to 5 mph 
  warm, 65º, 20 mph 
  wind, 
  sporadic 
  sprinkles 
  5 
  very hot, 105º, clear 
  skies, no wind 
  very warm, 75º, clear 
  skies, winds to 10 
  mph 
  cloudy 
  skies, 
  no 
  wind but hail for d10 
  minutes 
  sometime 
  that day 
  warm, 75º, no wind, 
  clear skies 
  6 
  extremely hot, 120º, 
  clear skies, no wind 
  showers off and on 
  all day long, cool, 
  55º 
  clear skies, no wind, 
  45º 
  cool, 45º, overcast, 
  20 mph wind 
  7 
  hot and muggy, 85º, 
  overcast, 
  slight 
  breeze 
  unseasonably 
  hot, 
  80º, clear skies, no 
  wind 
  unseasonably warm, 
  55º, no clouds or 
  wind 
  hot 85º, no wind, 
  clear skies 
  8 
  cool morning fog, 
  becomes warm, 80º, 
  clear skies, no wind 
  unseasonably 
  cold, 
  30º, no wind, clear 
  skies 
  light snowfall all day, 
  10-20 mph winds, 
  cloudy, 35º 
  warm, 65º, showers 
  off and on all day 
  (d20 min. ea.) 
  9 
  unseasonably 
  cold, 
  50º, slightly overcast, 
  15-30 mph winds 
  very windy (30-50 
  mph) with low fast 
  clouds 
  heavy snow fall all 
  day, 30º, slight wind, 
  cloudy 
  warm, 65º, low fast 
  clouds, 30-40 mph 
  wind 
  10 
  summer rain storm, 
  (6d10 minutes), 35º, 
  20-30 
  mph, 
  roll 
  again 
  for 
  day’s 
  weather, 
  and 
  determine at what 
  time 
  the 
  storm 
  appears 
  Snow! 
   
  for 
  d10 
  hours, 
  no 
  travel 
  allowed, wind 
  blizzard, high winds, 
  heavily, possibility of 
  freezing to death 
  raining 
  (all 
  day), 
  muggy 
  Unless it is snowing or raining, each day’s weather has a 60% chance of staying the same for 1 Dl 0 
  days (then re-roll).  GM’s should deduct miles traveled by characters for severe weather (like heavy 
  rain or snow storms) at the rate of 2 miles per day per hour’s worth of bad weather. 
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  Timothy Schaefer (order #5257304)
  
  COMBAT 
  Understanding all of the combat factors involved in battle is neither the proper thing for a beginning 
  player to try to do nor the easiest.  We have simplified this process so much that there are only a 
  couple of things you will have to remember.  The first being that all battles are divided up into six-
  second melee rounds.  All combat functions are based on this six-second segment.  Remember there 
  are bonuses and penalties that accrue to a character based upon their DEX and STR.  These factors 
  are applied to the basic “Attack Factor” (AF) and basic “Defense Factor” (DF), of a character.  The 
  DF is a numerical rating for the natural AC or worn armor a character has.  The AF is a numerical 
  rating of the kind of weapon or attack used.  Simple.  Therefore, for each DEX and AGIL point 
  LESS THAN 7 a character has, subtract 1 point from his DF.  And by the same token, for each DEX 
  and AGIL point he has MORE THAN 12, ADD 1 point to the DF. 
  For the AF, ADD 1 point to it for each STR point a character has over 15 and subtract 1 for each 
  STR point LESS THAN 7. 
  Finally, ADD 1 point of damage to the struck target for each STR point over 15 a character has.  
  Thus, those who are faster and stronger are shown to have better defense, attack and more damaging 
  power. 
  To determine the DF of a character, consult the ARMOR CLASS EQUIVALENCY CHART.  To 
  determine the AF of a character simply check the WEAPONS FACTOR CHART.  In both cases 
  don’t forget to add or subtract according to your DEX, AGIL and STR.  There you have the entire 
  simple and easy to use rules for AF and DF.  For more complex and realistic rules, read The Arduin 
  Grimoire, Welcome to Skull Tower; and The Runes of  Doom, which comprise this Arduin 
  Trilogy.  In addition you could reference the Arduin II book (“Compleat Arduin”) or the Arduin 
  Eternal game. 
  To determine if an attack is successful all you have to do is to cross-index your weapon type against 
  the DF of your opponent.  This will give you a Base Number you must role on a d20 to hit.  
  Remember, if your Base Number is, say, 12, you must roll a 12 or more on a d20 to hit.  Don’t forget 
  to give yourself any AF bonus you may have for your STR (or penalty either!).  The GM will factor in 
  all the bonuses or penalties for non-player characters or monsters in a melee, telling the players the 
  adjudicated AFs and DFs as needed for play. 
  CRITICAL HITS AND FUMBLES 
  During combat sometimes blows either go astray or find their mark exceptionally well.  This is 
  reflected by fumbles and critical hits. 
  During combat if a 19 or less is required to hit a specific AF and a 20 is rolled, that hit is a Critical 
  Hit.  All damage and effects done are as listed in this chart according to the critical hit number rolled 
  (which shows exactly what the blow did). 
  Conversely on any attack roll where a 2 or more is required to hit a specific AF and a 1 is rolled, that 
  hit is a fumble.  There is a chart provided for this happenstance as well. 
  ATTACK BONUSES AND DEFENSE PENALTIES 
  Any person who attacks a target from the rear gets a +3 bonus to their AF; from the side the bonus 
  is +2.  If you are in a position HIGHER than your opponent you get a +1 bonus. 
  Targets in flight get a bonus of 4 added to their DF and those behind cover (i.e. shooting from 
  behind a tree or such like) get a +2 DE bonus. 
  All attacks made from the rear or on a downed opponent allow the attacker to ignore the targets 
  AGIL/DEX and shield bonuses to its DF (DF would equal AC, minus any shield). 
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  ARMOR CLASS EQUIVALENCY CHART 
  AC 9 
  Person in normal clothes, with no special protection. 
  AC 8 
  Small shield and no body armor. 
   
  Quilted cloth armor with no shield. 
  AC 7 
  Standard shield and no body armor. 
   
  Leather armor and no shield. 
   
  Quilted cloth armor with small shield. 
  AC 6 
  Tower/Kite shield with no body armor. 
   
  Studded/Banded leather armor with no shield. 
   
  Leather armor and small shield. 
   
  Quilted cloth armor and standard shield. 
  AC 5 
  Scale and Chain Mail with no shield. 
   
  Studded/Banded leather armor with small shield. 
   
  Leather armor with standard shield. 
   
  Quilted cloth armor and tower/kite shield. 
  AC 4 
  Half Plate armor and no shield. 
   
  Scale and Chain mail with small shield. 
   
  Studded/Banded leather armor with standard shield. 
   
  Leather armor with tower/kite shield. 
  AC 3 
  Full plate armor and no shield. 
   
  Half plate armor and small shield. 
   
  Scale and Chain mail with standard shield. 
   
  Studded/Banded leather armor with tower/kite shield. 
   
  Greek Hoplite and Roman “Legionnaire” Armor. 
  AC 2 
  Full plate armor and small shield. 
   
  Half plate and standard shield. 
   
  Scale and Chain mail with tower/kite shield. 
  AC 2+1 
  Full plate armor and standard shield. 
   
  Half plate and tower/kite shield. 
  AC 2+2 
  Full plate armor and tower/kite shield. 
  As you can see, any small shield takes armor up to the next better classification; standard shields take 
  it up two classes; tower/kite shields take it up 3.  REMEMBER that all armor and shields have 
  penalties for their use, shown in a drop to the wearer’s AGIL and DEX. 
  Here is how to determine the penalty: 
  • 
  Small shields and cloth armor have a penalty of one each.  Standard shield and all leather 
  armor have a penalty of two. 
  • 
  Tower shields and scale or chain mail have a penalty of three (as does Greek and Roman 
  Style Armors). 
  • 
  Half plate has a penalty of four and Full plate has a penalty of five.  Please remember to 
  deduct these penalties from BOTH the AGIL and DEX, and are cumulative! 
  • 
  A set of full plate armor with tower shield has a combined penalty of 8.  Thus, a person 
  23
  Timothy Schaefer (order #5257304)
  
  with said armor and with a DEX of 15 and AGIL of 14 would be reduced to 7 and 6 while 
  wearing that armor.  This penalizes his ability to move, but has no effect on attack factor 
  (AF) which is figured before any penalty deductions are made. 
  A “natural AC” for a monster or other creature is simply a reflection of how difficult said being is to 
  hit, not necessarily how hard their skin is. 
  COMBAT CHART 
  Weapon Type 
  Defense Factor (DF) 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  2+1 
  2+2 
  2+3 
  2+4 
  2+5 
  2+6 
  2+7
  Dagger 
  3 
  5 
  7 
  9 
  11 
  13 
  16 
  19 
  * 
  * 
  * 
  * 
  Short Sword 
  2 
  3 
  4 
  5 
  7 
  9 
  11 
  13 
  15 
  17 
  19 
  * 
  Broad Sword 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  13 
  15 
  17 
  19 
  1½ Sword 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  2 Hand Sword 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  9 
  11 
  13 
  15 
  17 
  Mace 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  13 
  16 
  19 
  * 
  Maul 
  ** 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  11 
  13 
  15 
  17 
  Battle Axe 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  12 
  15 
  18 
  * 
  2 Hand Axe 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  10 
  12 
  14 
  16 
  War Hammer 
  2 
  3 
  4 
  6 
  8 
  10 
  12 
  14 
  16 
  18 
  20 
  * 
  Morning Star 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  12 
  15 
  18 
  * 
  Flail 
  ** 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  10 
  13 
  16 
  19 
  Short Spear 
  1 
  2 
  3 
  4 
  6 
  8 
  10 
  12 
  15 
  18 
  * 
  * 
  Long Spear 
  2 
  3 
  4 
  5 
  7 
  9 
  11 
  13 
  15 
  17 
  19 
  * 
  Pike 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  11 
  13 
  15 
  17 
  19 
  Halberd 
  ** 
  ** 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  10 
  12 
  14 
  Throwing Knife 
  ** 
  1 
  4 
  7 
  10 
  13 
  16 
  19 
  * 
  * 
  * 
  * 
  Short Bow 
  ** 
  ** 
  1 
  3 
  5 
  7 
  9 
  11 
  13 
  15 
  17 
  19 
  Composite Bow 
  ** 
  ** 
  ** 
  1 
  3 
  5 
  7 
  9 
  11 
  13 
  15 
  17 
  Long Bow 
  ** 
  ** 
  ** 
  ** 
  1 
  3 
  5 
  7 
  9 
  11 
  13 
  15 
  Light Crossbow 
  ** 
  ** 
  ** 
  ** 
  ** 
  1 
  3 
  5 
  7 
  9 
  11 
  13 
  Heavy Crossbow 
  ** 
  ** 
  ** 
  ** 
  ** 
  ** 
  1 
  3 
  5 
  7 
  9 
  11 
  Sling 
  1 
  2 
  3 
  4 
  6 
  8 
  10 
  12 
  14 
  16 
  18 
  20 
  Non Weapon 
  1 
  2 
  4 
  6 
  9 
  12 
  15 
  18 
  * 
  * 
  * 
  * 
  Quarterstaff 
  1 
  2 
  3 
  5 
  7 
  10 
  13 
  17 
  * 
  * 
  * 
  * 
  The variable attack matrix above shows the difficulties inherent in each weapon versus some kinds of 
  armor while versus others they work much better.  A 20 indicates (usually) that a “critical hit” has 
  been scored.  A * indicates that it is nearly impossible to penetrate this AC, but to ease game play 
  simply remember that a 20 always hits.  However any AC requiring more than 20 (marked with a *) 
  cannot suffer a critical hit even if a 20 is rolled.  Further note that a 1 usually indicates a “fumble” 
  except where a 1 or less (**) is needed to hit the AC in question.  See the “fumble chart” for the 
  appropriate results. 
  24
  Timothy Schaefer (order #5257304)
  
  WEAPONS DAMAGE CHART 
  WEAPON 
  DAMAGE 
  TYPE OF DAMAGE 
  Dagger 
  3 points 
  puncture and slash 
  Throwing Knife 
  2 points 
  puncture 
  Short Sword 
  5 points 
  puncture and slash 
  Broad Sword 
  6 points 
  puncture and slash 
  1 ½ Hand Sword 
  8 points 
  puncture and stab 
  2 Hand Sword 
  10 points 
  puncture and slash plus some crush 
  Mace 
  6 points 
  crushing (spiked do tearing too) 
  Maul 
  8 points 
  crushing (spiked do tearing too) 
  Battle Axe 
  8 points 
  slash and crush 
  2 Hand Axe 
  10 points 
  slash and crush 
  War Hammer 
  7 points 
  crushing 
  Morning Star 
  8 points 
  puncture, crush and tearing 
  Flail 
  10 points 
  puncture 
  Short Spear 
  7 points 
  puncture 
  Long Spear 
  8 points 
  puncture 
  Pike 
  7 points 
  puncture 
  Halberd 
  12 points 
  slashing and crushing 
  Short Bow 
  8 points 
  puncture 
  Composite Bow 
  10 points 
  puncture 
  Longbow 
  12 points 
  puncture 
  Light Crossbow 
  10 points 
  puncture 
  Heavy Crossbow 
  15 points 
  puncture 
  Sling 
  6 points 
  crushing and puncture 
  Cudgel/Quarter Staff 
  3 points 
  crushing 
  Non-Weaponed (Hand) 
  1 point 
  bruising 
  Anyone who takes damage equal to ½ of their current HP in one blow is knocked down for one 
  combat turn.  Also, all arrows, crossbow bolts, spears and thrown knives, etc., have a 20% chance of 
  IMPALEMENT for DOUBLE DAMAGE. 
  All “Monsters” that use fang, claw or other non-weapon attacks use the attack matrix line of the 
  same name. 
  25
  Timothy Schaefer (order #5257304)
  
  BASIC CRITICAL HIT CHART 
  DIE ROLL 
  AREA HIT 
  DAMAGE 
  SIDE EFFECTS 
  1 
  Head 
  3 points 
  Stunned, fall down immediately, no movement or 
  combat for d10 combat rounds 
  2 
  Neck 
  5 points 
  Throat cut, die in d10 combat rounds.  Immediate 
  shock, 50% fall chance 
  3 
  Shoulder 
  10 points 
  Shoulder smashed.  30% chance of d10 combat rounds 
  of shock.  Arm is totally useless 
  4 
  Arm 
  3 points 
  Major artery cut.  bleed to death in d20 combat rounds 
  5 
  Side 
  1 point per rib
  1 to 5 ribs broken, 20% chance of lung puncture 
  (halving all physical attributes permanently) 
  6 
  Leg 
  10 points 
  Major muscle damage, immediate fall, 30% chance for 
  d10 combat rounds of shock 
  7 
  Hand 
  10 points 
  Hand severed, immediate shock, d10 combat rounds, 
  50% bleed to death in d20 combat rounds 
  8 
  Foot 
  7 points 
  Foot totally disabled, ½ agility and speed with 50% 
  chance of immediate fall.  (Permanent damage) 
  9 
  Chest 
  All 
  Heart destroyed, immediate death 
  10 
  Face 
  5 points 
  Blinded, 90% chance of permanency.  10% chance for 
  d10 combat rounds of shock 
  Whenever a leg, arm, etc. is hit, roll a d10 to determine if the left (1-5) or right (6-10) was hit, or if a 
  shield is used it is: 1-8 unshielded, 9-10 shielded side hit.  A person in “shock” usually falls down and 
  is incapable of coherent movement, combat, etc. for the duration of the shock.  Only a 20 on a d20 
  roll allows the shock victim to remain standing. 
  For a much more complete Critical Hit Chart, consult Volumes 1 and 2 of the Arduin Trilogy. 
  26
  Timothy Schaefer (order #5257304)
  
  FUMBLE CHART 
  DIE 
  ROLL 
  IMMEDIATE RESULT 
  1 
  Foot Slips, lose balance, no attack this 
  turn 
  2 
  Hit wrong target doing ½ regular 
  damage 
  3 
  Weapon slips from hand, 1 melee round 
  to retrieve 
  4 
  Trip and fall, 1 to 5 melee rounds to get 
  up 
  5 
  Foot slips, half fall, no attack this turn 
  or next turn. 
  6 
  Weapon grip turns in hand.  ¼ damage 
  to target only 
  7 
  Hit wrong target FULL damage 
  8 
  Weapon slips from hand and slides 
  away.  d10 turns to retrieve 
  9 
  Weapon turns in grip, no damage 1 
  melee round to regrip properly 
  10 
  Stumble into opponent, no attack for 
  either this turn 
  BATTLE BOARDS 
  A “battle Board” is the area in play where the metal figures representing the characters are moved 
  about during combat or other situations. 
  The GM will draw out whatever section of a dungeon the players are in (or section of road they’re 
  on) and the players will set themselves up in the formation that they have been moving in. 
  Now all participants can see how much room there is in the corridor or how close the trees are or 
  whatever.  As each player’s turn comes during battle, his piece is moved or he fights or he does 
  whatever it is that he has decided upon.  Thus the course of events are visible to all, as they would be 
  in reality and everyone can see just where the monsters are. 
  Because this eases game play greatly and enhances the “fun” so much, I strongly urge all players to 
  use a Battle Board and miniature figures during their games. 
  To obtain one you can either buy one (Indkia Associates ~ P.O. Box 2900, Oakland, California, 9461 
  ~ makes several very good kinds with a 5’ to the square scale = one inch square) or make one 
  yourself. 
  The board can be either squares or 6 sided “hexes” (as mine is) and should be scaled to either 5’ or 
  10’ to the square or hex.  Mine is 10’ by personal preference.  By letting 1” equal 5’ or 2” equal 10’ 
  you will find it is in scale to the standard 25 millimeter metal figurine. 
  The board should be a minimum of 24’ long and 18” wide (mine is about 36” x 30”) and mounted 
  on cardboard or some other stiff material.  Finally, it should be covered in a plasticine material that 
  can be easily wiped clean with a rag or cotton balls. 
  A crayon or grease pencil is used to draw in the appropriate walls, doors, trees or whatever is 
  necessary, and can be easily wiped clean and redrawn as the situation requires. 
  27
  Timothy Schaefer (order #5257304)
  
  MAGIK 
  WHAT IT IS AND WHAT IT DOES 
  The next subject a player needs to understand is MAGIK!  So to begin with you must know that 
  there are two basic kinds of magik to be dealt with: THAUMATURGICAL and PRIESTLY.  The 
  first is the kind we think of when we think of mages casting spells and conjuring demons.  The 
  second is the type that priests do, which is usually less flashy but of a stronger kind.  This is because 
  priests derive their power from the gods they worship. 
  A mage must spend years learning his craft, either as an acolyte with an already established mage or 
  at a “College of Magik”.  As a mage progresses in ELs he becomes able to do more complicated and 
  stronger magik.  However all such magik requires the mages own “MANA” or “internal power” to 
  make it work.  Without the mana, a spoken spell is just so much gibberish. 
  To find out how much mana a mage has, simply take the number of INT points he has as a base, 
  ADD 5 more for his training and there you have it.  Now each time he earns another EL he will 
  acquire 3 more mana points.  For example: Merlin the Mage has just graduated from the College of 
  Mages.  He has an INT of 15 50 his mana is 20 (15 for his INT, +5 for his training).  When he earns 
  his next EL he will have 23 (20 + 3) mana points, and so on. 
  A spell has a specific mana cost that is put into it as it is memorized by the mage.  As the mage 
  speaks the “trigger phrase”, the mana powers the spell and the spell is gone from the mage’s memory.  
  Once used, mana takes 10 hours to “recharge” to working level.  Thus a mage can only ‘cast” spells 
  he has memorized and which he has apportioned part of his mana into!  
  For each order of power (or OP) a spell is, it takes 30 minutes to memorize (reduced by half per EL 
  earned over the EL needed to cast the spell).  For each OP a spell is, it takes 3 pages (minimum) to 
  write it down in a book.  Thus an OP 1 spell would take ½ hour to memorize and 3 pages of space 
  in the mage’s “Book of Power”.  Mages can use magik of an order of power equal to ½ their EL (1st 
  order spells for 1st and 2nd EL, 2nd order for 3rd and 4th EL, 3rd order for 5th and 6th EL, etc.). 
  Priests derive their mana directly from their gods at the rate of 15 points at the first EL, and plus 3 
  per EL gained thereafter.  Whereas a mage needs only a single combat round to speak his spell, a 
  priest must take one full minute.  This is because priestly magik also requires proper obeisance (kow 
  towing) to the god in question and certain rituals (variable according to the spell). 
  A priest can “Lay on Hands” to heal those of his faith.  To do this costs 10 CON points and renders 
  the priest unconscious for dl0 hours.  The CON points (and consequently HP as well) will return in 
  10 hours, however the priest must rest for an additional 12 hours to regain full functioning capability.  
  This laying on hands will completely heal any wound except a fatal one.  However, if a person is 
  bleeding to death, it will stop the bleeding and heal them. 
  Priests, unlike mages, do not have to “memorize” each ritual in order to use them.  The “know” the 
  rituals “by heart” and simply assign the raw mana to each ritual as they perform it. 
  Finally, things of the “undead” variety have difficulty approaching holy objects (alter pieces, religious 
  symbols or anything consecrated to the priest’s god) and priests. 
  By the same token a priest may attempt to “Turn Away” any one undead by concentrating his “Holy 
  Power” upon them.  Priests have a 10% chance of success for each 10 HP less than 100 the undead 
  have.  Thus, a priest has a 100% chance versus 10 HP undead but only a 10% chance versus 100 HP 
  ones.  Those thus “turned” will flee, not returning.  Evil as well as good priests may do these things.  
  A Priest can, if he so desires, try to “Lay On Hands” and attempt to heal one not of his faith, 
  however, a “God Reaction Roll” must be make in order to see if the priest’s patron deity will allow 
  this to happen.  Roll a d20, a 20 means this maybe done, 1 to 19 means the god will not allow it.  Add 
  one (1) to the chance of success for each two (2) ELs the Priest is. 
  28
  Timothy Schaefer (order #5257304)
  
  WHAT’S A SAVING ROLL? 
  “Saving Rolls” (SR) are simply a generalization of a character’s chance of avoiding some form of 
  “harm” or other “impingement” upon himself.  All are rolled on a d20. 
  For example; a character is bitten by a poisonous snake that has 24 damage points of venom.  If the 
  character makes his saving roll (equaling or surpassing the indicated number), he only suffers one 
  half damage (or 12 points in this case).  By the same token, if a character is in the area hit by a “Flash 
  Point” spell he would make a roll on a d20 to try to “save”.  If he made his save he would suffer ½ 
  the indicated damage, but if he failed he would, of course, take the full damage. 
  Lastly, if a person is being probed psychically (as in a “Mind Seek’ spell) he would also get a “save” to 
  see if he resisted such a probe.  Making his save means the probe failed, failing to “save” means his 
  mind will be probed. 
  The GM can expand the “SAVE” idea to encompass anything he desires or as is needed.  See the 
  Character Saving Roll Chart for the base number required for each character class/type to “save.”  
  For each EL earned, the Saving Roll is improved by + 1. 
  A “save” should be allowed for most magikal attacks.  “Mystic Darts”, “Tangle Trap”, and “Mystic 
  Chains” are exceptions to this.  Defensive spells, such as “Wizard Dark’; “Mana Mirror’; “Multiple 
  Image’; and so on, do not allow any saves either.  
  CHARACTER AND MONSTER SAVING ROLL CHART 
  TYPE 
  DRAGON 
  BREATH 
  FEAR 
  PARALYSIS 
  POISON/VENOM 
  SPOKEN SPELLS 
  DEVICE MAGIK 
  ACID/LIQUIDS 
  LIGHTNING 
  ENERGY 
  MESMERIZATION 
  STONING 
  Amazon 
  15 
  15 
  13 
  14 
  16 
  14 
  16 
  17 
  18 
  12 
  Avian (large) 
  18 
  15 
  16 
  16 
  17 
  18 
  17 
  16 
  18 
  15 
  Avian (small) 
  20 
  17 
  17 
  18 
  19 
  20 
  18 
  17 
  19 
  16 
  Dragon 
  9 
  6 
  10 
  10 
  13 
  12 
  9 
  14 
  13 
  9 
  Dwarf 
  18 
  13 
  12 
  11 
  15 
  13 
  13 
  13 
  15 
  12 
  Elf 
  11 
  12 
  15 
  10 
  13 
  11 
  12 
  16 
  14 
  10 
  Goblin 
  14 
  15 
  14 
  11 
  17 
  16 
  15 
  14 
  16 
  15 
  Half Orc 
  18 
  16 
  15 
  12 
  16 
  15 
  14 
  17 
  15 
  14 
  Hobbitt 
  17 
  14 
  15 
  13 
  17 
  15 
  15 
  15 
  12 
  15 
  Human 
  16 
  16 
  14 
  15 
  17 
  15 
  16 
  18 
  18 
  13 
  Insect (large) 
  16 
  5 
  14 
  10 
  19 
  18 
  12 
  18 
  17 
  15 
  Insect (small) 
  18 
  6 
  16 
  11 
  20 
  20 
  14 
  20 
  19 
  17 
  Koboldling 
  15 
  18 
  15 
  12 
  18 
  17 
  16 
  15 
  17 
  16 
  Mammal (large) 
  17 
  16 
  15 
  15 
  17 
  16 
  16 
  17 
  17 
  16 
  Mammal (small) 
  19 
  18 
  17 
  17 
  19 
  18 
  18 
  19 
  19 
  18 
  Ogre 
  15 
  14 
  18 
  12 
  14 
  13 
  13 
  16 
  18 
  13 
  29
  Timothy Schaefer (order #5257304)
  
  CHARACTER AND MONSTER SAVING ROLL CHART (CONTINUED) 
  TYPE 
  DRAGON 
  BREATH 
  FEAR 
  PARALYSIS 
  POISON/VENOM 
  SPOKEN SPELLS 
  DEVICE MAGIK 
  ACID/LIQUIDS 
  LIGHTNING 
  ENERGY 
  MESMERIZATION 
  STONING 
  Orc 
  17 
  18 
  14 
  10 
  18 
  17 
  12 
  17 
  19 
  13 
  Phraint 
  10 
  11 
  17 
  9 
  15 
  14 
  10 
  18 
  8 
  11 
  Reptile (large) 
  15 
  14 
  18 
  13 
  16 
  17 
  14 
  18 
  18 
  18 
  Reptile (small) 
  17 
  16 
  20 
  15 
  18 
  19 
  16 
  20 
  20 
  20 
  Saurig 
  9 
  16 
  14 
  10 
  16 
  15 
  9 
  12 
  18 
  10 
  Sea Creature (large) 
  12 
  15 
  13 
  18 
  16 
  17 
  10 
  15 
  17 
  13 
  Sea Creature (small) 
  14 
  19 
  16 
  20 
  19 
  20 
  12 
  16 
  19 
  15 
  Undead 
  14 
  NE 
  NE 
  NE 
  17 
  18 
  6 
  1/8 
  NE 
  NE 
  Undead (free - willed) 
  13 
  NE 
  NE 
  NE 
  15 
  16 
  NE 
  16 
  9 
  NE 
  Uruk Hai 
  16 
  16 
  13 
  9 
  17 
  16 
  11 
  16 
  17 
  12 
  NE = No Effect 
  PLUSSES AND MINUSES 
  Some “classes” of characters get special benefits or penalties based on what they do versus the 
  above.  A plus means on less needed to save; a minus means one more. 
  TYPE 
  DRAGON 
  BREATH 
  FEAR 
  PARALYSIS 
  POISON/VENOM 
  SPOKEN SPELLS 
  DEVICE MAGIK 
  ACID/LIQUIDS 
  LIGHTNING 
  ENERGY 
  MESMERIZATION 
  STONING 
  Warrior 
  -1 
  +2 
   
  +1 
   
   
   
   
   
   
  Thief 
  -2 
  -1 
   
  +1 
   
   
   
   
   
   
  Priest 
  +2 
  +2 
  +1 
  -1 
  +1 
  +1 
   
  +1 
  -2 
  +1 
  Mage 
  +1 
   
   
  -2 
  +2 
  +1 
  +1 
  +1 
  -1 
   
  Forester 
  +1 
  +1 
   
  +2 
   
   
  +1 
  -1 
  +1 
   
  30
  Timothy Schaefer (order #5257304)
  
  SPOKEN MAGIK (SPELLS) 
  FIRST ORDER SPELLS 
  MAGIK DETECTION 
  This spell allows a mage to determine if an item is magik.  It will also tell him a percentile (die roll) 
  about the actual magikal workings of the item.  Its mana cost is one and the range is ten feet. 
  MYSTIC DART 
  This spell converts one mana point into a burst of blue-white energy that flashes from the mage’s 
  pointing finger.  Consider it as a heavy crossbow bolt (plus one to hit, plus one to hurt) for combat 
  purposes.  120’ ranged. 
  QUICK FLAME 
  With this spell a mage can ignite any dry, burnable object up to ten feet away (such as dry wood, 
  cloth, etc.), or cause 3 points of damage to a person.  The mana cost is one, and remember; small 
  fires only. 
  SWIFT SLEEP 
  This spell allows the mage to “put to sleep” any single creature of 24 HP or smaller in size per two 
  mana points put into it.  It has a 60’ range and is instantaneous. 
  BONE SHAKER 
  This spell costs two mana points, has a 75’ range and causes the victim to have intense muscle 
  spasms (and to shake uncontrollably) for I Dl 0 melee rounds.  It causes I point of damage per 2 
  melee rounds of effect.  All hand held objects are dropped by the victim. 
  WIZARD WINGS 
  Allows the mage to glide for 30’ for every 10’ in height he has.  However, the spell only lasts one 
  minute per 3 mana points put into it, so the mage had better land before his time runs out! 
  WIZARD GLOW 
  For a one mana point cost the mage can cause any single object to glow with a pale blue glow 
  (equivalent to about ½ daylight in strength) in a 30’ diameter area for one hour.  This can be anything 
  from a’ sword blade to a fingertip. 
  TANGLE TRAP 
  For a 3 mana point cost the mage can fill a 10’ diameter area with sticky, web-like strands that ‘will 
  tangle and entrap (and hold) any creature(s) up to 60 HP in size.  It takes one melee round to “form” 
  and lasts two minutes.  It can be created up to 60’ distant, and is highly flammable (doing 20 points 
  fire damage total if burned). 
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  WIZARD DARK 
  For 2 mana points a mage can cause a 13’ diameter area to become inky black and totally light 
  absorbent.  This “blot” lasts one minute, and can be cast up to 30’ distant.  It can be made to last 
  longer by adding more mana.  Torches, wizard glows, etc. cannot be seen inside the area. 
  HYPNOS 
  By utilizing four mana points a mage can mesmerize any single intelligent being ‘with a lower 
  combined total INT and EGO than himself.  This will last for one minute times the mages INT (30’ 
  range), and the mesmerized person will follow the mages commands literally in a robot-¬like 
  manner.  Any sudden shock will break this spell. 
  SECOND ORDER SPELLS 
  MYSTIK SHIELD 
  For a 2 mana point cost the mage can create a 7’ tall by 3’ wide invisible shield 3’ in front that will 
  move with him for one minute.  This shield will completely stop all normal missiles and arrows, but 
  nothing else. 
  MANA MIRROR 
  For a 3 mana point cost, a mage can turn any reflective surface (still water, mirrors, etc.) into a 
  scrying device, for one minute.  He can use the “mirror” to see into locked boxes, behind closed 
  doors, etc. or to see events (when he knows the exact location) up to 100 miles away!  However, use 
  of this spell requires a one hour rest afterwards, and if used more than three times per day it has a 
  5% chance of causing the mage to go totally insane! 
  SIMPLE LEVITATION 
  For every one mana point put into this spell a mage can raise or lower himself at 33’ per combat turn 
  for one full minute. 
  HOT FLAME 
  A more powerful “Quick Flame” spell with a 2 mana point cost Range is 30’ and it will ignite even 
  wet wood or other hard to light items, and cause 6 points damage to a person.  The fire is still small 
  (campfire sized), but very hot. 
  MULTIPLE IMAGE 
  For every one mana point put into this spell a mage can create three illusory images of himself.  Each 
  image will last one full minute or until touched by a living thing (they then pop like soap bubbles).  
  These images move with the mage, aping his every movement and gesture, but are totally silent. 
  TRAP SENSING 
  For every mana point put into the spell the mage can find all mechanical traps in a 15’ diameter area 
  (use 3 mana points and cover a 45’ area, etc.).  The traps glow an evil greenish-blue to the mage’s eyes 
  alone. 
  OUT FIRE 
  For one mana point, a mage may instantaneously extinguish any small fire (campfire size or less) up 
  to 30’ away, including those ignited by Quick Flame or Hot Flame spells. 
  FOG CALL 
  For a two mana point cost, a mage can create a 60’ diameter area of icy cold fog (visibility varies 
  from one to ten feet therein) up to 120’ away.  This fog will last for 10 minutes or until blown away. 
  THIRD ORDER SPELLS 
  FLASH POINT 
  For a five mana point cost the mage can cause a 20’ diameter area to super heat instantaneously to 
  1,000 degrees Fahrenheit, burning all in the area with 24 points damage (to a maximum of 200 point 
  total damage).  The range is 120’, and everything in the area that is burnable, of course, ignites 
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  (reaches flash point) and also burns. 
  LIGHTNING STRIKE 
  For a 5 mana point cost the mage can cause a lightning am to leap from his fingertip to any single 
  target up to 60’ away.  The victim thus hit suffers 30 points of electrical shock (damage), and all up to 
  40 HP are knocked down and stunned for dl0 melee rounds.  The area is 6” in diameter. 
  BLIZZARD 
  For a 5 mana point cost, the mage can cause a 20’ diameter area (up to 60’ away) to become engulfed 
  in a minus 120 degrees Fahrenheit snowstorm that will last 1 full minute.  Visibility is 1’ to 10’ and 
  everything takes d10 damage points for each combat round spent inside the blizzard.  All 20 HP or 
  less creatures in the blizzard are bowled over. 
  HAWK FLIGHT 
  For each 3 mana points expended, a mage may “fly like a hawk” at 330’ per combat round for 15 
  minutes (this translates to about 37½ miles per hour).  As a “hawk’, the mage can hover, dive, turn, 
  etc. 
  WIZARD EYES 
  For 3 mana point a mage can see clearly anything invisible or hidden magikally from sight.  This spell 
  lasts one full hour. 
  MIND SEEK 
  For a 4 mana point cost the mage can “see into” the thoughts of other living entities for one full 
  minute.  This allows the mage to see the “mind pictures” (not words) of what the being is thinking 
  about (30’ range). 
  LOCKJAW 
  This spell costs three mana points and has a range of 30’.  Any single target up to 50 HP that fails to 
  “save” will have its jaws spasmed rigidly shut for 10 melee rounds.  All up to 100 pts “lock-jawed” for 
  1 melee turn.  For each mana point more than the original cost a Mage puts into the spell, another 
  10’ of range is added. 
  FOURTH ORDER SPELLS 
  ICE WALL 
  For seven mana points a mage can create a Wall of Ice 20’ long, 10’ high and 2’ thick up to 60’ from 
  himself.  The wail lasts for one hour before beginning to melt.  Any creature attempting to break 
  through it will suffer d10 points of damage (all 40 HP or less creatures cannot break through without 
  pick axes or such like).  The wall takes 3 melee rounds to completely form. 
  FIRE WALL 
  For a ten mana point cost a mage can instantaneously create a wall of roaring flame up to 60’ from 
  himself.  The wall is 30’ long 15’ high and will burn all passing through it for d20 damage points.  It 
  lasts one minute normally but will burn an additional one minute for each one mana point put into 
  the spell over the initial ten point cost 
  GHOST WIND 
  For a six mana point cost, the mage can conjure a “Ghost Wind” so powerful it will bowl over and 
  knock down all in its path up to 35 HP in size.  The wind is controlled by the mage and can cover an 
  area 120’ long by 30’ wide and 20’ high starting from his outstretched hands.  It lasts one combat 
  round plus one round per mana point expended more than the initial 6 points.  It blows gas clouds, 
  fog, and such like away immediately. 
  DISAPPEARANCE 
  For a ten mana point cost, the mage can become invisible to all normal sight for five minutes.  He 
  can extend this time by adding two mana points for each additional minute desired. 
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  MAGE FEAR 
  For four mana points, the mage can “strike fear into the heart” of any single intelligent or semi-
  intelligent creature.  Those thus affected will either flee in blind panic for d10 combat rounds (80% 
  chance) or stand “paralyzed by fear” for d10 combat rounds (20% chance).  The range is 60’. 
  CHAIN BREAK 
  For a four mana point cost, the mage can either break any non-magikal bonds (ropes, spider webs, 
  chains, etc.) that bind him alone or it can be used to unlock and open any single door or other 
  closure, including those magikally sealed (30’ range). 
  MYSTIC CHAINS 
  For a four mana point cost, any single door or closure may be so locked as to be unopenable, even if 
  a key is available.  OR any single entity up to 60 HP in size may be “rooted to the spot” and unable 
  to move from it for ten minutes.  A being thus “bound” can do everything except move his legs/feet 
  NOTE TO GM 
  These are by no means all of the spells available to Mages.  The three Arduin Books alone have 
  several hundred more and the list is limited only by your imagination. 
  Remember however, that all new spells are only acquired by finding old tomes and Grimoires, or by 
  months of painstaking research by the Mage. 
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  PRIESTLY MAGIK 
  FIRST ORDER SPELLS 
  BASIC HEALING 
  For each mana point expended a priest may heal any living creature for 10 damage Points.  However, 
  this will not heal burns, acid damage, or wounds of a “critical” nature (though it will stop the 
  bleeding).  Those healed thus, may be healed more than once so that all damage may be removed. 
  BASIC PURIFICATION 
  For each mana point expended, the priest may totally purify up to ten pounds of dry material or one 
  gallon of liquid.  It will not however, neutralize poisons or venom. 
  PRIESTLY MAGIK DETECTION 
  This spell is identical to the mage’s spell but works for priestly magik only. 
  AURA OF ANTI-EVILNESS 
  For each mana point expended the priest will radiate in a ten foot radius, a powerful, invisible, anti-
  evilness aura” for ten minutes.  All “evil” things within that area function at minus two (i.e. make it 2 
  points harder to function) and have a 90% chance of (rolled each combat round) being totally unable 
  to approach closer than ten feet to the priest.  The “evil” priests have their own variant that repulses 
  “good” types. 
  MINOR MENDING 
  For one mana point, the priest can completely mend ten square feet of cloth, five square feet of 
  leather, 2½ square feet of wood or one square foot of metal.  The repair is permanent and invisible 
  WATER FINDER 
  For one mana point, a priest can find any and all water within a 120’ radius (and up to 20’ 
  underground).  He simply “knows” where it is. 
  GLORY GLOW 
  For two mana points, a priest can light up a 60’ diameter area to full daylight equivalency for ten 
  minutes.  This time may be extended by five minutes for each one mana point used over the initial 
  two points. 
  SPEAK IN TONGUES 
  For each mana point expended, a priest may speak, read, and write any single language desired, 
  known or unknown, for up to one hour.  This may be extended one hour per two mana points 
  expended over the initial one point 
  SECOND ORDER SPELLS 
  CONVERSATION 
  For each one mana point expended a priest can speak to and understand any single kind of mammal, 
  bird, or reptile for one minute.  It can be expanded at a two mana point cost per additional minute 
  used. 
  SOUND WIPE 
  Any 20’ diameter area or any single being up to 20’ away may have all sound suppressed for five 
  minutes for each two mana points expended.  No sound enters, leaves, or exists for the silenced 
  area/person. 
  HIDE FINDER 
  For one mana point cost, the priest can locate all secret or hidden doors, etc. in a 30’ radius.  They are 
  outlined in a bright golden glow to the priest’s eyes (only). 
  EARLY WARNING 
  By expending 3 mana points, a priest may be made aware of any living being or creature thinking 
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  about harming the priest or his companions.  He can check a 45’ radius or scan ahead on his 
  proposed path to a distance of 180’.  However all thus “probed” get a “save” versus spoken magik 
  DEAD WATCH 
  Identical to the above spell, this one seeks out all those of the “undead” kind.  They do not get a 
  save and are always detected unless cloaked or hidden magikally. 
  HOLY BLESS 
  For an expenditure of 6 mana points, the priest may “Bless” any single individual of his faith.  This 
  makes it 2 points easier (+2) to do all attacks, defenses and saves as well as operates at 2 levels above 
  his normal EL.  This lasts for one hour.  The priest can use this ritual to create “Holy Water” (1 pint 
  each time) which has several properties: If drunk it will heal 5 points of damage.  Each pint will 
  “burn” all “undead” types for 10 points.  And if used to draw holy symbols, these symbols will keep 
  all non-free willed undead from crossing said symbols.  Free willed undead have a 10% chance of 
  reacting thusly.  Holy water stays viable for 30 days. 
  THIRD ORDER SPELLS 
  NEUTRALIZATION 
  For each one mana point expended a priest may 100% neutralize 20 points of poison or venom (in a 
  person, monster, wine cup, etc.) up to 10’ distant.  Evil priest can conversely “cause poison” this way. 
  HEAVENLY UMBRELLA 
  For each three mana points expended the priest can create over’ himself a 30’ diameter, down 
  curved, invisible “umbrella” lasting 5 minutes.  All liquids and light material will run off like rain off 
  an umbrella.  It moves with the Priest and may be extended by 3 mana points for each additional 
  minute used. 
  WATER WALK 
  For each 3 mana points expended a priest may walk upon all liquids safely (acid still burns him, of 
  course, he just won’t sink!) for five minutes.  It costs one mana point per minute to extend the time 
  period. 
  PATHFINDER 
  For a 6 mana point cost a priest may locate any single door, stair, or passageway up to 240’ away if it 
  is at least generally known to him.  OR he can do the ritual and for five minutes “know” the right 
  path to take through a maze, cavern, etc.  It costs three mana points per minute’s extensions. 
  NIGHT EYES 
  For each 3 mana points expended a priest can give himself or another person the ability to “see in 
  the dark” as an elf for up to one hour.  Each additional hour costs only two mana points. 
  DISPEL 
  For each 3 mana points expended the priest can dispel and negate one order of priestly magik (9 
  mana points are required to Dispel 3rd order magik).  It works also versus Thaumaturgical magik but 
  at DOUBLE MANA COST (Thus to dispel 3rd order Thaumaturgical magik, 18 mana points are 
  required). 
  FOURTH ORDER SPELLS 
  HOLY CURE 
  For a ten mana point cost a priest may cure any disease, rot or such like affliction affecting any single 
  being or creature.  Incidentally, this ritual quite effectively destroys “slime & ooze” type creatures (if 
  they fail their ‘saves” and hold still long enough!), regardless of size or type’ 
  SERPENT CALL 
  By expending 10 mana points a priest; may “shape change” any staff or other piece of wood (6’ long 
  minimum) into a snake/serpent under his command for five minutes.  The serpent is 12 HP, AC 6 
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  (+1 for DEX) and can move 60’ per combat turn.  It bites for 2 points PLUS a 20 point venom 
  (decreasing five points per bite thereafter).  The change takes two melee rounds to complete. 
  DEATH VOICE 
  For a five mana point cost the priest can cause any being slain within the past hour to speak, telling 
  whatever it may know, for one minute.  It will answer direct questions only (not general requests).  
  This may be extended by one minute per ten mana points. 
  DEATH BREAKER 
  For an expenditure of 20 mana points a priest may attempt to “call back” anyone of their faith who 
  dies less than 5 minutes past.  The chance of success is based on the dead character’s CON points, 
  for each one he has there is a 3% chance of success.  This is increased by 1% for each point of WIS 
  the priest has.  He may try only once per victim and must rest 12 hours afterwards. 
  SKY WALKING 
  For each 5 mana points expended, a priest may walk, on or move about through the air (as if he were 
  on the ground) for 15 minutes.  It can be extended by one minute per 3 mana points expended. 
  BREAKWALL 
  For a 7 mana point expenditure, a priest may cause an opening to appear in any solid wall or object 
  for one minute.  This opening is 5’ high and 3’ wide, when it is gone, the solid area is just as it was, 
  with no harm done. 
  GODLY GROWTH 
  For a 10 mana point expenditure, a priest may cause 10 square feet of plant growth to grow l to 10 
  times its normal size.  20 mana points equals 20’ square area affected.  It takes 1 melee round for 
  each multiple it grows to (3x = 3 melee rounds), and will stay thus for 10 minutes, reverting back to 
  its normal size at the same rate it grew. 
  THE EYES OF GLORY 
  For each 5 mana points expended, a priest’s eyes will glow and radiate golden light for one minute.  
  The glow is a 30’x15’ cone and all in its light must “save” or succumb to abject fear (like “Mage 
  Fear”). 
  PILLAR OF FIRE 
  For a 10 mana point expenditure a priest can conjure a 30’ tall, 5’ diameter column of roaring, 
  swirling flame up to 60’ away.  The flame will burn for one full minute and cause 20 points of 
  damage to all who touch or enter it.  When it goes out, the area where it was is not even warm. 
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  MAGIKAL ARTIFACTS AND TREASURES 
  During the course of play characters will come across items of a magikal nature.  These can range 
  from enchanted swords to magik amulets that bestow protection, special powers or such like, to 
  crystal balls and other “working gear” of mages. 
  The following list will give the GM (and players) a general idea of what they are like.  The Arduin 
  Trilogy has over a hundred other such items if needed.  However, this list is detailed enough for the 
  GM to create his own treasures as needed. 
  MAGIKAL ITEMS 
  CRYSTAL BALL 
   
  Usually 4” to 10” in diameter and of clear white crystal, 
  these devices may be used by any mage.  They allow the 
  user to operate without mana cost like the spell “Mana 
  Mirror”.  However after each minutes use, the mage must 
  rest for one hour.  This item is normally worth 5,006 GS 
  and is hard to find but not rare. 
  ENCHANTED 
  WEAPONS 
   
  Usually swords, however they can be of any sort, the 
  more unusual the weapon, the rarer they are.  An 
  enchanted weapon is one that has “adds” to its combat 
  capabilities and sometimes even other powers.  These 
  “adds” are in attack and damage bonuses and can even 
  include weapons that burst into flames during combat or 
  that wail or sing in battle.  Most of these weapons have 
  legendary names.  The only limit here is that of the GM. 
  ENCHANTED 
  ARMOR/SHIELDS 
  These items usually have “adds” to wearer’s DF, adding to its armor class and 
  occasionally protection against fire, cold or other dangers.  An example might 
  be an enchanted round shield that is ‘4 plus 3.”  This means it has three “adds” 
  to the AC of the user, upping that AC. 
  ENCHANTED 
  RINGS 
   
  These, when worn, can protect against fire, cold, dragon 
  breath or whatever, by giving “adds” or “pluses” to a 
  character’s saving roll, OR it could bestow invisibility or 
  the ability to see in the dark Anything the GM thinks 
  appropriate 
  ENCHANTED 
  AMULETS 
  These are roughly equivalent to enchanted rings but 
  normally not as powerful.  They are thus more common. 
  ENCHANTED 
  CLOTHING 
   
  This kind of magik is usually pretty rare and could be 
  anything from a pair of boots that would allow the 
  wearer to “walk on water” to a cloak that acts as a pair of 
  wings, lifting the wearer in flight.  GMs should be careful 
  about this kind of magik, making it hard to find. 
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  MAGIK POTIONS 
  These are concoctions (usually liquid) that when drunk, spread onto a character, or whatever, give 
  many of the powers of enchanted rings, amulets, etc.  However these powers are normally 
  temporary, lasting an hour or less.  An example would be a potion of invisibility that when drunk, 
  makes the drinker invisible for say, a half hour.  The GM should understand that these potions are 
  usually not labeled, so are hard to discover without the help of a mage (using a “Magik Detection” 
  spell) even though they are probably the most common magikal item made. 
  OTHER MAGIK 
  This category can encompass anything from an enchanted boat that can sail on land as well as water, 
  to flying carpets, or enchanted stone or wood figures that can move, fight, or do other things.  These 
  items, however, are extremely rare and usually only found as the property of old and powerful mages 
  or priests. 
  Special Note: Priests seldom make magikal artifacts, but if they do, it is almost always of the lesser 
  kind and of a protective nature.  Also, GMs should strictly limit magik items to be found in the 
  game until such time as his world has become established and running well. 
  MAGIKAL CONSTRUCTS 
  Mages have the ability to construct several items of Magikal Might when they have graduated from 
  their studies. 
  These items are: 
   
  1. Their personal “Book of Power” wherein they write down all 
  of their magikal knowledge as they learn it.  Each mage, upon 
  graduation from the Mages College, already knows any three 
  OP 1 spells (plus one more for each INT point over 15 they 
  have).  * 
  2. “Magikal Scrolls “are parchments that have the full “essence” and ‘power” (as well as all 
  necessary mana required for the spell) infused into it.  Written upon the parchment is a “Trigger 
  Phrase” that must be spoken in order to release the spell contained within the parchment.  This 
  way a mage can carry several spells he has previously ‘loaded” into these scrolls and not worry 
  about having to memorize them each and every day.  Remember, though, that once used, a scroll 
  is empty of the mana that was previously there, and is therefore useless.  It costs one mana point 
  for each mana point of the spell thus loaded (i.e. nothing extra) to “load” a scroll. 
   
  3. “Wands “are small metal or wooden devices that can be used 
  to store spells, much like a scroll does.  However the 
  advantage to a Wand is that there is no Trigger Phrase that 
  has to be spoken in order for the spell to be fired.  The mage 
  simply “thinks the firing command” and it fires!  The only 
  drawbacks are, whereas, a scroll only requires a basic mana for 
  each spell in question, a Wand requires triple the amount in 
  order to be loaded.  Secondly, a Wand can only hold three 
  uses of the same spell.  Thus if a mage was to load the spell 
  “flash Point” into a Wand, he could only put three of those 
  spells (or one triple strength one) into the Wand.  And 
  remember each spell would cost TRIPLE the normal mana 
  cost, (i.e. a total of 9 times mana cost for the three spells). 
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  4. “Rods” are bigger than Wands but smaller than Staves.  They 
  function exactly as Wands do with the exception that 
  everything goes by five.  Thus that ‘Flash Point” spell could 
  be loaded five times into the Rod, or be of five times power.  
  The cost is still triple that of normal spell cost (i.e. a total of 
  15 times mana cost for the five spells). 
   
  5. “Staffs” are nothing more than bigger Rods, and work on a by 
  ten ratio of power. 
  6. Each time a device is emptied of all its stored power there is a 5% chance the device will shatter.  
  A wand will cost a mage about 50 GS to produce, a Rod will cost about 150 GS, and a Staff 
  about 500 GS It will require about three days or so to build a Wand, about three weeks for a Rod 
  and about three months for a Staff.  Wands are not rechargeable, whereas Rods and Staffs are.  
  Also, a Rod can hold up to 3 separate spells (by 5s) and a Staff can hold up to 5 (by l0s). 
  * – Priests know three rituals as for Mages and put them in their “Book of the Word”  
  ** – All prices to be adjudicated by GM as necessary. 
  SUPER SPELLS AND DEVICE MAGIK 
  “DEVICE MAGIK” is magik which uses an item and not the mage’s own spoken spell to achieve a 
  desired result.  Wands, Rods and Staffs are all “Device Magik”.  Such magik can never be more 
  powerful than the device itself allows, whereas a spoken Spell can have more power “pumped” into it 
  by adding more mana.  Thus a “Flash Point” spell that normally does 24 points of damage can be 
  upped by fifty percent in damaging power by adding an additional mana cost to it equal to its original 
  cost to cast.  That same spell can then be made to do 36 points of damage at double its base mana 
  cost or do 48 points damage at triple its base cost and so on.  However the spell must be memorized 
  in this “Super Loaded” manner in order to be fired as such.  This is a way in which a mage may wield 
  a great power, but only at the cost of wielding fewer spells (due to the very high mana cost of so 
  doing). 
  THE ARTIFACT CARD SYSTEM 
  The standard system used with the Arduin Trilogy to enhance game play is one that includes pictorial 
  cards.  These game aids have the picture of the item (whether it be a magik sword or mystik ring) on 
  the front, and a “format” for all of the pertinent facts on the reverse side. 
  The GM usually colors the cord with art pencils and/or felt tip pens and writes, all the required data 
  on the back as well.  Thus whenever the player characters find such items, the GM can show the item 
  to them.  Then the players can endeavor to figure out (by arcane or other means) what it does. 
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  MONSTERS AND OTHER CREATURES 
  (IN ALPHABETICAL ORDER) 
  BLACK LION 
  Huge, 1,000 pound, coal black lions with natural ACs of 7.  They have DEX and AGIL of 18 each 
  and attack each turn with two claws for 9 points each OR a bite for 12 points.  However, if both 
  claws hit, they can attack again that turn with their rear two claws as well!  “Normal” lions are about 
  two thirds the Black lion’s 50 HP and attack/damage.  They usually appear alone or as a mated pair, 
  and get +2 to their AF. 
  CAVE BEARS 
  These huge 2,000 pound and 12’ tall creatures are voracious, fierce, and terrible to confront.  They 
  average 68 HP and have natural ACs of 6.  Their DEX and AGIL are 15 each and they can either 
  strike with two claws for 12 points every melee round OR bite for 16 points.  There is a 20% chance 
  every melee round that the bear will “hug” its victim for 10 points per round.  However to do so, an 
  attack (either claw or bite) must have already hit that turn.  They usually appear alone or as a mated 
  pair, and get +4 to their AF due to strength. 
  DIRE WOLF 
  Huge, dark gray to black, 600 pound wolves that travel in packs of d20.  They can bite once each 
  turn for 10 points and have a natural AC of 7.  They are occasionally seen as mounts for goblins!  
  They have 32 HP and DEX and AGIL of 17 each.  Their favorite food is Hobbitt!  Their bite is +1 
  due to strength.  They fear only fire. 
  DRAGONS 
  This magikal creature comes in several types, usually denoted by a specific color.  But remember, 
  dragons are extremely rare creatures that live solitary existences far, far from most inhabited areas.  
  Their temperaments can range from cruel and heartless to inquisitive and sly.  But always, I repeat, 
  always, they care little for those “lesser” creatures like men or Dwarves or Elves, and have little 
  patience with anything having to do with them.  Dragons vary in size and power, but are generally 
  one third their own HP in length.  That means that a 90 HP Dragon would be 30’ long (90+3 =30).  
  Their wing span, when fully extended is normally about double their length.  So that 90 HP Dragon 
  would be 30’ long but have a 60’ wing span! 
  To determine the “power” of a dragons “breath” simply consider its HP as how much damage said 
  breath would do.  Thus the huge 90 HP Dragon would have a 90 damage point “breath weapon”.  
  The damage is always divided amongst those in its path.  Thus if three people were hit by the 90 HP 
  Dragon’s breath, each would take 30 points of damage.  Sure it is fearful, but Dragons are the 
  greatest of all adversaries! 
  The “range” and “area of effect” of a Dragon’s breath weapon is again based on its HP.  For each 
  HP there is, it extends 1’ outward and 6” in width.  So that 90 HP breath would cover an area 90’ 
  long and 45’ wide extending in a cone from the Dragon’s mouth getting wider, the farther it travels. 
  A Dragon may thus “breathe” every third melee round for a maximum number of times each day 
  based on its HP size.  For each 25 HP (or fraction thereof) a Dragon may breathe once.  The 90 HP 
  Dragon can then breathe four times per day (90+25 = 3 3/5). 
  A Dragon can also attack with its buffeting wings, battering ram tail, rending claws and crushing 
  teeth.  Figure that wings do 4 to 9 points each; the tail does 10 to 30 points; the claws 8 to 18 points 
  each; and the jaws a fearsome 20 to 50 points per bite.  Each GM will have to decide on just how 
  terrible each Dragon is, based on its size and age, beforehand.  Finally, Dragons are “naturally magik 
  resistant”, it having no effect on them 50% of the time. 
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  Here, then, are the Dragons: 
  COLOR 
  WHERE FOUND 
  WHAT THEY BREATHE 
  HP SIZE 
  Black (Bog Dragon) 
  bogs and swamps 
  poisonous acid-like spray (may 
  maim/blind) 
  55 
  Blue (Sea Dragon) 
  on islands, always in or 
  near water 
  high pressure water jet (knocks 
  down all up to its HP in size) 
  65 
  Gold (Dragon Lord) 
  in the clouds 
  shattering sonic scream (this can 
  powder rock!) 
  100 
  Green (Forest Fang) 
  deep forests and woods 
  sleeping gas (all up to its AF are 
  put to sleep!) 
  85 
  Red (Fire Drake) 
  deserts and hot springs 
  flame and fire 
  75 
  Silver (Krag Dragon) 
  on mountain tops 
  scintillating lightning bolts (all hit 
  are stunned for 3 melee rounds) 
  80 
  White (Cold Drake) 
  cold 
  cold howling winds (all up to its 
  AF bowled over!) 
  80 
  Yellow (Jungle Terror) 
  jungles and rain forests 
  poisonous gas (takes 3 melee 
  rounds to go into effect) 
  80 
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  MORE MONSTERS 
  GARGOYLE 
  These mystical monsters are slate gray, 7’ tall humanoids with small curled horns, bat-like wings and 
  huge taloned/clawed hands and feet.  They are fairly stupid but can be sly (and of course are 
  naturally mean and nasty!).  Non-magik weapons only do ¼ damage to them, and silver (silver 
  coated) weaponry does ½ damage.  They are naturally “magik resistant”; all magik not affecting them 
  20% of the time.  They usually appear in groups of I to 10 (two or three being the number usually 
  encountered) but only at the behest of a mage or priest’s arcane rites.  They normally appear for one 
  specific job, but can be used as treasure guards.  50 HP, with DEX and AGIL of 17 and natural ACs 
  of 3 make them difficult to deal with.  Their claws do 8 points each turn. 
  GHOULS 
  These were once “normal” people (of any race, but usually human) that became involved in evil 
  magik or religions and who were warped and changed by this.  They shamble about, half bent over, 
  shunning the light of day.  They are cannibalistic and will dig up rotted bodies to eat the flesh they 
  crave with all their being!  They never show fear, but will not stand up and “slug it out” if they can 
  help it.  They sometimes carry bone cudgels but usually rely on their claw-like fingers (5 points each 
  hand) and pointed teeth (7 points per bite) for attack.  Their filthy, slug-white bodies have a horrible 
  stench but they have a natural AC of 5, 33 HP and DEX and AGIL of 16 each.  They are usually 
  alone or in trios (threes), and will grab a victim and run.  They also have a particularly venomous 
  saliva that causes all bitten by them to be paralyzed (in 3 melee rounds) for one hour. 
  GIANT SCORPION 
  One of the most vicious killers ever to be encountered, these 18’ long and 45 HP horrors have a 
  natural AC of 2 and a DEX and AGIL of 19 each.  They attach with 2 claws for 1 Dl 2 each and a 6 
  point bite each turn.  If both claws hit, they sting for 3 points with a venom that is fatal to all 
  creatures of less than 51 HP.  They always travel alone and once they have sighted their prey, pursue 
  it for days at war horse speed!  A “save” versus their sting venom means 20 points poison damage is 
  taken. 
  GIANT TARANTULA 
  This ugly creature has a body the size of a Volkswagen and legs that spread 12’ to either side.  It can 
  run as fast as a war horse and is 39 HP.  With a natural AC of 4 and a DEX and AGIL of 19 each it 
  easily catches its chosen victim.  It gets two foreleg hits for 5 points each and an 8 point bite each 
  turn.  Its venom does an additional 2 points of damage each melee round after a one melee round 
  delay (for d10 rounds and a maximum of 20 points damage).  They usually hunt at night and of 
  course fear nothing in the world!  They almost always travel alone.  The “web-silk” burrow linings are 
  worth a fabulous fortune! 
  GIANT WASP 
  The arch enemy of the GIANT TARANTULA, these fearless winged creatures attack all living 
  things for food.  They have a natural AC of 3 and a DEX and AGIL of 20 each.  They can either 
  bite for 4 points or sting for 2 points plus 30 HP of venom.  All stung have a 50% chance of being 
  paralyzed for one full day.  They have 22 HP and usually appear in groups of 1 to 10.  Their 
  “humming” flight is audible up to 300’ distant. 
  GOBLIN 
  These smallish humanoids (ranging from 4’ to 4½’ tall) are slender but have over-large heads with 
  bulging yellow or orange eyes and huge, pointed ears.  They have cat-like fangs and have a dusty 
  brown to dark chocolate complexion.  They have a natural AC of 6, but usually wear brass studded 
  leather armor and carry small shields, short curved swords, and daggers.  They frequently use short 
  bows.  They average 24 HP and have DEX and AGIL of 15 (don’t forget their “adds”).  They usually 
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  appear in groups of 3 to 30 Gust roll a d10 three times) and for each 10 encountered consider one 
  (1) as 2nd level.  They don’t like daylight Gust like Orcs) and hate Hobbitts!  They are about as 
  intelligent as Orcs. 
  GREAT SERPENT 
  These huge snakes are usually emerald green with glowing yellow-gold eyes and venom-dripping 
  black fangs.  Ranging in size from 30’ to 50’ long; they have HP equal to their length (i.e. a 30’ long 
  one is 30 HP) and have a natural AC of 5.  Their DEX and AGIL is 17 each and they can either bite 
  for 10 points (30’-35) /12 points (36’-40’)/15 points (41’45’) or 18 points (46’ to 50’), or “head butt” 
  for 2/3 the damage.  Their venom is equal in value to their own HP the first bite, then 2/3, then 1/3 
  then only 3 points thereafter for the rest of the day.  They swim 50% faster then they move along the 
  ground and relentlessly pursue their chosen prey.  They almost always travel alone. 
  KOBOLDLINGS 
  These miniature humanoid beings (averaging 3’ in height) have small pointed ears, rat-like teeth, 
  grayish skin, and dirty white hair.  Their beady green eyes cannot stand bright light so they keep to 
  caves and the night.  They have an ongoing “war” with Dwarves who hate them as much as they hate 
  Dwarves.  They have a natural AC of 7 and wear Quilted Cloth Armor, carry cudgels, daggers, and 
  slings and love to dig deep pits with sharpened poles in the bottom to trap unwary travelers in.  They 
  are a cowardly lot and appear in groups of 4 to 40 (roll a Dl 0 four times).  For each 15 encountered 
  consider one (1) as 2nd level.  If more than 30 appear consider one (1) as third level.  Uruk Hai scare 
  the pants off them!  They average 18 HP and have DEX and AGIL of 16 each (don’t forget their 
  “adds”).  They are nearly as smart as Uruk Hai but don’t like to show it, pretending to be dumber 
  than they are to put their enemies off guard. 
  MEDUSA 
  The classic beautiful woman with writhing serpents on her head instead of hair.  All who look fully 
  upon her face have a 90% chance of literally turning to stone!  Those who only “glance” quickly at 
  her face still have a 30% chance of becoming stone.  She only’ has 30 HP and a natural AC of 8 but 
  sings like an angel to lure her victims to her lonely’ waiting smile!  A truly dangerous monster.  DEX 
  and AGIL are 15 each. 
  OGRE 
  The smallest of the “Giant Family” this extraordinarily ugly humanoid stands 8’ to tall, had 55 to 65 
  HP, DEX and AGIL of 10 each, and uses a huge maul in combat (his attack is +4 due to strength 
  and does an extra 10 points damage).  Very stupid and usually’ cannibalistic, the Ogre has a natural 
  AC of 6 and usually lives alone in deep forests or in rocky, mountainous areas.  They love wine and 
  get drunk very easily. 
  ORC 
  These are humanoid beings with pale semi-scaled green skin, bright yellow eyes, large dog like fangs, 
  and large pointed ears.  They stand about 5’ to 5½’ tall and are the arch enemies of Elves.  They have 
  a natural AC of 5 but usually wear scale or chain mail and carry round shields, and scimitars.  They 
  average 34 HP and have DEX and AGIL of 13.  They appear in groups of 1 to 20 and for every 8 
  encountered there will be one 3rd or 4th level.  Don’t forget their armor “adds”.  They occasionally 
  use short bows or halberds, but prefer not to.  They are not as brave as men. 
  PHRAINT 
  Bright metallic blue or green, upright man sized insect warriors.  They average 30 HP and have DEX 
  and AGIL of 20 each.  They can leap up to 30’ horizontally’ or 20’ vertically and fight with light 
  javelins and two handed great swords.  They have a natural AC of 3 (with appropriate pluses for their 
  high DEX/AGIL).  Their average AF is not effected by strength as they are not particularly strong.  
  They are cold and emotionless warriors of great intelligence who know no fear.  For every six 
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  encountered consider one (1) as 4th level.  They appear in groups of 1 to 20. 
  SAURIG 
  Desert Saurigs are tail-less and much less bulky than their aquatic brethren.  They stand 5’ to 6’ tall 
  and are a pale to dark tan color with yellowish stomachs.  They average 36 HP and have DEX and 
  AGIL of 15 each.  They use round shields and a weapon called a Jhang (which is a broad bladed 
  wooden sword with obsidian “teeth” imbedded in its edges.  Consider it as a broadsword for attack 
  but give it 2 extra points for damage).  Their favorite mode of attack is to leap up and kick with their 
  clawed feet (4 points damage each) hoping to knock their opponent or his shield down. 
  Swamp Saurigs are gray-green, tailed, 5½’ to 6½’ tall and are much more bulky than their desert kin.  
  They average 44 HP and have DEX and AGIL of 12.  They use two handed axes or battle axes and 
  tower shields and also use their tails (3 points damage) in a sweeping/battering attack (20% chance 
  of bowling a two-legged opponent off their feet).  This attack is used instead of their normal attack 
  as they must spin half way around to use it. 
  All Saurigs have a natural AC of 6 (don’t forget their “adds” for shields, if any) and can bite for 6 
  points if they get the chance.  They are not too bright, are savage, and will eat anything they can hold 
  down long enough to swallow!  All their AFs are +1 due to strength.  Desert Saurigs hate water and 
  Swamp Saurigs hate dry places, but both kinds hate humans greatly!  They appear in groups of 1 to 
  20 and for every 10 encountered consider one (1) as 3rd level. 
  SKELETONS 
  These are the classic horrors seen in many a film; moving skeletons of long dead men.  They are set 
  to guard tombs and treasures by Evil priests and mages and never retreat.  They carry all kinds of 
  weapons, some use shields and some don’t.  If they have no weapon they will claw twice per turn (4 
  points each) with their bony hands and try to bite (for 6 points damage).  They only have 15 HP but 
  have a natural AC of 5.  They usually have a small gem (worth 50 GS or so) in each eye socket.  
  Usually found in groups of 13. 
  TROLL 
  This horrid creature is vaguely humanoid, a hunched over, 7’ tall, bony and thin and black as coal.  
  Their bat-wing like ears have a 90% chance of hearing sounds even as faint as a heart beat within a 
  60’ radius but their weak eyes can only see well in darkness or dim light (bright light hurts their eyes).  
  They are 40 HP and have a natural AC of 2.  With their DEX and AGIL of 17 each, they are able to 
  strike with 2 claws (for 8 points each) and bite with their long, yellow fangs (for 6 points) each melee 
  round.  Too mean to ever be afraid, these cunning monsters eat everything they catch and have one 
  horrible attribute that makes them very difficult to kill.  Each melee round they “regenerate” 
  (regrow-heal) 1 point of damage they have sustained.  The only damage they cannot heal in that 
  manner is that done to them by fire or silver. 
  URUK HAI (HIGH ORC) 
  These are a larger, fiercer breed of Orc, standing 6’ to 6½’ tall and having glaring red eyes.  They 
  have a natural AC of 4 but favor half-plate armor and round or tower shields (don’t forget their 
  pluses).  They use morning stars, battleaxes and small flails and all their AFs are +2 due to strength.  
  They average 42 HP and have DEX, AGIL of 14.  They usually appear as “captain” of a group of 
  low Orcs.  If they do appear as a group (usually 1 to 10) consider half as 2nd level and all the rest 
  (save a 4th level leader) at 3rd level.  They will on occasion use composite bows or even 18’ pikes, but 
  really prefer close combat.  If it is possible, they hate Elves even more than their lesser kin!  They are 
  much more intelligent than Orcs, being about as smart as men.  There is no question that they are 
  very brave. 
  VAMPIRE BATS 
  Giant, 15’ wing span, blood sucking bats.  Each bite does 3 points damage, and if not knocked loose, 
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  they can “drain” an additional 5 points per melee turn from their victims.  They have 12 HP, a natural 
  AC of 7 and DEX and AGIL of 18.  Their attacks are +3 due to their ‘sonic homing”.  Loud noises 
  confuse them badly.  They appear in groups of 4d10 usually at night.  They are not intelligent. 
  WRAITH 
  This is the disembodied spirit of someone who is dead and has his soul enslaved to some power or 
  evil.  They have 40 HP and a DEX and AGIL of 20 each.  Their natural AC is 2+2 and they attack 
  but once per turn, for 3 points cold damage.  Each hit also drains 6 (six) CON points from the 
  victim.  Those who have their entire CON thus drained become unconscious, and if then killed while 
  in this state will become wraiths themselves, forever enslaved to the wraith that slew them.  They are 
  never frightened nor can they be mesmerized, and only magik weapons or silver can hurt them (and 
  silver weapons only do ½ damage).  Priests light (“Glory Glow”) burns them for 4 points for each 
  melee round they are exposed to it Survivors who have had CON points drained may regain them if 
  they rest completely at a rate of I per week Each week not rested means I CON point permanently 
  lost. 
  ZOMBIES 
  Dead people “bought back’ as slaves to some evil being, used as guards and killers of their enemies.  
  They can never feel pain or fear and never retreat or stop once set in motion.  They have 25 HP, a 
  natural AC of 7 and can carry any and all kinds of weaponry and armor/shields.  They usually have a 
  gem valued at 100 to 150 GS inside their sewn-shut mouths.  Usually found in groups of 13 or 7 
  only.  DEX and AGIL is usually 9 each and then AF is +1 due to brute, uncaring force. 
  NOTES ON “OTHER” CREATURES... 
  The GM is encouraged to “invent” encounter creatures himself.  Things like Giant Rats, Huge 
  Amoebas, Large Lizards etc.  Simply use the preceding monsters as guidelines or try the hundreds of 
  creatures listed in the ARDUIN TRILOGY 
  We also recommend the many, many monsters to be found in ALL THE WORLD’S MONSTERS; 
  Volumes I to III. 
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  THE ADVENTURE 
  Now that you’ve read the rules you are probably saying “fine, but now what?”  Well, this is what!  
  Here is how to have your first adventure! 
  The first thing the GM (you) must do is to think up a suitable “starting script” for your first 
  adventure.  Now, this script must take into account how all of the players’ different characters will 
  meet.  This is easy, for you can have, say, a “special holiday” in honor of the king’s birthday, where 
  everyone for miles around has come to see the festivities.  During this the characters could meet 
  accidentally, or at an Inn where they all just happen to be staying.  OR perhaps the King will 
  announce a “Grand Quest” where all who wish to “bring the golden chalice of the king back to its 
  rightful owner” may attempt to do so (for some great reward or such).  Or, how about all of the 
  characters travelling on a boat to some island or other faraway place?  They would certainly get to 
  know one another then!  So, you’ve decided upon your basic script, then what? 
  Well, then you decide on say, five or six encounters the characters might have along the way.  You 
  take a piece of paper and list: how many; what kind; how big; what loot there may be (if any); names 
  (if needed); reasons to be there (if needed) and so on.  Then, each day they travel roll a d10.  If a one 
  or a ten comes up then they’ve had an encounter!  You can choose which it will be or pick randomly, 
  it really does not mailer.  In more civilized areas roll a d20, a 1 and 20 being an encounter. 
  Now you have to decide upon what’s waiting for them at their goal.  A Dragon and its treasure 
  horde?  An Orc encampment and captives to be freed?  It’s up to the GM to write this down on a 
  separate piece(s) of paper so it will be ready when the characters reach their destination. 
  As the characters travel to where they’re going, the GM describes what they see as they “move” 
  through the land.  For instance the GM says: “well, you’re crossing a grassy plain, no trees in sight, 
  but away on the horizon is a dark line of tall mountains”.  And later on in that same day’s travel 
  “you’ve gone about 12 miles now, the wind has picked up to a nice little breeze, and it’s starting to 
  cloud over.  Maybe it will rain tonight.  The mountains are much closer now, but still at least a day’s 
  travel away.  However, you can see off to the northwest a line of trees, a forest perhaps, and five or 
  six miles away, what do you do?”  The player (speaking for his character) might say “I’d not like to be 
  caught in the open if a storm breaks.  We should be able to make the tree line before dark, where we 
  can find some cover.  What say you my friends?”  The other players would, of course, respond to this 
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  Timothy Schaefer (order #5257304)
  
  (as their characters) and game play would continue based on their decision.  Now you might ask 
  “how in the heck do I know what it is the characters are seeing?”  This is not hard to explain, in fact 
  I’ll use that over-worked word again: It’s simple. 
  You take an 8½” x 11” sheet of graph paper (4 or 5 squares to the inch) and draw a little map of the 
  country (side) they will be traveling through.  Each square could be a mile (or more or less as you 
  desire) with rivers drawn in blue, forests in green, mountains in brown, towns and road in red, etc.  
  Now as a GM you have a map, but the characters do not.  They must draw one from your 
  description (if they want one) as they travel along! 
  So now you are beginning to see what a GM really is!  He’s a STORY TELLER!  The better your 
  descriptions or stories are, the more “real” it is to the players and the easier it will be for them to 
  participate in your fantasy!  OK, now what?  What if it’s a castle run by an Ogre or a cave complete 
  with tunnels full of Koboldlings that is the destination?  How do you show this?  Here’s how: 
  Using the same kind of graph paper, each area (whether an underground dungeon or cave complex 
  or an above ground castle can be drawn up by you beforehand.  * Each room, hallway, or tunnel is 
  drawn in and you have a list to show what’s in each location.  For instance, if there are 26 rooms in 
  this dungeon, each could be lettered A through Z (or numbered 1 to 26) on the map.  The GM sees 
  that the party is going to open the door to room “B”, checks his list and might see something like 
  this: 
  “ROOM B”, the walls are of red sandstone, the 30’ high ceiling is of polished granite as is the floor.  
  In the room near a large (10’ long by 5’ wide by 4’ high) wooden chest are three GARGOYLES.”  
  There would also be the “stats” for the Gargoyles listed so no game delay would be needed for the 
  GM to prepare for the fight that appears to be coming up.  Treasure (if any) would be listed as well.  
  Once the fight is taken care of the characters proceed to bind their wounds and bury their dead (if 
  any) and start their movement again if they wish.  This sequence of events is repeated throughout 
  the adventure. 
  SPECIAL BONUS 
  This complete adventure is included for two reasons: 
  STEP #1 
  TO SHOW YOU HOW A BASIC SCRIPT IS WRITTEN FROM STORY LINE TO DUNGEON. 
  STEP #2 
  TO GIVE YOU A “FIRST ADVENTURE” AS A STARTING POINT (OR YOU CAN SAVE IT FOR 
  LATER). 
  We hope you enjoy this adventure, and that it will help you to better understand this form of gaming. 
  Enjoy! 
  You may also purchase 
  pre-drawn, 
  complete 
  dungeon and overland 
  adventures, 
  including 
  several 
  from 
  the 
  Arduinian 
  Universe 
  (including “Caliban”; 
  “The 
  Howling 
  Tower”; “The Citadel 
  Of  
  Thunder” 
  and 
  “Death Heart”), from 
  Emperors Choice at 
  www.empcho.com. 
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  Timothy Schaefer (order #5257304)
  
  THE FORGOTTEN TOWER 
  Legend has it that about 500 years ago the evil and ancient mage “Kharkoram the Black” was driven 
  forth from the lands by the priest-king “Zandring True Heart”.  Vowing vengeance, the sorely 
  wounded mage went into the mountains to bide his time and to plot his return.  Gathering Orcs, 
  Goblins and scores of other evil creatures around him, he had them build a wizard’s tower where he 
  could be safe and recuperate, and filled it with all manner of unspeakable abominations.  
  Using his great knowledge, the mage began a series of horrific and terrifying conjurations designed 
  to give him even greater powers.  Thirteen years passed while he did his evil works and the land, now 
  peaceful, forgot the bloody past.  Sensing that the time was right, the evil one gathered his forces and 
  struck.  With fire and dark magik his army battered the lands that had cast him out.  With the issue in 
  doubt, Zandring and Kharkoram met once again in mortal combat. 
  The battle raged for seven hours, neither giving ground, both bloodied and gravely hurt.  Finally, 
  throwing caution to the gods, Zandring took a desperate gamble, and succeeded!  Struck through the 
  heart by the good king’s enchanted blade, the wizard burst into black flame and was destroyed.  But 
  in so killing his foe, good Zandring was also mortally wounded and died himself soon thereafter.  
  Seeing their leader struck down, the evil army of Orcs and other foul beings lost heart, broke and 
  tried to run.  Few escaped the victorious warriors, now inspired, that swept over the plain like a 
  flood.  Peace once again came to the land and Kharkoram’s memory slipped away like some long-
  past nightmare.  Decades, centuries, passed and even the legend became dim and the land forgot. 
  Then one day, a dusty traveler in an Inn told a story of how he and three companions had come 
  through on old, forgotten mountain pass in the north.  He spoke of the strange, black tower of 
  polished stone they had found and of their venturing through its massive iron gate.  He hesitates 
  then, gulping his wine to steady his shaking hand and tells of the treasure they found, but only he 
  lived to speak of it.  Showing a small, carved figure of fabulous black jade to prove what he has 
  spoken, he mumbles something about “monsters, horrible howling monsters”, and refuses to say 
  anything more except this: 
   “I would not venture again to that foul place for all the treasure in the land.  But, for a small price, I 
  will draw you a map so that you can!”  Now it is up to you.  Dare you seek out the Forgotten Tower? 
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  KEY TO FORGOTTEN TOWER 
  DESCRIPTION 
  The tower is built of smooth black basalt blocks standing 80’ tall.  The first floor has a 15’ ceiling 
  height; all other upper levels have 10’ ceilings.  The floor between each level is 3’ thick, the roof 
  being 2’ thick. 
  The base floor is 20’ thick and the “basement” room has a 15’ ceiling. 
  The limestone caverns have stalactites and stalagmites and are variable in ceiling height from 7’ to 70’ 
  as the GM so desires.  It’s dank and drippy with small pools of water, lichen, fungus, and cave moss 
  everywhere. 
  During the long centuries many strange and secretive creatures came upon the tower.  Some stayed, 
  others did not, but all left their mark.  Exploring this tower and cavern complex’ will give adventurers 
  a chance to encounter all sorts of creatures and give them a chance to discover treasure. 
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  THE TRAPS 
  There are thirteen mechanically activated traps in the tower, pre-set to work once without resetting.  
  The GM can position them wherever he chooses (but once set, are forever after at that location). 
  1. A 5’x5’ opening appears and drops the victim 15’ onto 5’ steel spikes. 
  2. A 1,000 pound 5’ square block of stone falls onto the victim(s). 
  3. A spring loaded 8’ steel spear shoots out, impaling the victim for 20 points damage. 
  4. A spring loaded 5’ steel sword blade (2 handed) slashes across the victim for 20 points 
  damage. 
  5. As above, but it slashed down towards its victims for 20 points damage. 
  6. Ten iron heavy crossbow bolts fire down the length of the corridor.  (Treat as ten separate 
  basic heavy crossbow attacks on all in the line of fire). 
  7. A 5’ diameter “puff’ of 30 point poison gas erupts (lasting 1 melee round). 
  8. A 5’ wide, 10’ long “cone” of 50 point acid is sprayed out (divide the damage among those it 
  hits).  There is a 50% permanent blinding chance, rolled for each eye. 
  9. A spring loaded poison needle is concealed in the door latch (for 32 points damage). 
  10. A 30 point electrical charge is set in the door latch, activating as it is moved. 
  11. The entire room will be filled with a “Flash Point Spell” as soon as the exit door’s latch is 
  touched.  It is of 100 points in damage power. 
  12. An area 10’ in diameter is covered in flaming oil (pouring from the ceiling).  All in the area 
  take 20 points of damage for each melee round in the flames, which burn for dl0 rounds.  
  All clothing, gear, etc. also burns for an extra 1 point of damage for dl0 turns. 
  13. All entrances to this room are actually thin wood (or plaster) coverings over 4” thick steel.  
  All of which will irrevocably close and lock one minute after the room is entered.  There is 
  no way out. 
  Note: Whenever damage is not indicated, consider the trap fatal.  Also note that those traps that 
  impale, strike, or otherwise, hit their victims have a 50% chance of doing a “Critical Hit” as well. 
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  GROUND LEVEL 
  ROOM #1 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  The inner entry door is of solid iron and has a 
  4” x 6” drop bar as well as a “four key lock”.  
  The room is richly paneled in cherry wood and 
  hanging from the silver gilt ceiling on a 5’ 
  polished copper chain is a 3’ diameter crystal 
  tiered chandelier.  Both entry-way doors are 
  closed but unlocked. 
  There is a 10% chance of an Orc warrior being 
  here each time the room is entered.  The GM 
  can decide on his “stats” beforehand.  However, 
  he will be in the process of leaving carrying a 
  back pack with 350 CP inside. 
  ROOM #2 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a “ready guard room” and has bunks, 
  weapons racks, table and chair, etc. for 12 men.  
  There are six heavy crossbows (and 120 
  quarrels); and 6 eight foot spears in weapons 
  racks on the east wall.  Hidden in the straw 
  mattress of one of the bunks is a small leather 
  pouch with 7 GS, 23 SP, and 10 CP in it.  On the 
  table is a 6” tall painted plaster idol of the god 
  “Set”.  Inside the idol is a small ruby worth 365 
  GS. 
  There is a 30’ long, 30 HP Great Serpent coiled 
  and hidden beneath the bunk next to the secret 
  door, in the east wall.  It will attack only if 
  bothered or if the small idol of Set is taken or 
  broken.  Otherwise it simply watches everything 
  that happens peacefully.  See the Monster List for 
  further starts. 
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  ROOM #3 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  A guard room the mirror image of room #2.  
  However in here the table and one of the 4 
  chairs is overturned, and all the weapons have 
  been knocked from the rack.  There is no 
  serpent. 
  A mated pair of Dire Wolves have a lair here.  
  See the monster list for their “stats”.  They are 
  very aggressive and will immediately attack all 
  who enter their room because there are a pair 
  (both female) of 3 week old cubs to protect! 
  ROOM #4 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a huge “common room where the 
  troops ate their meals and spent their off-duty 
  hours.  There are nine 15’ x 3½’ wood plank 
  tables and a score of plank benches here.  About 
  half are overturned, and several are broken or 
  badly smashed.  The room is a mess and an Orc 
  skeleton with a bashed-in skull (rotted tatters of 
  leather armor) is half under a broken table in the 
  center of the room.  Rubbish is everywhere. 
  Hiding in a spider silk “nest” under a pair of 
  broken and overturned tables is a Giant 
  Tarantula.  See the monster list for its “stats”.  It 
  hasn’t eaten in 2 weeks and is starved, so it will 
  leap out and attack whoever first approaches its 
  hiding place near stair “A”.  There is a 10% 
  chance the spider has gone down stair “A” to 
  hunt in the basement/caverns. 
  ROOM #5 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a kitchen with ovens, roasting pits, stew 
  pots, chopping blocks, food bins, etc.  It is a total 
  wreck with smears of long dried food, 
  excrement, and filth everywhere.  It smells like a 
  garbage dump and scattered throughout are 
  some nine (9) withered skeletal husks of the 
  Tarantula’s (in room 4) victims, including those 
  of two Orcs, and two Goblins. 
  A third level Koboldling thief is hiding under a 
  large copper pot in the southwest corner (where 
  the tarantula chased him).  His name is Rizak, 
  and he knows about the “coin box” in room 28 
  on the 4th floor.  He’ll only tell someone about it 
  as a last resort to insure his safety.  The GM can 
  decide on his stats. 
  ROOM #6 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a store room, and is filled with wooden 
  boxes and wicker baskets of food (long since 
  ruined), blankets, axe, spear, and arrow heads, a 
  dozen bronze round shields, pots, pans, and 
  other such items.  The GM can add or delete 
  from this list as desired. 
  No guards here. 
  53
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  FIRST FLOOR 
  ROOM #7 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the throne room, the huge, 7’ tall 
  throne of red carnelian sitting next to the west 
  wall.  This throne is carved all over in scenes of 
  horrific demon worship and death.  It sits on a 3’ 
  high stepped dais of yellow marble and the walls 
  have rich purple drapes hung all round.  Under 
  the velvet seat cushion is a small “treasure vault”, 
  locked, containing 80 black pearls worth 25 GS 
  each, 40 RS, 160 GS, and seven 10 pound silver 
  bars worth 16 GS each (112 GS total). 
  There are four Uruk Hai in the throne room 
  looking for treasure.  The leader, Goragg, is 4th 
  level, wearing half plate, with round shield, and 
  carries a battle axe.  His three henchmen, Argaak, 
  Morgakk, and Lashaag, are all 2nd level and are 
  wearing full chain mail with round shields.  Two 
  have spiked maces and the third has a morning 
  star.  The leader has a pouch with 47 SP; the 
  other three have 30 SP between them.  See the 
  monster list for other “stats”. 
  ROOM #8 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This is a store room and stairwell.  In it are some 
  200 bags of grain of which about 30 have been 
  eaten into by the horde of rats living here. 
  Some 90 rats live here, each being a foot long, 1 
  HP, AC 8 and with DEX and AGIL of 17 each.  
  They bite once per turn for 1 point each and will 
  fiercely protect “their grain” from all intruders. 
  54
  Timothy Schaefer (order #5257304)
  
  ROOM #9 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This is a store room and stair well containing 30 
  huge 100 gallon wooden water kegs.  The water 
  is, of course, now stagnant and poisonous and 
  most of the kegs are covered in yellow-green 
  lichen and moss and are nearly rotten through.  
  Any solid “bump” will cause the kegs to break 
  open. 
  No guards here. 
  ROOM #10 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the armor maker’s shop and there are 
  tools, tool benches, and such like everywhere.  
  There is also a complete set of Orcish half plate 
  armor here as well as an Orc’s chain mail short 
  sleeve tunic (waist length). 
  A pair of 2nd level Goblin thieves, named Shugg 
  and Vrexel, are in here hiding from the Uruk 
  Hai.  Both are wearing chain mail and have a 
  short sword, dagger, and light crossbow (20 
  quarrels each).  One has a pouch of 17 SP; the 
  other has 12 SP See the monster list for other 
  “stats”. 
  ROOM #11 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the weapon maker’s shop and has his 
  tools and work benches, small furnace with 
  bellows and such like all about.  There are 3 iron 
  daggers, 2 bronze scimitars and a fine, steel 2 
  handed sword here, as well as forty iron quarrel 
  heads and a crossbow without its “string”. 
  No guards here. 
  ROOM #12 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the “wine room” and there are 145 
  bottles of it here.  Most are still good but a few 
  have turned to vinegar.  One has become lethally 
  poisonous.  There are also five empty bottles! 
  A thoroughly drunken 2nd level Orc is sitting 
  here half asleep.  His name is Dungwort, and is 
  wearing leather armor and has a rusty scimitar in 
  his lap.  He also has a pouch of 48 CP in his 
  pocket. 
  ROOM #13 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the “Ale Room” and a dozen 5 gallon 
  kegs are stored here.  Ten are still drinkable. 
  No guards here. 
  55
  Timothy Schaefer (order #5257304)
  
  SECOND FLOOR 
  ROOM #14 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a guard room and stair well and is 
  furnished with six wooden chairs and a table.  
  There are also six bucklers and six short swords 
  hung on the walls.  An iron trap door closes up 
  the stair way entrance and the Goblins packs are 
  stacked on top of it.  The packs are full of 
  Goblin rations and gear. 
  Four 
  Goblins 
  in 
  studded 
  leather 
  with 
  broadswords, bucklers and 2 light javelins each 
  are sitting at the table dividing up ~25 SP and 
  175 CP in 5 small bags.  The leader, Orando, is 
  3rd level; his three followers, Doonrah, Kherda, 
  and Vaskar, are all 2nd level.  The leader has a 
  silver hilted, silver plated steel boot knife.  All 
  have DEX and AGIL of 13 each except Orando 
  who’s 15 each.  See the Monster List for further 
  stats. 
  ROOM #15 & 16 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  These were barracks with bunks, chairs, tables, 
  etc. for 18 men in each one.  In a foot locker in 
  room 16 is a “false bottom” inside of which is a 
  black velvet pouch with an 8” high blue crystal 
  icon of “BORLAS” god of the winds.  This is 
  valued at 504 GS.  However, a spring loaded 
  poison needle protects the secret latch (40 points 
  of poison). 
  In room 16 is a sleeping Cave Bear (see the 
  Monster list for “stats”).  He will only wake up if 
  bothered or on a die roll of 9 or 10 on a d10 if 
  there is someone in the room.  (Roll each melee 
  round).  He will be angry at being awakened. 
  56
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  ROOM #17 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a prison cell for captives and both entry 
  doors are solid iron, 4” thick.  It is bare 
  throughout and both doors are locked.  Through 
  the “peep holes” in them, a viewer can see the 
  skeletons of three people (who starved to death 
  over 500 years ago.)  One of them has a gold 
  ring that allows the wearer to become invisible 
  for one hour daily.  The ring is not visible from 
  the peep holes because the owner hid it in his 
  mouth when he was caught. 
  No guards here. 
  ROOM #18 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the “Torture Chamber” and has such 
  horrible implements as “the Iron Maiden”; “the 
  rack” and other nasty things.  There are the 
  skeletons of two Dwarf prisoners who were 
  tortured to death here.  There is no treasure here 
  but many interesting implements may be had 
  depending on the GM’s imagination. 
  No guards here! 
  ROOM #19 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was where the evil mage once kept his “pet” 
  TROLL.  Once his master died the TROLL 
  freed himself and now only returns here to sleep.  
  He has amassed six large bags of coins (each 
  holding 300 coins).  Five hold silver, one holds 
  gold.  He also has a crystal ball hidden under the 
  pile of moldy straw he uses for a bed. 
  There is a 50% chance the Troll “Gurgog” will 
  be here (and if he is it’s a 30% chance he’ll be 
  awake).  If he’s not here there is a 20% chance 
  each minute people are in this room that he will 
  return.  See the Monster List for more stats. 
  57
  Timothy Schaefer (order #5257304)
  
  THIRD FLOOR 
  ROOM #20 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a barracks that housed 16 Orcs, and has 
  all the usual stuff bunk beds, foot lockers, etc.  
  In one foot locker is a small bag of 40 SP Also 
  there is a carved bone whistle of piercing note 
  (loud!). 
  A Ghoul (see monster list for “stats”) is here 
  eating what’s left of the rotted, 10 day old 
  remains of a Goblin.  His name is “Black 
  Durnin” and is insane!  He has a silver ring of 
  100% fire resistance on his little finger.  You 
  can’t burn him. 
  ROOM #21 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a Goblin Barracks outfitted for 18 
  Goblins.  No treasure, no surprises. 
  No guards here. 
  58
  Timothy Schaefer (order #5257304)
  
  ROOM #22 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  Another barracks, but outfitted for a dozen Uruk 
  Hai.  All of the foot lockers here are of thick 
  (1”) bronze and have sturdy locks.  In each of 
  the 12 there is an identical pay pouch containing 
  3 gold coins and 15 silver ones.  However in one 
  there is also a map to the entire tower!  Also here 
  is the enchanted broadsword “Dark Moon”.  It 
  Is plus 2 to attack and does 2 points extra 
  damage per hit The person using it may also see 
  In the dark like an Elf (while the sword is in 
  hand).  Its scabbard is black velvet-covered silver 
  and has 20 small emeralds encrusting it worth 
  1,100 GS total.  The sword is laying on the top 
  bunk of the two bunks nearest the door to 
  stairway “E”. 
  Living here now is the Gargoyle “Thagg”.  He is 
  sitting on the top bunk next to the sword “Dark 
  Moon”, thinking about what to do with it.  He 
  does not like people much.  In fact he’s eaten a 
  few in his 1000 year long life!  Due to his deep 
  concentration there is a 20% chance of 
  surprising him if the entry doors are opened 
  quietly.  See the Monster List for his stats. 
  ROOM #23 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  Another barracks (this one set up for 16 Half-
  Orc warriors) with nothing of real value. 
  No guards here. 
  ROOM #24 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was an armory and the following weapons 
  are stored here: 8 short bows; 8 composite bows; 
  12 scimitars (good steel); 12 iron daggers; 9 solid 
  bronze, spiked maces; 13 oak & iron 8’ shields; 
  10 iron double-headed battle axes; 400 arrows; 
  19 bronze helmets (with nose guards). 
  No guards here. 
  ROOM #25 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This is a stair well, but has walls covered with 
  gory murals of slaughter, murder and war, 
  showing Orcs, Goblins, Trolls, etc killing men, 
  Elves, Dwarves, and such like. 
  There is a 20% chance that three Orc warriors in 
  chain mail with round shields, carrying scimitars 
  are here.  See monster list for “stats”. 
  59
  Timothy Schaefer (order #5257304)
  
  FOURTH FLOOR 
  ROOM #26 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the “harem” of the evil mage.  The 
  floor, ceiling, and walls are covered in expensive 
  multicolored silk hangings, cushions, rugs and 
  such like.  There are four large (4½’, 3½’, 3’ 
  high) brass bound oak chests along the south 
  wall.  Each has a sturdy bronze lock.  Inside each 
  are numerous bottles, jars, and containers of rare 
  perfume, incense, body oils, and cosmetics.  If all 
  170 pounds of this paraphernalia were sold it 
  would bring about 2,000 GS!  Also in one chest 
  is a hidden compartment (not trapped) with an 
  enchanted amulet of silver (shaped like a 
  grinning skull, 2” around with tiny ruby eyes).  
  The amulet gives the wearer six extra strength 
  points while worn!  If this brings the character to 
  more than a 20 STR, then every point over 20 is 
  added to the wearer’s CON. 
  A Wraith is within this room (see monster list for 
  “stats”), 
  inside 
  the 
  chest 
  containing 
  the 
  enchanted amulet.  It is the angry spirit of a 
  young girl cruelly tortured and driven insane 
  before being murdered.  She will attempt to kill 
  all males she encounters but will only drive away 
  females she meets, wailing, and moaning the 
  entire while. 
  60
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  ROOM #27 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a barracks for three Ogres.  The room 
  is in disarray and smells bad (like old sweat 
  socks).  The table and chairs, etc. are built for 
  beings over 8’ tall.  In the north east corner is a 
  very large sack containing 1,180 copper coins.  
  There is a cooking area on the floor and several 
  piles of semi-edible Koboldling food and other 
  gear scattered about the room. 
  Five Koboldlings, all 1st level except their 3rd 
  level leader are encamped here.  All have bronze 
  daggers, iron nail studded cudgels, and the leader 
  has a short bow and 15 arrows.  They know 
  about the Wraith in room 26 and are deathly 
  afraid of going in there.  Their names are Braggi, 
  Lok, Verl, Sned, and Suggs.  See the Monster List 
  for further stats. 
  ROOM #28 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was another kitchen, in better shape than 
  the one below, however it is still a mess. 
  No guards here. 
  ROOM #29 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a “meeting room” and has a 20’ x 5’ 
  beautifully carved and polished oak table in the 
  center with a dozen matching chairs.  There are 3 
  large, 13 candled, candle holders on the table of 
  solid silver and worth 20 GS each. 
  No guards here. 
  61
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  FIFTH (TOP) FLOOR 
  ROOM #30 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This room is where an ancient MEDUSA sleeps 
  and lives.  It is full of well kept and beautiful 
  furniture, bed, etc. all of the most expensive furs, 
  silks, and satins.  The furs alone are worth 800 
  GS.  On her dresser (there’s no mirror) is a 
  beautifully wrought silver box (worth is GS).  
  Inside it are 31 assorted gems valued at 1,850 
  GS.  Hidden in a secret compartment in the 
  dresser’s bottom drawer is a black jade ring 
  carved with mystik runes.  The wearer of this 
  ring can never be paralyzed, mesmerized, or 
  turned to stone.  It is called “Night Finger” and 
  once belonged to the evil mage of the tower 
  from whom the Medusa stole it.  She has hidden 
  away all of the scrolls of the long dead mage 
  inside her feather mattress.  Note: The GM 
  should make each of the 7 scrolls have but a 
  single 3rd or 4th order spell on it, each scroll 
  usable twice.  Finally, she has hidden the “Great 
  Book of Spells” of the ancient mage under the 
  rug on the floor in a hidden floor compartment.  
  The silver key to its lock is in the pocket of her 
  robe. 
  The 4,000 year old Medusa “Euryale”, an old 
  “friend” and ally of the dread mage of legend.  
  This foul female delights in the new creatures 
  that have come to live in the tower, fearing none 
  of them, and in fact leaving most of them alone 
  so they can act as “watch dogs”.  She sits in royal 
  comfort and dreams of past glory, content to “sit 
  for a century or two and watch the world go by”. 
  She wears blood red velvet robes and has a 
  jeweled ring on each finger (8 in all) worth a total 
  of 1,310 GS An amethyst and gold necklace 
  worth 1,025 GS is around her neck.  Although 
  not a mage she has learned to use the spell 
  “Mind Seek”.  She can do so three times each 
  day.  She eats the hearts of men.  The Gargoyle 
  sometimes visits her and if it was not in its 
  normal room below, then it is here.  They are old 
  “friends”.  She has the stoned body of an Elf 
  adventurer in the room that she uses as a clothes 
  rack. 
  62
  Timothy Schaefer (order #5257304)
  
  ROOM #31 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was a guard room for about a half dozen 
  zombies, however when their master died, they 
  simply lay down and decomposed.  All that’s left 
  is their skeletons, tattered chain mail, and rusted 
  weaponry.  Each has a 50 GS black opal in its 
  mouth. 
  The Medusa has locked a Black Lion in here to 
  watch the door to the stairs.  The Lion (see its 
  ‘stats” in the monster list) is fed, but only 
  infrequently so it is always hungry and irritated. 
  ROOM #32 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the mages own living quarters and is 
  very luxuriously decorated.  It has, however, been 
  ransacked and stripped of a lot of its furnishings 
  to outfit the Medusa’s room.  There are no 
  treasures here but much of interest and curiosity.  
  (The GM can put treasure here if desired).  The 
  ceiling, walls, and floor are covered in Black Silk 
  Hangings. 
  A huge Vampire bat nests here and enters and 
  leaves through a secret ceiling hatch it has 
  learned to manipulate with its claws.  It is hidden 
  in the folds of the ceiling hangings and will 
  swoop to attack all who enter the room.  It is 
  gone during the hours of darkness, returning at 
  dawn. 
  ROOM #33 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This was the mages laboratory and work shop 
  and there are tables covered with his gear 
  everywhere.  Amongst the vials, bottles, flasks 
  and other containers, are the following potions:  
  a one hour “invisibility” potion, two doses; one 
  day “total protection from all fire” one dose; one 
  dose of “Breathing Under Water” for two hours: 
  three doses of “Elven Night Vision” for one 
  day; a single dose of a potion that will 
  permanently add 3 to the drinker’s INT.  The 
  GM can ad lib any other treasurer if he desires.  
  Suggested items would be a staff and/or rod or 
  wand, and perhaps an overlooked scroll. 
  The “guardian” of this room is a magikal trap.  
  Three minutes after the room is entered a 100- 
  point lightning strike will randomly hit one of 
  the intruders.  One melee round later one of the 
  monsters/guardians 
  in 
  the 
  tower 
  is 
  instantaneously transported into the room.  This 
  will happen 3 consecutive times or until no 
  monsters are left in the tower.  It will not 
  transport creatures from the cavern.  Also the 
  GM can set up other magikal “booby traps” if he 
  feels they are necessary. 
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  THE CAVERNS 
  64
  Timothy Schaefer (order #5257304)
  
  ROOM #34 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  This large open area has a kind of sandy floor 
  with about a dozen shallow pools’ of water (the 
  largest being 30’ x 18’ and 4’ deep and roughly 
  dead center in the area). 
  Three 3rd level swamp Saurigs are laying 
  submerged in the large pool.  They are 
  unarmored but have tridents and 10’ square 
  weighted nets.  Only their nostrils show above 
  the surface and they look like rocks.  See 
  Monster List for stats. 
  ROOM #35 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  There are several floor to ceiling “pillars” where 
  stalactites and stalagmites have grown “together” 
  forming a kind of stone forest.  No water is 
  pooled here, but the ceiling still drips a little and 
  water trickles down the pillars. 
  There are a dozen Goblins camped here.  Six 1st 
  levels in banded leather armor with bucklers, 
  daggers, and small battle axes.  Five are 2nd level, 
  wearing chain mail, have round shields, and carry 
  6’ spears and short swords.  The leader is 3rd 
  level, in half-plate armor and uses a 2 handed 
  sword.  Between them the 11 underlings have 48 
  SP and 42 CP.  The leader has a pouch with 15 
  GS in it.  See Monster List for further stats. 
  ROOM #44 * 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  The area is dry but very rocky.  All of the 
  hanging stalactites have been snapped off and lay 
  shattered on the ground.  There is a tunnel on 
  the west wall that leads out of the cavern some 
  mile from the tower.  This is the dragon’s 
  entrance and exit.  It is 30’ wide by 20’ tall. 
  A young Red Dragon lairs here.  His name is 
  “Sleerath”, and he is 45 HP and has stats as listed 
  in the monster list.  When he is laying down, 
  head and tail curled in, with wings furled he can 
  be mistaken for a large rock 95% of the time.  
  His treasure is buried in the ground under where 
  he lays.  It consists of 600 GS, 1,600 SP, and the 
  enchanted spear “Orc Slayer”.  It has “adds” for 
  its attack and damage being plus three to strike 
  and doing 4 points extra damage each time.  
  Also, any Orc or Uruk Hai it hits must save 
  versus spoken spells or die!  The spear is buried 
  under the coins, but is wrapped in an old red 
  wool blanket. 
  ROOM #45 
  DESCRIPTION & TREASURE 
  GUARDIANS 
  The area is littered with the shreds and tatters 
  (and splintered bones) of its numerous past 
  victims.  The room was apparently an old secret 
  storehouse that was never used much.  However 
  in the north east comer is a 5’ iron cube like 
  chest with a double key lock.  Inside is a 
  complete suit of enchanted chain mail of a size 
  to fit most Elves (or slender humans).  This mail 
  adds four (+4) to the wearer’s armor class. 
  A Giant Scorpion lairs here that has learned how 
  to open and close the secret door.  (See the 
  ‘stats” in the monster list).  It can feel the 
  vibrations in the ground as people pass within 
  10’ of the door.  When it does, it opens the door 
  and rushes out in a surprise attack. 
  * – The areas 36 through 43 are not keyed to allow the GM a chance to practice doing this himself.  
  We do suggest that only half of those eight areas be keyed by the GM (the other half simply 
  being described) so that there won’t be a “monster behind every rock”. 
  65
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  A GLOSSARY OF TERMS FOR THE BASIC ADVENTURER 
  WEAPONS 
  BASTARD SWORD 
  This weapon is also known as a Hand and a Half Sword.  It is 
  only a bit larger than the standard broadsword, but has a 
  hilt/handle that is nearly long enough for a two-handed grip (for 
  use in guiding the weapon blows). 
  BATTLE AXE 
  Any large cutting/impact weapon with “chopping edges”.  They 
  come in varied and different types: 
  • 
  Double Bladed Broad Axe: A medium hafted weapon 
  with two opposing crescent edged blades, which 
  sometimes has a small upright spike between them. 
  • 
  Single Bladed Great Axe: A longer, sometimes metal 
  reinforced haft, with a single large, but less curved blade 
  than above.  It frequently has both an upright spike and 
  one horizontally opposite the blade. 
  • 
  Taper Axe: This weapon has a long haft, and a much 
  smaller (but highly curved) cutting edge than those 
  above.  It almost never has any counter weighting spikes 
  or knob. 
  BROADSWORD 
  The “standard” weapon of most warriors.  It denotes any 
  straight, medium width, bladed weapon with a double edge.  
  There are too many varieties to list here, but most people have 
  seen at least two or three versions in the television and movie 
  portrayals of such things as “King Arthur” and the like. 
  COMMON SLING 
  A strip of leather (usually) with a thumb loop on one end and a 
  “pocket” near the center.  Lead shot (or a stone) is put in the 
  pocket and the whole weapon whirled around the users head.  
  The arm is suddenly pointed towards the target and the 
  unlooped end of the sling is released, snapping the missile out 
  with considerable velocity.  Historians state that good slingers 
  usually outranged short bows. 
  COMPOSITE BOW 
  About the same size as the short bow, but is built of dozens of 
  layers of horn, wood and other springy materials, all glued and 
  pressure molded together.  Much more powerful than the short 
  bow and capable of ranging out to 300 Yards or more.  About 3 
  ½ feet tall. 
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  CROSSBOW 
  This is usually a metal bow mounted horizontally on a wooden 
  gun stock-like affair that shoots a short “rocket shaped” missile 
  called a “bolt” or “quarrel”.  It comes in two basic types: 
  • 
  Light Crossbow: This weapon has a loop or stirrup-like 
  affair in its nose, so that the weapon can be held 
  pointing downward with the users foot placed in said 
  loop, and then the weapon is re-cocked by hand, or with 
  a small lever called, strangely enough, a “Goats Foot”. 
  • 
  Heavy Crossbow: It is simply a larger and heavier 
  version of the bow described above.  The main 
  difference being that the weapon requires strength much 
  greater than the average man to re-cock, so the user 
  inserts his foot as above, then attaches a crank and 
  lever-like affair called a Cranequin, which is used to 
  crank the weapon back.  It can be seen from the 
  description that these types of weapons have only about 
  a third of the rate of fire as do their “lighter” cousins.  
  However their punch is so great that at close range a 
  bolt from one of these can pass right through a large 
  shield and completely through the full plate armored 
  Knight behind the shield!  In either case, light or heavy, 
  most crossbows outranged all other “bow-type” 
  weapons with the exception of the “long bow”. 
  CUDGEL/BLUDGEON 
  A large, heavy piece of wood that is frequently studded with 
  metal spikes or banded with metal as reinforcing (to prevent 
  splintering). 
  DAGGER 
  This designation encompasses many varied and different types 
  of the same general kind of weapon.  For game purposes 
  consider it any long bladed (5” to 14” long) and pointed knife-
  life weapon.  The blades were usually tapered to a point much 
  smaller than their base, to facilitate their penetrating the chinks 
  in an opponent’s armor. 
  FLAIL 
  This weapon is derived from the farmer’s “thresher” and is a 
  short to medium shafted weapon with a single large metal bar 
  (which can be spiked) attached by a very short metal chain.  The 
  “Great Flail” is a much larger two-handed version. 
  HALBERD 
  A 6’ to 10’ (some can be longer) pole with an axe-like cutting 
  edge on one side, a short spike on the opposite side (both 
  horizontal/perpendicular to the pole) with a much longer 
  vertical spike in between. 
  JAVELIN 
  A balanced, pointed spear-like weapon designed for throwing.  It 
  comes in both heavy and light varieties. 
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  LONG BOW 
  The largest of the self bows, standing 5’ to 7’ tall, built usually 
  of one single piece of yew wood.  Utilizing an arrow sometimes 
  nearly twice the length of other bows, it can range out to more 
  than 400 yards.  History states that long bows could go through 
  both sides of a knight and nail him to his horse! 
  LONG SPEAR 
  A 7’ to 10’ version of the short spear (not throwable). 
  MACE 
  This is a medium hafted weapon with either a stone or metal 
  “head” (most of which are either spiked, knobbed, or flanged), 
  of a generally rounded shape. 
  MAUL 
  This is simply a larger, two-handed version of the mace. 
  MORNING STAR 
  A short hafted weapon with a metal chain (longer by half than 
  the haft) with either a single large spiked ball or two or three 
  much smaller ones (two or three lighter chains in this case) on 
  the end. 
  PIKE 
  An even larger version of the Standard Spear, usually about 12’ 
  long but can range up to 18’ or even 22’ in length! 
  QUARTER STAFF 
  A long (6’ to 7’) stout wooden pole, sometimes metal capped at 
  the ends.  Used to fight with, as a walking stick, or even a probe 
  pole. 
  RAPIER 
  A long, stiffly flexible, thin bladed sword designed primarily for 
  thrusting.  Usually with an elaborate “full cup” hand guard. 
  SCIMITAR 
  A long, single edged, curved sword used mostly for slashing.  A 
  saber is similar but is ‘heavier and has a less curved blade.  Both 
  can have plain or elaborate hand guards. 
  SHORT BOW 
  The smallest of the “self operated” bows.  It has a range of 
  about two hundred yards.  Build of one solid piece of wood.  
  30” tall. 
  SHORT (STANDARD) SPEAR 
  A 5’ to 6’ wooden pole with a metal stabbing point/blade at the 
  end.  May be thrown but with less range and effect than a 
  Javelin. 
  SHORT SWORD 
  aft.  The 
  This denotes any weapon shorter than a standard broadsword 
  yet longer than a knife/dagger.  It is of normal, double edged 
  sword blade width and has a full sized handle or h
  Roman “Gladius” is a classic example of this kind of weapon. 
  THROWING KNIFE 
  in thin leather or cloth).  Blade length 
  seldom exceeds 5” to 8”. 
  This is usually an all metal weapon with a leaf-shaped blade that 
  is considerably larger than the small handle or haft (which may 
  or may not be wrapped 
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  TWO HANDED BATTLE AXE 
  Simply a much larger version of the Bade Axes previously 
  described, meant to be wielded with two hands.  Some of these 
  weapons are as tall as the person that uses it All are very heavy. 
  TWO HANDED SWORD 
  This is the classic “Great Sword” wielded with both hands.  In 
  general shape it resembles the standard broadsword but can be 
  as long as 6’ from point to pommel (most were about 4½’ to 5’ 
  long in total).  It is hard to work with in close quarters but ifs 
  impact and devastating effect on those it hits is virtually 
  unsurpassed. 
  WAR HAMMER 
  ke to the opposite end.  There are also large, two-
  This medium hafted weapon has a stone or metal “head” that 
  can be clawed, rounded, square or whatever, and usually with a 
  small spi
  handed versions. 
  Note: All bow ranges are maximums, effectiv
  g about half that. 
  (Padded Or Quilted Cloth Armor) 
  ble 
  e ranges bein
  ARMOR 
  A complete body covering when used as armor, but usually a 
  sleeveless, waist-length garment worn under heavier armor as 
  padding (as an Arming Doublet).  Sometimes of silk; but most 
  often it is raw cotton sewn into cotton cloth stitched dou
  ARMING DOUBLET 
  thick.  It can also refer to thick, single layer canvas armor). 
  CHAIN MAIL 
  p 
  Complex, joined rings and/or metal chains in a full body 
  covering.  An arming doublet is usually worn underneath as 
  padding, and an attached mail coif is worn under whatever ca
  or helmet is worn.  The most mobile of the “heavy” armors. 
  Complete head, neck and face protection.  Usually of iron or 
  steel, some also have plumes, crests or other breakaway 
  ornaments.  The face covering is sometimes hinged or 
  bifurcated so as to swing out of the way.  A standard iron cap 
  is usually worn underneath a
  FULL HELM 
  nd supports a leather or rope 
  “coif’ that supports the helm. 
  FULL PLATE ARMOR 
  derneath.  
  Hot, and not very mobile, but darn good protection. 
  The “classical” knight’s armor, mostly solid metal pieces, 
  unarticulated except at the joints.  Full helm, arming doublet 
  (and sometimes a light chain mail shirt) is worn un
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  GAUNTLET 
  Heavy leather gloves with reinforced backs (either by adding 
  metal studs, chain links, scales, or articulate metal straps).  
  Usually comes as part of a set of complete armor. 
  HALF PLATE ARMOR 
  Like it says, about half the armor (breast, back plates, gorget, 
  greaves, full helm, etc.) is of metal plate.  The rest is chain 
  mail. 
  IRON CAP 
  A simple iron (or other metal) cap that protects only the crown 
  and back of the wearer’s head.  It can have a nose guard but 
  usually doesn’t.  It has a padded lining. 
  LEATHER ARMOR 
  A complete body covering (resembles an overcoat with no belt 
  or front buttons) of either double/triple layered “soft” leather 
  or thick, single “hardened” (boiled) leather. 
  SCALE ARMOR 
  Bone, horn, or metal scales, overlapping on a complete body 
  covering of cloth, light leather, or canvas. 
  SMALL SHIELD 
  (Buckler Or Targe) 
  A small (usually 12” in diameter or so) slightly conical shield.  
  Usually held in a one handed, centered grip, at arm’s length to 
  deflect rather than block incoming blows. 
  STANDARD HELMET 
  A metal helmet, open faced, that protects the crown, back of 
  head, back of neck, has a nose guard and sometimes has cheek 
  protection.  It has a padded lining. 
  STANDARD SHIELD 
  (Heater Or Round) 
  The classic shield of the “King Arthur” movies.  Usually 
  carried by mid arm and hand straps. 
  STUDDED ARMOR 
  (Banded/Brigantine) 
  Leather armor as previously explained, reinforced by metal 
  scales, studs, bands/splints, or rings.  Either sewn directly onto 
  or in between two layers. 
  T
  S
   
  OWER HIELD
  (Kite Or Wall) 
  A large shield of varied shape (from Roman half cylinders to 
  Norman triangles) that usually cover the carrier from just 
  below the chin to somewhere down around the mid-calf.  
  Fairly Heavy. 
   
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  ABBREVIATIONS 
  ABBREVIATIONS 
  FULL NAME 
  AC 
  Armor Class 
  AF 
  Attack Factor 
  AGIL 
  Agility 
  CF 
  Coordination Factor 
  CHAR 
  Charisma 
  CON 
  Constitution 
  CP 
  Copper Penny 
  d10 
  10 Sided Die (1 – 10) 
  d20 
  20 Sided Die (1 – 20) 
  DEX 
  Dexterity 
  DF 
  Defense Factor 
  EL 
  Experience Level 
  FRP 
  Fantasy Role Playing 
  GM 
  Game Master 
  GP 
  Gold Piece 
  GS 
  Gold Sovereign 
  HP 
  Hit Points 
  INT 
  Intelligence 
  MS 
  Copper Minums 
  RS 
  Royal Sovereign 
  SP 
  Silver Piece 
  SR 
  Saving Roll 
  STR 
  Strength 
  WIS 
  Wisdom 
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  CHARACTER SHEET ANALYSIS 
  Using the filled out character sheet as an example, some basic facts become readily apparent: 
  1. Jothar’s Armor Class (AC) is effected by the Arming Doublet he wears (the doublet being 
  the rough equivalent of “Quilted Cloth Armor”).  It raises his AC to 8, but subtracts (1) 
  from both his natural dexterity and agility.  Hence his defense factor is “8+3”.  (Note: 
  without the doublet, Jothar would have a DF of 9+5).  If the optional Coordination Factor 
  is being used, Jothar’s CF would be 13.5(14.5 without the doublet).  A DF of “8+3” means 
  that when Jothar is attacked, you look up the attacking weapons ability to hit AC 8, then add 
  3 to that number (i.e. a mace would need 4+3=7 to hit. 
  2. Jothar has no formal religious training, hence no religion (yet).  Being raised by elves, he 
  would probably have acquired their natural “reverence” for growing things and life in 
  general. 
  3. His wealth reflects expenditures for the equipment, clothing, and other gear he owns.  What 
  little he has left is just enough for 8 days/nights at a not very expensive inn (with one meal 
  daily).  Jothar had better find employment soon. 
  4. The area for “Experience” is left blank because he has yet to undertake his first adventure 
  and not earned any. 
  5. As you can see from his Character Sheet, Jothar is an orphan, athletic, an excellent archer 
  (+2 to his AF), likes honey bear venison, can’t swim worth a darn and knows a lot about 
  elves and Elven ways (a rare thing for humans).  Quite a lot of information to start with, but 
  still only an outline.  As he gains experience, Jothar’s character will “flesh out”.  You will add 
  to his likes, dislikes, friends (and enemies), knowledge and training.  Jothar will rapidly 
  develop his own unique “personality”, which is the key element in “role playing”.  
  Remember!  You are the character, so role-play your way to adventure! 
  6. Note that many of the boxes on the Character Sheet are only temporary, so use pencil to fill 
  them out AC, Adjusted DEX, DF, CF, Wealth, and possessions are all subject to change 
  during a series of adventures.  Items such as appearance, favorite things, friends, status, 
  religion, etc are semi-permanent. 
  They can be changed, but only rarely.  Others like history, special abilities, training, and character 
  “stats” (STR, INT, etc.) are permanent, though some can be added to. 
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  ADDITIONAL OVERLAND AND SPECIAL ENCOUNTER 
  MONSTERS 
  These monsters are given to help you expand your game play and to show you some of the wide 
  diversity available to the GM.  Each has been chosen especially to “trigger” your imagination into 
  certain areas, so that you can then “build” your own creatures.  It’s not hard, so read on, then create 
  away!  
  FAERIES 
  Mother of the old myths that have gotten confused and twisted in their ages of retelling.  Faeries are 
  not elves, nor are they related to them.  They are very small, but very magikal beings, some 12” to 
  18” tall.  They do resemble tiny elves, but also have what appear to be a pair of diaphanous rainbow 
  hued wings (like a dragonfly’s).  For game purposes, consider them 15 HP, with an average DEX and 
  AGIL of 18 each.  Their natural AC of 5 is due to their magikal nature.  While in flight, they get a +4 
  bonus to their DF.  Consider every Faerie as a 4th EL mage.  In every group of five Faeries will be 
  one 8th EL mage.  These secretive, but mischievous beings can live as long as 1,000 years, but 600 is 
  a general average.  They greatly dislike humans and any others not of their kind.  The sole exception 
  being Hobbitts, for whom they hold a special affection.  They excel in vexing and pestering dogs and 
  cats (the latter of which has been known to hunt them).  They generally make life miserable for any 
  trespassers in their forest domain, playing magikal and other tricks until the invaders flee in disgust 
  GIANTS 
  These creatures are probably the most common of all mythological monsters, yet the least 
  understood.  They are not simply oversized humans, but are an entirely different race descended 
  from the Gods and Demi-gods of Old.  For game purposes, the GM should vary them in size from a 
  little larger and stronger than Ogres to about twice Ogre size/power.  Most giants are no more 
  vicious or war-like than humans.  However, due to their “fearsome aspect”, they have been feared 
  and attacked so often that they generally avoid contact with humans if possible.  Their power and 
  size alone would make them terrible opponents, but they are also very agile (DEX and AGIL ranging 
  from 14 to 18 each), and oft times wear armor.  They have a “natural” AC of 5.  They come in four 
  bask types: MOUNTAIN or KRAG GIANTS; FOREST GIANTS; DESERT or DUNE GIANTS 
  and SEA GIANTS. 
  HYDRA 
  This serpentine, multi-headed horror is a classic monster from the pages of mythology.  Usually 
  under the control of some great Mage, they are varying shades of green, with yellow-gold 
  underbellies and ruby red eyes.  They can have from three to thirteen heads, and are 10 HP in size 
  per head (plus an additional 5 HP each three heads).  They are 15’ long for every 4 heads (thus a 9 
  headed Hydra is 45’ long and 105 HP).  Each head can bite for d10 points and all heads attack each 
  turn until slain.  Hydras have a natural AC of 5 and are even rarer than dragons.  Those with more 
  than 7 heads are practically never seen.  They have a DEX and AGIL of 14 each, and are abysmally 
  stupid. 
  MINOTAUR 
  A hulking terror from the dim legends of the past, this ferocious bull-headed giant is the epitome of 
  blind, destroying fury.  Standing nearly 9’ tall and with the strength of 6 men, this creature is 
  definitely one to avoid.  It has a natural AC of 6, and fights one of three ways: a bellowing, head 
  down charge with its two goring horns (8 points damage each), a stomping kick (for 10 points), or a 
  swing with its 8’ tall double bladed, two-handed axe (doing normal axe damage plus 10 points for his 
  giant strength).  Remember: these creatures attack all they meet and eat all they slay!  Their DEX and 
  AGIL averages 12 each and they are normally 60 HP in size.  Though very stupid and cumbersome 
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  looking, they are actually cunning and very agile. 
  TITANS 
  Although appearing like the more normal” Giant kind, these beings are actually the racial type that 
  bridges the gap between Giant and Gods.  They are sometimes erroneously referred to as “STORM 
  GIANTS”, but are a separate and distinct race.  Varying in size from that of the largest giants to even 
  50% greater in size/power, these wise, but cruel, blue skinned beings are seldom seen by men.  They 
  live only in the far polar reaches or atop the highest mountains.  There they experiment with their 
  arcane knowledge and dream of the future when they will one day war against the Gods to win their 
  rightful place among them.  They have a natural AC of 4, and have DEXs and AGILs averaging 15 
  each.  ALL are 5th EL Mages or higher. 
  SLIMES, OOZES, AND OTHER YUCKY THINGS 
  This class of creature is typified by the old movie “The Blob” and covers everything from giant 
  amoebas to super viruses.  All are shapeless, flowing, enveloping horrors that dissolve or absorb their 
  victims (sometimes after paralyzing them).  Most are impervious to chops, cuts, bashes and other 
  impacts (like mud puddles are to rocks) and are relatively slow moving.  The GM can run the full 
  gamut from fireproof ones to others made of liquid metal (mercury) and give them whatever 
  horrendous attributes desired.  Remember though, they are not common and usually only found in 
  some dark subterranean cavern or in some dead mage’s tomb.  Used sparingly.  They will add a 
  creepy and scary aspect to your game (many times the only sure defense against these monsters is to 
  run). 
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  MAGIKAL ARTIFACTS AND TREASURES 
  These magikal items have been included for the same reason as the monsters; to inspire you to invent 
  your own.  The more 4 yourself you put into the game, the more enjoyable it will become.  After all, 
  this game is one of imagination and fantasy.  We only provide the framework on which to build. 
  BONE BRACERS 
  These plain iron or bronze wrist bands/guards are fairly rare, but widely known (in local legends).  
  They imbue the wearer with double, triple or even quadruple strength and power (but do not alter 
  the physical appearance).  This power is not usually operating at all times, but may be “called forth” 
  for short periods of time (usually no more than one hour per day).  GM’s should note that human 
  flesh is still human flesh.  Even though much stronger, such a person should not go around punching 
  out people in plate armor or attempting to kick holes in stone walls.  All that will do is smash the 
  wearer’s bones 
  CLOAK OF INVISIBILITY 
  This extremely rare item is almost always “shadow” colored (dark grey to black).  It is high collared 
  and very long (ankle length).  The wearer may wrap himself in it, whisper the mystik “word of 
  power”, and fade from sight of mortal men.  Some monsters, such as UNDEAD, dragons and other 
  highly magikal creatures still see the wearer (35% chance).  If used overmuch (say more than one 
  hour monthly), the wearer can “fade out”, and remain forever trapped in some dimensionless limbo.  
  Careful GM adjudication is needed for this aspect of the cloak.  While using the cloak, the wearer 
  must move carefully and stealthily to avoid uncovering some part of his body or making some telltale 
  noise. 
  FLYING CARPET 
  This magikal item is one we’ve all heard of, but for game purposes, here is what it is like: 5’ to 7’ long 
  and 3’ to 4’ wide.  It is usually woven with bird, Pegasus or other “winged” patterns and comes in 
  “sky colors” of blue, grey, and/or white.  It can support from one to four people (200 to 800 
  pounds) and can fly at “eagle speed” (20 to 50 mph depending on how loaded down it is).  These 
  rare objects usually require the owner to know the mystical “commands of control” in order to use 
  it. 
  RING OF ADAMANT 
  This gold runed artifact is capped by a large, glowing ruby and is an old Elven legend.  All who wear 
  it will have three very special powers: “To never fear man nor beast, Demon,  nor even God”; “To 
  withstand all flame and fire as if they were but a gentle caress”; “To battle as fiercely as twice his 
  wont’.  Simply put, the wearer is totally fireproof cannot be frightened and fights at double his 
  current EL.  Only one such ring is known to have ever existed.  The GM needs to severely limit such 
  high powered artifacts in his world. 
  SEVEN LEAGUE BOOTS 
  These sturdy yellow leather boots are an item occasionally made by Great Mages as a gift to some 
  worthy hero.  These rare items allow the wearer to do one of several things based on the “Power of 
  the Seven Leagues” instilled within them.  A “League” is three miles, so seven leagues is 21 miles 
  (remember that fact).  In any increment each day, the wearer may safely leap a part (or all) of those 
  seven leagues!  Thus a hero could leap a mile, three, or even twenty-one without breaking himself 
  into small bits!  That is not to say that if he leaps over a mountain into an unseen forest, he won’t kill 
  himself smashing into trees (he would).  Also, the wearer jumps one half as high as he does fan A 
  jump of twenty miles means he reaches an altitude of 53,000 feet, will probably lose consciousness 
  (no air), lose balance and kill himself on landing.  If used wisely, the wearer can travel great distances 
  amazingly fast.  GM adjudication is definitely required here, as is common sense from the players. 
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  MAGIKAL POCKETS 
  These magik items are one of the most truly amazing ever conceived.  Although not extremely rare, 
  they are nonetheless, seldom seen.  Their owners keep them very secret, lest they be stolen.  What 
  they are is nothing more than a magikally created “dimensional anomaly” hidden within some 
  everyday item (like a coat pocket, jewelry box, or small bag).  Simply put, they are bigger inside than 
  outside.  This means a pocket could appear normal on the outside, but could be 12’ deep and 9’ wide 
  on the inside.  Re-member: although there is no weight felt by the wearer (regardless how much is 
  put inside), nothing can be put into the magik pocket larger than the opening.  Once it is filled up, if 
  the wearer attempts to “overstuff’ it, it could cause the pocket to burst (at the GM’s discretion). 
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  OPTIONAL ADVANCED RULES 
  This rule although a bit more complicated than the basic ones outlined in the combat sections is in 
  fact the most accurate way of depicting the fast moving combination of all of the factors that 
  comprise battle.  Here is how it works: 
  Each and every character must determine what their Coordination Factor is by averaging their agility and 
  their dexterity.  For example if  a character has an AGIL of  10 and a DEX of  12 their Coordination 
  Factor (CF) would be 11(10+ ~ 2=22, 22+2=11).  Another example would be a character having a 
  DEX of  13 and an AGIL of  14.  This character would end up with a CF of  13.5 (13+14=27, 
  27+2=13.5).  You will note that there is a decimal involved here that is perfectly all right to have. 
  During combat and movement (items which are now COMBINED into one single phase) each 
  character will be able to do a number of actions according to what their CF total is.  To determine 
  just how many actions the character can perform consult the small chart below: 
  CF 
  NUMBER OF ACTIONS ALLOWED 
  1 to 4 
  one every other melee round 
  5 to 8 
  one each melee round 
  9 to 12 
  two each melee round 
  13 to 16 
  three each melee round 
  17 to 20 
  four each melee round 
  21 or more 
  five each melee round 
  Thus you can see that a character with a CF of 15 would be able to perform three actions each and 
  every melee round.  These actions can be either combat or movement or any other action that the 
  character desires to do. 
  Here is how the whole thing works together:  
  Determine your CF, then determine your number of  actions; then divide your CF by the number of  actions 
  you can do each melee round.  The resultant number will show you your CF COUNTDOWN.  For 
  example, my character’s CF is 15, so I divide that by three which gives me the number five (15+3=5)1 now 
  know that every five counts of  the melee/movement round my character can perform an action.  Thus at 15, 
  10, and 5, I will be able to act just like in the original rules, to determine who can do what and when, I 
  simply compare my CF COUNTDOWN with that of  the other characters and monsters involved in the 
  melee/movement.  For ease of  game play, a CF COUNTDOWN list of  all the characters, from fastest to 
  slowest, should be compiled for each game so that there is never any question as to who is next in turn. 
  Finally, it should be noted that it is never possible (no matter how high your agility and dexterity) to 
  have a CF greater than 30. 
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  WHAT CONSTITUTES ACTION 
  Any single “act” such as striking with a weapon, reading a scroll, moving, or even turning around is 
  considered one action.  Thus, my character with a CF of 15 could move one third of his movement 
  at 15, strike the opponent he moved next to at 10, and then continue on past that opponent for 
  another third of his movement at 5.  Or an archer could stand in one spot the entire time and fire 
  three arrows at targets in front of him (one at each of 15, 10, and 5).  Wait a minute, you say, isn’t 
  drawing an arrow, nocking it, aiming it and then firing it more than one action?  The answer is NO if 
  the character is a trained archer and YES if the character is not a trained archer.  By the same token a 
  trained warrior could draw his sword from his scabbard and strike it all in one count whereas an 
  untrained character would need two counts to do so (one to draw the weapon, the second to strike). 
  As you can see, the GM as well as the players will have to exercise a little common sense here. 
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  CF EFFECTS ON MELEE MOVEMENT 
  To determine how far a character can move each segment of their CF COUNTDOWN simply divide 
  the total movement allowance by the number of actions they can perform each CF COUNTDOWN.  
  The resultant number being the allowable distance he can move each time.  For example, let’s assume 
  that the character mentioned before with the CF of 15 also has a movement capability of 150’ per 
  melee turn (as explained in the “Movement Section”).  With three actions possible each turn (as we 
  have seen before with a CF of 15), we simply divide the total movement allowed by that three, 
  coming up with 50’ of movement per each action being possible (150+3=50).  Remember, though, 
  that if a character elects to do something other than move during a CF segment, then that portion of 
  movement is irrevocably lost for that melee round.  This is because the character elected to do 
  something for that segment which took as much time as the movement would have. 
  There you have the whole system for a REALISTIC combined melee and movement system – a 
  system which shows the complex and intertwined nature of combat movement.  We highly 
  recommend that you eventually use this system as your playing ability and confidence increases. 
  Personal thanks are given to the following: 
  • 
  Robert Lynn Asprin for his wondrous Thieves World and Tales From The Vulgar Unicorn 
  anthologies.  He has to be a gamer. 
  • 
  Stephen R.  Donaldson for his series on Thomas Covenant, the Unbeliever It is a tour de 
  force on Role-Playing if ever there was one. 
  • 
  Lastly, in memorium to Clarke Ashton Smith for his fantastic tales of wonder and glory, but 
  mostly for Zothique, the true progenitor of ARDUIN.  Thank you. 
  In addition, the following have served as wonderful sources of fun and ideas: 
  • 
  ELF QUEST Warp Graphics, 2 Rens Rd, Poughkeepsie, NY 12603.  A beautiful 
  combination of art and story. 
  • 
  The entire works of J.R.R. Tolkien.  A must read for every adventure gamer. 
  • 
  MARVEL COMICS.  An unlikely, but valuable source of inspiration. 
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  SYNOPSIS AND CONCLUSION 
  Thus you have everything you need to create and to play your characters in an adventure gaming 
  world or scenario.  Remember: 
  1. Decide on a race for your character. 
  2. Decide on a class for your character. 
  3. Decide on an alignment for your character. 
  4. Roll up your character’s personal statistics. 
  5. Outfit your character according to his finances and preferences. 
  6. Have a scenario ready for your play. 
  7. Know the rules! 
  If you do these things, there should be absolutely no problems whatsoever. 
  Finally, please feel free to expand your game using the rules provided in the Arduin Trilogy, or by 
  any other rules you may desire.  Please remember that this game is nothing more than a basic 
  guideline and framework from which to work.  Certainly it is complete and playable as it stands, but 
  by the same token it is infinitely able to sustain any modifications you wish to make upon it.  It is 
  designed to spark your interest in new worlds and for new adventures, and we hope it has been 
  successful in doing just that.  Enjoy! 
  David A Hargrave, Concord, California, August 1980 
   
  “ADVENTURE GARNERS...” 
  ...  the Arduin Adventure is only an introduction to the fascinating world of adventure gaming.  
  There are several different “systems” for FRP play, of which Arduin is but one, and there are literally 
  hundreds of player game-aids on the market.  Should you become intrigued with the world of 
  Arduin, the following is a list of the products currently on the market.  The Arduin Grimoires, 
  volume I – III are the three books that comprise the Arduin Trilogy.  The Dungeon Series is a player 
  aid similar to the “Forgotten Tower” in this volume.  Each dungeon is pre-set for a certain level of 
  play, and together can handle any level.  The other items are designed to enhance various aspects of 
  the game and increase your enjoyment.  Remember: above all else- HAVE FUN!” 
  the Publisher 
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  BIBLIOGRAPHY 
  Alien Landscapes by Robert Holdstock and Malcom Edwards, Mayflower Books (1978) 
  Authentic Thaumaturgy by P. E. I. Bonewitz, Chaosium Publishing (1979) 
  Beauty and the Beast by Chris Achilleos, Fireside Books / Simon and Schuster (1978) 
  An Atlas of Fantasy by J. B. Post, Ballantine Books 1979) 
  The Complete Guide to Middle Earth by Robert Foster, Ballantine Books (1975) 
  The Complete Illustrated Book of the Psychic Sciences by Walter B. and Litzka Gibson, Double-day (1966) 
  An Encyclopedia of Fairies, Hobgoblins, Brownies, Bogies, and Other Supernatural Creatures by Katharine 
  Briggs, Pantheon Books (1976) 
  The Encyclopedia of Magik & Superstition, Octopus (1974) 
  The Encyclopedia of Witchcraft and Demonology, by Rossell Hope Robbins, Crown Publisher’s (1959) 
  Faeries by Brian Froud and Alan Lee, Harry N. Abrams, Inc (1978) 
  The Fantasy Almanac by Jeff Rovin, F. P. Dutton Co. (1979) 
  Giants, illustrated by Julek Heller, Carolyn Scrace and Juan Wijngaard, Harry N. Abrams, Inc (1979) 
  A Glossary of the Construction, Decoration, and Use of Arms and Armor in All Countrys and in All Times 
  (And Some Closely Related Subjects), by George Cameron Stone, Southworth Press (1961) 
  Japanese Short Stories, by Ryunosuke Akutagawa, translated by Takashi Kojima, Liveright (1961) 
  Magik, White and Black, by Franz Hartmann, M.D., University Books (1970) 
  Martial Arts, ‘by Michel Random, Octopus Books (1978) 
  Medieval Warfare, by Terence Wise, Hastings House Publishers, Inc. (1976) 
  Men Of The Earth (An Introduction To World Prehistory), by Brian M. Fagan, Little, Brown And Co. (1974) 
  Morning of the Magicians by Louis Pauwels and Jacques Bergier, translated by Rollo Meyers, Stein and Day, 
  Publishers (1969) 
  Mysterious Monsters, by Daniel Farson and Angus Hall, Mayflower Books (1 975) 
  The New Larousse Encyclopedia of Mythology, The Hamlyn Publishing Group Limited (1959) 
  The Phoenicians, by Donald Harden, Frederick A. Praeger, Publisher (1962) 
  Secrets of the Samurai, by Oscar Ratti and Adele Westbrook, Charles F. Tuttle and Company (1973) 
  Seven Magik Orders, by Shan Mui and Ruth Tabtah, Island Heritage Books (1973) 
  Solar Wind, Illustrated by Peter Jones, Perigee Books (1980) 
  The Supernatural, by Douglas Hill and Pat Williams, Hawthorn Book Publishers (1965) 
  A Tolkien Bestiary, by David Day, Ballantine Books (1979) 
  Tomorrow and Beyond, Edited by Ian Summers, Workman Publishing Co. (1978) 
  War Through The Ages, Lynn Montross, Harper & Brothers, 3rd Edition (1960) 
  Wonder Works, by Michael Whelan, Starblaze Special Edition (1979) 
  Zoo of the Gods, by Anthony S. Mercatante, Harper & Row, Publishers (1974) 
  The following publications are for those of you who are really interested in all aspects of Role-
  Playing.  The magazines will give you an expanded insight into what is happening in the fantasy 
  gaming world and the fan-zine will allow you to contact and correspond with garners worldwide. 
  • 
  Alarurns and Excursions; the greatest fanzine of all time (66 issues); Lee Gold, 3965 Alla Road, Los 
  Angeles, CA 90066 
  • 
  Different Worlds: Magazine of Adventure / Role-Playing Games; P.O. BOX 6302, Albany, CA 94706 
  • 
  Sorcerer’s Apprentice; Adventure Gaming Magazine: P.O. Box 1467, Scottsdale, AZ 85252 
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  CALIBAN’S SEAT 
  Caliban’s Seat is a supplement to the Caliban “Dungeon”.  It describes the mountain of Caliban’s last 
  known appearance, and is an optional inclusion to introduce the exterior area of the dungeon itself.  
  There are no new maps, but a description of the areas surrounding the tower is provided, as well as 
  encounters for the mountain slope and the summit area where Caliban sits. 
  Fitting in this optional area is an easy task as it describes the immediate area surrounding the tower.  
  Easily fleshed out, the mountain encounters could include a deeper and more thorough presentation, 
  though this is up to the individual taste of the Game Master. 
  CALIBAN’S SEAT MOUNTAIN 
  Caliban’s Seat is a towering (18,000’ high), dark basalt stone mountain.  The sharp, broken stone of 
  the mountain slopes have steep ravines, dizzyingly deep draws, and abrupt bluffs.  It is a harsh place, 
  perennially snow capped and whipped with howling, scouring wind.  A path beaten flat by the ages 
  old tread of feet runs from the base to the summit of the mountain.  It takes four days in clear 
  weather to trek to its summit via the path, and nigh impossible otherwise.  Flying is a treacherous 
  chance to take, as the harsh mountain winds will slap a flier into the mountain stone on a 3 – 8 result 
  on ad8 every turn flown. 
  Each day traveled on the mountain slopes, roll a d12 to see if an encounter has happened.  A roll of 
  8 through 12 indicates one has.  The GM should then roll a d6, and consult the chart below. 
  ROLL 
  GENERAL CIRCUMSTANCES 
  ENCOUNTER/TREASURE 
  1 
  Ice cold wind suddenly rises up, spiraling 
  around in a dizzying pattern, swirling dust, 
  rocks, and debris.  This lasts d8 rounds, and 
  has a 10% chance of blinding those caught 
  in it for d20 melee rounds.  Halfway through 
  the duration of the dizzying wind buffets, 
  the melee begins!  All but the wraiths are -5 
  to attack and DEX while the wind blasts 
  them. 
  Three wraiths rise out of the mountain 
  stones, and attack.  They are 6+1 HD, 42 hit 
  point, DEX 18, and AC 3.  They are the 
  remnants of blasted souls whose bodies lay 
  under 18’ of rock and earth.  If excavated, 
  one still has 300 GS and a magik sword 
  called “Arkcitor”, which is +4/+4. 
  2 
  Riding the mountain winds is a school of 
  hungry Air Sharks who have decided you are 
  dinner!  Run! 
  Eleven Air Sharks dive and attack!  Each is 
  5+1 HD, 45 hit points, DEX 17.  They will 
  become frenzied after the spilling of blood. 
  3 
  As you crest the ridge of a tough patch on 
  the path to the mountaintop, the snow 
  around you suddenly melts as a wave of 
  heated wind slaps you down.  Whap!  The 
  melee begins at this point. 
  A Phoenix has decided you are its meal!  It is 
  9+1 HD, 70 hit points, DEX 22, and AC 
  2+5.  If destroyed, d12 feathers remain 
  intact in the ashes.  This is the treasure. 
  4 
  On the 3’ wide edge of a sheer 400’ drop, it 
  spins up from the depths below to attack! 
  It is an 8 HD, 80 hit point, DEX 20 Wind 
  Demon that knows the spells of Mystik Dart 
  (2) and Muscle Spasm (2). 
  5 
  The first person in the line suddenly realizes 
  what they tread on was not snow but a tail 
  when they suddenly gaze into sapphire eyes! 
  Five Snow Tigers attack; each is 7+1 HD, 
  [45, 52, 55 hit points], DEX 21, and AC 3.  
  The treasure is their pelt. 
  6 
  A chunk of snow lumbers free, opens a wide 
  chasm, and blasts you with its breath! 
  A Snow Golem is set to guard the path, and 
  attacks all humanoids.  Embedded in it is a 
  Rod of Righteous Retribution. 
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  CALIBAN’S SEAT SUMMIT 
  Ascending the mountain and closing on the summit, the mountain stone becomes barren and takes 
  on a melted, flowing appearance under the snow.  There are few edges to the rocks, and its looks as 
  if the stone ran like water down the mountain slopes.  At the mountaintop, the Hellfang Caliban 
  looms amid a spectacular garden of nodding, silvery-white roses with glistening, ghostly white petals.  
  The snow falls constantly, obscuring vision to 40’ or less and dusting the ground in a thick, 2’ layer. 
  The path leads to both of the gates of Caliban, but the snow obscures it totally.  It splits, and travels 
  fully around the garden.  The path enters the garden the same way for both sides, directly across 
  from the gates making a 90 degree turn to drive straight to the gates.  With the snow draping the 
  ground and the wind rustling the roses, it is impossible to see the paths to walk safely to the gates.  
  Any deviation from the 12’ wide path puts a person in the garden and susceptible to the Wraith 
  Roses’ attack! 
  While walking in the garden, there is a 100% chance that d6 of the Wraith Roses that comprise the 
  garden will attack each character after all of them have entered the gently moving expanse of the 
  roses, or five minutes have elapsed after the first enters.  The Wraith Roses cannot move, but the 
  wind allows them to brush anyone within d3’ (100% chance anywhere in the garden).  Anyone who 
  touches or attempts to pull them out will suffer the same effects as if they attacked!  Each individual 
  Wraith Rose takes up approximately 3’ square in space, and the garden is 90’ deep!  It covers every 
  approach to the tower except via the two 12’ wide paths (obscured by snow). 
  Each Wraith Rose is HP 13, AC 2 (stem) 2+4 (thorns) 4 (flower), DEX 18, and attacks like a full 
  wraith.  Surprise!  For more information, see Arduin Grimoire IV. 
  In the soft soil under the snow is the treasure.  Among the bones of numerous fallen is a Dwarven 
  skeleton still wearing a Cloak of Fire Protection.  There is various jewelry valued at 14,850 GS 
  scattered about, as well as over 15,000 GS in various coins strewn throughout the garden.  There is a 
  dented Helm of War (still works!), shaped like an eagle with upraised wings with the skull from its 
  former owner inside!  On the recent, withered corpse of a dead Mage are four intact scrolls, with one 
  single use each.  In order, they are Thurldon’s Reversal, Waragen’s Wave, Elric’s Spell of the Astral 
  Eye, and Savoy’s Star Thunder. 
  CALIBAN’S GATES 
  Past the beautiful blooms of the roses lies the evil presence of Caliban, brooding over them like a 
  dark mother.  The jumbled stone of the tower yawns up to bury itself into the thick clouds overhead.  
  Under the snow, the beaten path splits, circles the slick, ebon stone of the tower, and leads to each 
  gate.  The garden of roses ends 30’ away from the sides of the tower, the ground there exposing a 
  glistening snowy expanse to the eye.  It is a sharp contrast to the eye sucking darkness of the 
  Caliban’s stone.  The squat cacophony of the tower sprawls widely at the base with chiseled steps 
  leading up to a thick broad stone entry with double leaf doors. 
  The guardian of one of Caliban’s gates [near rooms One and Two] is a Death Hydra.  Buried in the 
  soft dirt and snow in the garden near the gates, it lies in wait to surprise those who come knocking! 
  The Death Hydra is 12+1 HD, 99 hit points, DEX 21, and AC 2+3.  The card inserts included with 
  the module covers it fully.  It will attack any who make it past the garden and to the gates, erupting 
  from the ground to attack the last person.  It will pursue its victims relentlessly! 
  Scattered in the snow are the withered remains (literally pieces) of the Hydra’s last victims.  In one 
  mostly intact part of a deceased Mage (hidden under the snow near the tower wall) is his pouch of 
  powders and Wand of Sarchander’s Sunbursts (23 charges left).  Still clutched in the hand of a 
  Warrior who found it useless against this implacable foe is the magik axe “Lowrdsoth”.  It has no 
  sentience or alignment, but it has two powers.  One, it can burn with a fierce intense heat, inflicting 
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  d12 additional damage on a hit, and igniting flammables it touches for more than one melee round.  
  Second, the qualities of its bizarre metal construction allow it to absorb up to 400 points of sonic 
  damage per day, though anything more than this causes it to explode in a surge of actinic and sonic 
  forces that does 20d6 damage in a 70’ ball. 
  Guarding the other gate [near rooms Four and Six] is a small group of ghosts from the last 
  adventurers who dared the gates!  They are invisible, but drift out of the darkness of Caliban’s walls 
  and the glistening snow to attack. 
  Two of the ghosts are 5+1 HD, 44 hit points, DEX 19, and AC 2 (+4).  Three of the ghosts are 6+1 
  HD, 52 hit points, DEX 19, and AC 2 (+4).  All of them strike for d6 plus one life drain.  They will 
  pursue their victims to the base of the mountain if need be to leech their souls away to join them in 
  guarding the gates. 
  They have no treasure. 
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  LEGENDARY ITEMS OF THE ARDUIN CYCLE 
  WEAPONS 
  The following magik weapons are all from the misty legends of Arduin, and have for many years 
  been lost to the eyes of man.  These are but the smallest sampling of some of the wondrous things 
  to be found if you have but the will and courage to seek! 
  Note: The powers listed here are but the base known powers.  GMs should feel free to add to each 
  one as necessary to fit your world. 
  COFFIN NAIL 
  A Silveel bladed dagger with ivory grips, iron cross hilt, and round ball of gold pommel.  It is non-
  sentient, and has an attack and damage bonus of +10 each.  It was Elven wrought some 2,000 years 
  ago, and has no other properties save that it is of Law. 
  CRIMSON CLAW 
  A scarlet bladed cutlass of some unknown metal with silver wire wrapped grip, golden “bell” hand 
  guard, and a large gold pommel in the shape of a clenched eagle’s claw holding a 197 carat star ruby.  
  It has a +3 attack bonus, and always leaves three claw like slash marks where it hits for an additional 
  +50% damage.  During battle, it will also add 2 points to the user’s STR score for additional damage 
  and increased hit probability.  It is not sentient, but can act as a “water dowser” with 90% efficiency 
  to a 30’ radius and 100’ depth whenever the wielder wishes it.  It is definitely strongly aligned to 
  Chaos.  Legends say it once belonged to the famous corsair from the Rainbow Isles, and now bears 
  his name. 
  DAEMONITE 
  This horrific bastard sword, entirely of black Mithril construction, was specifically designed to 
  destroy all Priests and holy people that it can!  Normally, its attack and damage bonus is +5, but 
  versus the aforementioned types, this is increased to +8.  Additionally, all Priests, Paladins, or other 
  holy types struck by this blade for the first time must make a successful save versus disintegration or 
  become a pile of black dust without regard to their hit point size or EL!  This RF 12, EGO 18 
  weapon grants its wielder infravision, Elven hearing, and the ability to perform the magik called 
  Chain Break thrice daily.  It can speak Arduinian, Low Demon, Troll, Faerie, High Elven, Urruk, 
  and Pixie.  It is thought to be Amoral, but has been known to be Evil. 
  DEATH’S DELIGHT 
  A broadsword with a blade of translucent black crystal, it is said to be harder than any steel.  Glowing 
  with an eerie inner light, it wails in battle like a lost soul in torment.  It has a black Mithril crossguard, 
  black gold, wire wrapped grip, and black silver pommel in the shape of a leering skull with two rubies 
  for eyes.  Its black velvet scabbard and Troll hide baldric are studded with emeralds, sapphires, and 
  other precious gems.  The weapon has a +5 attack and damage bonus.  It has a RF 12, an EGO 16, 
  speaks Eldarin only, and was “born” to slay all Giant kind.  Versus them in battle, its blade will erupt 
  with hot black flames that burn for d10+10 additional damage per strike.  In battle, regardless of 
  opponent, it adds two to its wielder’s CF score.  It has the ability to perform Magikal Trap 
  Detection (as per the spell of that name) 13 times daily.  It is known to be strongly aligned to Chaos, 
  and thought to be Evil as well. 
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  DEATHWIND 
  This is a 77” tall, 13 pound longbow carved from Night Demon Bone, and strung with Orichalcum 
  wire.  Any arrow of appropriate length (not shortbow arrows, etc.) fired from this weapon will 
  become magikal for 6 seconds, and thus can hit Undead, werecreatures, demon kind, etc.  The arrows 
  will also be +10 to strike, and have a base 88% chance of impaling their target for double damage.  
  The range any such arrow may be fired is up to 1,800 yards at a velocity of 830’ per second (about 
  the speed of a .45 ACP “ball” round); however it is very difficult to “pull” (requiring a STR 20 or 
  greater).  It is itself 100% fire and acid proof, will float, and self repair itself at 20% daily.  According 
  to popular legend, it was constructed some 3,980 years ago by an Elven Wizard-Warrior named 
  Orurion Silverhart so he could slay an “evil Wraith Dragon” (which he did).  The bow is not aligned 
  per se, but continued use of it is difficult for Good types due to its hellish origins.  As a final note, 
  one of the legends of this bow tells of Silverhart shooting an arrow right through (in one side and 
  out the other) a Green Dragon.  Of course, it was at short range. 
  DRAGON TOOTH 
  A spear of ironwood with 9’ shaft, it has a point carved from the 18” fang of a Black Dragon.  It has 
  an attack and damage bonus of +3, and always has a base 60% chance of impalement.  In addition, 
  all struck by this horrid pole arm will suffer a d20+30 HP potency venom that it constantly exudes.  
  The venom does half the rolled damage in 3 seconds, the rest over an d10+10 melee round time 
  period.  This weapon is not sentient, but has been imbued strongly with “that which is of Chaos”.  
  Some also claim it is Evil. 
  FIRE CORE 
  Fire Core is a 62” tall, Adamantium bladed, two-handed sword of the “landsknecht” pattern.  In 
  battle only, the blade is wreathed in d8+7” long red flames that do an extra d12 HP of damage to all 
  hit.  Note also that all flammable items thus hit (from fur to clothing) have a 25% chance of catching 
  fire themselves, and then burning at the rate of d4 HP potency per melee round.  The sword was 
  Dwarf forged for a Paladin of the sun god Saren so long ago that his name is now forgotten.  Thus, 
  this +5 attack bonus weapon is strongly aligned to Law.  It is not sentient, and has but one other 
  power: the detection of all fire based beings, which it does at 97% efficiency to a 120’ radius about 
  itself, giving kind, size, number etc. via a psychic link with the wielder. 
  HELL FANG 
  A rapier constructed entirely of black Mithril, it has an 88 carat black diamond on the pommel as an 
  ornament.  It was created by the Trelves to kill their Elven kin, and versus them, it is +10 (+5 versus 
  all others).  All Elves struck by it must save versus poison at -5 or suffer an immediate d8+5 toxic 
  effect in addition to the natural toxic effect that black Mithril normally has for them, and then an 
  additional 1 HP every CF count (30 per melee round) for d10 melee rounds.  Non-Elves just suffer 
  the initial toxic d8+5 attack.  It is strongly aligned to Chaos, but is not sentient.  It has three arcane 
  “detects” which give warning to the wielder via a psychic link.  These “detects” are: all Elves at 98% 
  efficiency to a 180’ range regardless of obstruction; all Mithril at 88% efficiency to 240’ regardless of 
  obstruction; all mechanical traps (telling kind, power, exact location etc.) at 78% efficiency to a 30’ 
  radius. 
  KRAKEN KILLER 
  This beautiful cutlass has a golden washed titanium steel blade, Mithril cup hilt, Mithril wire wrapped 
  grip, and an Adamantium pommel shaped like a dolphin’s head.  Its green velvet scabbard and baldric 
  is inlaid with ivory, jade, and mother-of-pearl.  Versus any “creature of lake, river, sea, or other 
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  waters”, it has an attack and damage bonus of +5; versus any other type of creature these bonuses 
  are only +1.  However, versus any “Kraken or Octopoida cephalopod of any type”, it is a weapon of 
  Slaying.  Any of these types struck by this blade will die in thrashing agony within their HP divided 
  by 5 melee rounds of time.  It has a RF 15 and an EGO 15, and speaks Triton, Sea Elf, and the 
  languages of the dolphin, whale, and orca.  It is a greedy weapon that always desires more gems and 
  jewels to be put upon its scabbard, and will withhold its “power” of adding 4 to the wielder’s CF 
  score in battle for those who do not appease its desires.  It is, if not truly Evil, quite close to it, but 
  really has no alignment. 
  ORC DOOM 
  An ancient iron war hammer of Dwarven manufacture, it has an attack and damage bonus of +4.  
  Versus any Orc kind, it does an additional d10+10 damage per strike.  Though non-sentient, it will 
  vibrate for six seconds (always) when within 120’ of any Orc kind when outdoors (60’ indoors).  It is 
  also noted for its ability to act as a “gold dowser” with a 99% efficiency to a 90’ range.  The vibration 
  for this is of a different feel, so quite distinctly is not an “Orc detect” to its wielder.  It is strongly 
  aligned to Law. 
  WRAITH BANE 
  Wraith Bane is a beautiful cup hilted rapier of shining silver washed steel from point to pommel save 
  for its mother-of-pearl grip.  It is a “weapon of sharpness”, and has an attack and damage bonus of 
  +5 save versus those things of the “Undead” kind to which it causes an extra 3d10 HP of 
  discorporation damage.  It has a RF 13, an EGO 12, and can do the following detects up to seven 
  times each) daily: magik, evil, secret doors or passages, mechanical traps, and Undead kind.  All of 
  these have a range of 33’ with an 85% success chance.  Its only spoken tongue is Low Elven, and it is 
  known as a Neutral alignment weapon. 
  SOUL SPLITTER 
  A 58” tall, 18 pound, solid bronze, hollow handled, two-handed, double bitted battleaxe, Soul Splitter 
  has an attack bonus of +4 and a damage bonus of +8 per strike.  It is not sentient, but literally 
  “pulses” with the “raw stuff of Chaos”.  All struck by this awesome axe have d3 CON points shorn 
  (blasted) from them, no save, each time.  Any being of Elven blood must make a successful save 
  versus Mage Fear or suffer the appropriate problems.  Legends say it was forged by the Titans over 
  20,000 years ago. 
  WOLF KILLER 
  This is a rather ordinary looking broadsword except for its pommel of silver, shaped like a snarling 
  wolf’s head.  This weapon was created to slay all werewolves, shapechangers, and metamorphs, so 
  that versus them its attack and damage bonus is +7.  Otherwise, the attack and damage bonus is +4.  
  It has a RF 12, an EGO 16, and speaks Old Arduinian and the “language of wolven kind”.  It can 
  detect shapechangers, shifters, etc. up to 120’ distant on a 95% certainty.  Also note that during a full 
  moon, any poison or venom, regardless of kind or potency, that this blade is dipped into will be 
  totally and absolutely rendered harmless (neutralized).  This is a strongly Lawful artifact. 
  THE THREE SWORDS OF SORROW 
  This item is also known by the name “The Black Triad”.  In Arduinian myth and legend, there recurs 
  the appearance of three ebon swords of power which, most often, herald the destruction and fall of 
  an age or cycle.  These are, so the legends say, the three primal “Arch Demons of Entropy” which are 
  pledged to devour the entire Multiverse.  The swords, so the legends speak, appear “from time to 
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  time”, usually simultaneously in 3 separate lands and “in the hands of Kings or the makers of 
  Kings”.  Thus they “cause the tides of history to swirl and boil” once again. 
  It is said that when the Mad God, Aaos, forged them, he foresaw the “Great God Wars” and the 
  “ultimate entropic collapse of the Multiverse”.  For this, the other Gods imprisoned Aaos in timeless 
  Limbo so he could not reforge the swords into the single separate “Great Doom Sword” (marked by 
  rainbow diamonds in the clawed grip) that would herald the end of all.  But Limbo is timeless after 
  all, so Aaos waits, and in the meantime, the three swords still strive to wreak what destruction and 
  chaos that they can. 
  They all closely resemble one another in that they have hilts of “stacked and fused skulls” some 13” 
  long, cross quillons (or guard/hilt) that resemble demon’s arms ending in claws clutching glowing 
  jewels, and having a long and heavy double-edged blade some 39” in length that is covered from base 
  to point in runes of ancient power.  The swords are: 
  MOURNSTORM 
  Also called the “Mother Blade” or “Black Bitch”.  It was the “template from which 
  the other two swords were grown (cut), the sword which slays planets”.  This sword 
  is the most power hungry of the three.  Legend has it that it has drunk the very life 
  force of the Greater Demon Calyandagg in his own lair in Hell, thus slaying him 
  once and for all.  It can be recognized by the silver-grey, glowing moonstones in its 
  clawed cross guard’s grasp.  In battle, it sounds like distant thunder over eerily 
  wailing winds, and its runes glow a deep pulsing crimson.  It is the eldest and thus 
  the most powerful of the three.  Its “personality” delights in intrigue and causing it’s 
  wielder to “dance to its tune”.  Mournstorm’s INT and EGO are 19 each. 
  DEATH SONG 
  Also called “Hell Singer” and sometimes “Black Dirge”.  It is the sword that “has 
  the voice of the damned, the words to call the armies of Hell to its service”.  This 
  sword is the most treacherous of the three.  In battle, it shrieks and screams like all 
  the tormented souls it has taken, and its runes glow a deep pulsing green.  It can be 
  recognized by the two huge black star rubies in its cross guard’s grasp.  Its 
  “personality” revels in treachery and corruption, especially where its wielder is 
  concerned.  Death Song’s INT and EGO are 18 each. 
  REAPER 
  Also called “Chaos Claw” or “Hell Hand”.  This sword has the “power to sunder 
  and cleave all things, regardless of their strength or defenses”.  It is said that this 
  sword is never sated and ever hungry.  In battle, it has an evil moaning or howling 
  sound, while its runes glow a deep cobalt blue.  It can be recognized by the pair of 
  multifaceted emeralds in its cross guard’s grasp.  Its “personality” seeks to kill at 
  even the smallest opportunity, especially its wielder and his/her friends.  Reaper’s 
  INT and EGO are 18 each. 
  These weapons are “anti-life”, and will endeavor to kill or absorb all life (especially the sentient kind) 
  that they can.  This includes that of their wielder as well!  Thus, any living creature they strike will 
  have its “life force” (or soul) sucked into these blades 80% of the time, elsewise the wound is 
  “rimmed with blackened, deadened flesh which can never heal or be healed in any manner, short of a 
  Godly Grant or Heavenly Essence”.  This means that those so wounded will continue to bleed 
  regardless of all attempts to stop the bleeding.  At the very least, the wound will continue to ooze, 
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  suppurate, and leak continually for the rest of the character’s life.  In a game sense, the powers of 
  these swords are nothing short of awesome.  Each one can create Lesser or Greater Gates at will, 
  dimension port, and wreath themselves in howling black flames that withers flesh and causes metal to 
  crumble.  That just begins to describe their power; the GM is the final arbiter of just what the swords 
  can or will do, and when they will do so.  In essence, each sword in its own right would be more than 
  a match for any two Greater Demons. 
  Other powers common to the three swords are as follows: 
  1) +5/+5, and though they are bastard sword sized, do two-handed sword damage. 
  2) Drain d20 CON points per strike with a 20% chance the weapon will “fasten itself” in the 
  victim, and continue draining CON at the rate of d20 per CF count, thus killing the victim. 
  3) All “Crits” instantly suck the victim’s “life force” (blasting all remaining CON) into the blade 
  whilst the soul itself is devoured. 
  4) All “life force” taken into the blade is stored, and can be used by the blade’s wielder in many 
  ways at the GMs discretion.  For instance: if one “life force” is given to the wielder, that 
  person’s STR, CON, etc. is doubled for one day, or the sword could augment the wielder’s 
  STR or CON on a point for point basis with absorbed CON points, etc., etc. 
  5) It regenerates all damage done to the wielder at 1 point per second (6 per melee round), up 
  to 10 points total for each “life force” stored within it.  To further clarify the “life force” 
  concept, if one of the swords were to absorb the “life force” of Rinaldo the Barbarian, it 
  would instantly devour his soul, and suck his remaining CON points (say 14) all at once, thus 
  slaying him.  This would equal 1  “life force” (i.e. Rinaldo’s), which could heal up to 10 
  points of damage for the wielder, or as per #4 above, the CON points can be used to 
  increase the wielders own STR or CON on a point for point basis, etc. 
  6) Each can detect many things such as life, Demons, possession, Gods, magik, werecreatures, 
  Undead, and other things as each so desires (GM discretion).  These detects are at 98% 
  efficiency to a range of 30’ to 360’ depending on what is being looked for. 
  7) Each sword can, if it so desires, size itself to the racial type of the being wielding it, be they 
  Pixie or Titan, and will still inflict wounds as described above!  For example, a “Pixie sized” 
  Reaper would still do two-handed sword damage at a minimum in addition to the 
  damage/powers listed above, while a Giant or Titan sized weapon would do double or triple 
  two-handed sword damage as appropriate, plus the above listed damage/powers! 
  8) Each sword can cut across all lines of magikal force (prismatic walls, cubes of force, etc.), 
  regardless of source or power.  Special Note: When this power is used in this manner, the 
  mana empowering the force line (or whatever) is SUCKED INTO THE SWORD just as if 
  it were “life force” energy!!!  However, such mana is not, under any circumstances, at any 
  time, or for any reason, ever given to the wielder of the blade.  Each blade uses such mana 
  for its own purposes (wielding magik perhaps?). 
  9) Each sword can open any lock or closure (Wizard, super, personal locks, etc). 
  10) Each is capable of telepathy with any sentient being, plus they can “charm” any non-sentient 
  up to 100 HP in size, at a -40% save. 
  11) Speak any language (past, present, or future) as they so desire. 
  12) The swords are sentient, of massive knowledge (both arcane and mundane), can 
  communicate with their wielder by a form of empathic rapport, and hate each other with a 
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  violence and virulence that knows no equal in the Multiverse. 
  13) Once drawn (and they must be drawn for any of the above powers, except #’s 10, 11, or 12 
  which operate at all times, to work), each must have a soul, or it will turn on its wielder. 
  This is then is the “Black Triad”, the “Trilogy of Terror”; seek them not at all if you can help it, for 
  to do so is to set loose the “Harbingers of Change” upon all the lands!  Beware the Three!! 
  GEMS AND JEWELS 
  THE BLOOD OF SORKHAR 
  These are two hundred flawless rubies, all perfectly polished and flashing redly with the color of 
  fresh spilled blood.  None, it is said, is of a size less than 10 carats, and many are reputed to be “as 
  large as an Ogre’s fist”.  The legend says that this is all that remains of the dread necromancer 
  Sorkhar of Iltyna after he lost an “argument” with one of the Demon Lords of Hell.  No other 
  rubies known are said to be able to compare with these glorious gems in flawlessness and beauty. 
  THE TEARS OF THE MOON 
  Two teardrop shaped, flawless, blue-white moonstones, these weigh 3,265 carats and 2,990 carats 
  respectively.  The legend says that the Silver Moon Goddess shed them as she wept for mankind 
  during the great Nexus Wars 10,000 years ago.  Legends also whisper of other, more arcane, things 
  concerning these two wondrous jewels whose whereabouts have been unknown for at least 600 years. 
  THE EYES OF SET 
  A flawless pair of black star sapphires, each of 3,050 carats in size, were stolen (and now vanished) 
  from Maelshyra’s Temple of Set some 60 years ago.  There is a reward for returning them and the 
  cult’s undying curse for keeping them (or so the legend speaks).  Rumors say they have “gone to the 
  southern lands”. 
  THE ELF CROWN 
  This Mithril crown is studded with 10 blue-white diamonds of 30 carats each, 20 emeralds of 45 
  carats each, 10 black diamonds of 25 carats each, 20 rainbow diamonds of 15 carats each, and a 
  single star shaped Star Tear of 450 carat size.  This wondrous crown was lost some 12,000 years ago 
  when Tarathala Dawnstar and the last Elven tower were sundered and whelmed in the waters during 
  the bloody finale of the tragic Elf-Human wars.  Rumors persist to this day that say the crown was 
  not lost in the sunken depths of the black waters, but is still hidden away (long forgotten now) in 
  some leafy glade in one of the Elven forests. 
  THE DYMURIAN DRAGON 
  This wondrous treasure is a huge black opal of 2,010 carat size that has been carved into the exact 
  likeness of a rearing dragon; wings spread and mouth agape as if ready to spew forth its terrible 
  dragon’s breath.  This is one of the great Dwarven treasures lost when their subterranean stronghold 
  under Star Fang Mountain fell to a mad legion of Goblins, Orcs, Trolls, and other dark things more 
  than 2000 years ago.  Where it is now, none can say, but rumors hint of “great wealth and power 
  which come to the finder” that linger on to fire the imagination and greed of adventurers the world 
  over. 
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  THE ORB OF SHARSESH 
  A nearly perfect 1,125 carat, egg shaped red diamond, it had, at one time, graced the idol of a minor 
  demi-god.  The idol was destroyed (along with the temple) 900 years ago during a great earthquake.  
  However, one of the priestly acolytes managed to save this wondrous gem, only to disappear with it 
  shortly thereafter.  Where he went then, or where the “eye” is now is open to speculation – though it 
  was reportedly seen as recently as 40 years ago in an eastern desert. 
  THE DRAGON’S EGG 
  This awesome gem is a huge emerald reputedly the size and shape of a watermelon (30,000 carats)!!!  
  Its existence was first recorded nearly 20,000 years ago by survivors of a military scouting expedition 
  into that area known as Green Hell (The Jungles of the Khulan-Gath).  Since that time, its legend has 
  interwoven itself into the mythos of many nations as it passed from one royal treasury to the next, 
  leaving an unbroken trail of fallen empires and chaos in its wake.  It is said to pulse and glow with its 
  own eerie inner fire, and that all who are bathed in this arcane radiance are forever changed, twisted 
  to the dark paths of greed and madness.  Its last known whereabouts were (just 20 years ago) in 
  transit from the Dreaming Isles aboard the Amazon vessel “Wave Witch”.  The ship never reached its 
  destination of the Rainbow Isles, nor docked in any other known port in the civilized world.  The 
  fate of the vessel, its crew, and the awesome gem itself are just one more mystery added to the 
  legend. 
  GODSKULL 
  This horrifically beautiful artifact is of unknown origin and age, but its exceedingly expert 
  craftsmanship is beyond question.  Life sized and weighing perhaps 8,000 carats, this black “smoky” 
  topaz was first spoken of some 115 years ago by a ragged band of travelers who had trekked out of 
  the Withered Lands with an amazing tale of the ruins of a forgotten city and the horde of 
  carnivorous crimson apes that worshipped it.  Six years later, some of those travelers and many new 
  adventurers returned to that dread citadel of the lost ages, and battled the Godskull’s subhuman 
  worshippers.  Of the 60 that set out, only 19 returned; a battered, weary, haunted eyed band.  Still, 
  they had the gem, as well as various other treasures they had looted in that dead necropolis.  Within a 
  year, all but three of the survivors had met with “messy” ends, and the Godskull had passed on into 
  other hands.  Where it is now is not common knowledge, but it shouldn’t be hard to find.  Just listen 
  for the rumors of men being torn limb from limb in the safety of their own treasure vaults! 
  SUNDERSTONE 
  A perfect, 1,056 carat, oval shaped fire opal, it was first discovered in the now lost Dwarven mines of 
  Rhingalore some 800 years ago.  Its scintillating beauty has been the cause of many deaths, and it 
  earned its name in that no friendship or marriage has ever survived its coming.  Rumor has it that it 
  now resides in the deepest vaults of the Grand Master of the Trader’s Guild in Talismondé, Arduin. 
  STARKISS 
  An 888 facet, 7,794 carat blue-white diamond, this stone was found in the miasmic depths of Black 
  Bog by an Orc some 2300 years ago.  Starfang Mountain Dwarves got it, cut the facets in, and then 
  lost it to Goblins 250 years later.  It was last seen and rumored to be part of a Phraint Hive hoard in 
  the Great Grass Forever. 
  BLOODMOON 
  As far as is known, this 2,616 carat gemstone is the only one of this type in all the world: a brilliant 
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  red emerald!  For Example, it appears as a normal green emerald except in direct moonlight when it 
  turns and glows a deep, pulsing crimson.  It was discovered some 2000 years ago by the famous 
  Hobbit explorer, Brandosos Wanderfoot, within (or so he claimed) the jungle haunted ruins of Lost 
  Shamballah.  Every single person who has ever acquired this beautiful spherical jewel has died a 
  horrible and gruesome death within 3 years.  Even if they were no longer the possessor, this has held 
  true.  The legends concerning this thing agree on only two points, all else being confused and 
  hysterical rantings. 
  1) All deaths connected with it have occurred when the Red Moon was ascendant. 
  2) It seems to “attract” werewolves, shapechangers, and metamorphs in some unknown way. 
  It was last heard of some 60 years ago, in or around the Valley of the Walking Gods within the 
  Dreaming Isles. 
  THE BLUE OPALS OF ARDUIN 
  This is a necklace of 12 perfectly matched blue opals: 11 of 400 carats each and 1 of 1,080 carats.  
  They are all midnight blue and brilliantly striated with swirls of silver and gold flecks.  As far as is 
  known, no other opals of this color, clarity, and matched evenness exist anyplace in the world.  Many 
  say they have “healing powers”.  First mined by Dwarves in the Mickleback Mountains some 360 
  years ago, it became part of the Crown Jewel Collection shortly thereafter.  However, some 100 years 
  or so ago, during the Black Queen’s insurrection, they (along with several other pieces) disappeared.  
  Though missing since then, common rumor has them located to the south in Viruelandia. 
  SHADOW EGG 
  This one-of-a-kind weird stone superficially resembles a black diamond with a surface that seems to 
  move and shift “like a roomful of shadows”.  Ice cold to the touch, this fist sized gem seems capable 
  of utterly and instantly absorbing all energy (regardless of source or kind) that strikes it.  It is also 
  rumored to be itself a sort of window, or “gate”, into other places, but this is unconfirmed.  First 
  found by a party of adventurers delving into the Great Wurm Road some 120 years ago, it has 
  appeared and disappeared frequently since that time.  Each time it has been surrounded by murder, 
  mayhem, and missing people.  It was last seen 3 years ago in Ithalos, where 6 ended up dead and 2 
  more missing.  As much as 3,000,000 GS has been paid for this gem.  Seek it at your peril! 
  THE CAPTIVE THUNDERBOLT 
  Another one-of-a-kind gem of unusual properties, this one resembles nothing so much as a 13” by 
  3.5” by 1.5” frozen lightning bolt that pulses and glows with a brilliant blue-white light as bright as 
  three lanterns.  It is connected to an 18” Orichalcum chain (weighing 26 ounces) by a black diamond 
  “pin” (about 3.5” long by 1/8” diameter) that pierces one end of the “bolt”.  This “gem” was first 
  noted more than 2,600 years ago in the fragments of the Rune Death Chronicles that were 
  discovered in the ancient ruins of Khorainnian “the Eaten”.  Since that time, it has passed into and 
  out of the possession of many of the Arduin cycles’ more noted personalities: Pyroman of 
  Penelphia, Morgorn of the Mists, Waragen the Wild, and Gandolyn the Golden to mention but a 
  very few.  Considered to be a “true talisman of Order”, it has too many powers to be listed here.  As 
  much as 900,000 GS has been paid for it at one time, and its current whereabouts are unknown.  
  Stories and rumors place it in the Heaven Wall Mountains.  A hermit Druid named Khemelphas is 
  said to have information as to its location somewhere in that vast range. 
  SHAMBOHR’S EGG 
  A lavender star ruby about the size of a cantaloupe (7,986 carats), it has been cut into a generally 
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  spherical shape, but with 10,000 facets.  Little else is known of this splendid gem save that it has been 
  around for at least 4000 years and, for some unknown reason, Swamp Saurigs seem to venerate it and 
  hold it in awe.  The last rumors concerning this stone are centered on Lost Shamballah. 
  THE BLACK SUN 
  The Black Sun is a huge, basketball sized black pearl first brought up out of the Boiling Sea some 90 
  years ago by a wandering Sea Elf clan.  It has since seen 12 owners, all of whom mysteriously died by 
  turning black and melting into a sticky goo.  The last owner was a Falohyrian magician named 
  Quandro the Inquisitive.  Since his death (see above) some 3 years ago, the whereabouts of the pearl 
  have been unknown. 
  LUKINOOR’S BANE 
  This orange sized emerald (2,415 carats) was first seen at an auction of rare stones in Melkalund only 
  9 years ago.  The sellers (an auction house) have steadfastly refused to say anything about the 
  emerald’s origins (or anything else) save for its ominous name.  The stone was purchased for a price 
  of 265,000 GS by the famous Ghorfarian Mage, Akulos the Shining.  His whereabouts and that of 
  the stone have been a mystery ever since the purchase.  He has not returned to Ghorfar nor has the 
  College of Magiks heard from him.  Many of his friends and colleagues have become concerned 
  enough to post a 1,500 GS reward for information leading to the discovery of his whereabouts.  An 
  unsubstantiated story ties it to the Dragon’s Egg. 
  PADMAH’S HEART 
  This is a dark pink crystal of a smoothly contoured “heart” shape and some 3,000 carat weight.  Its 
  price of at least some 100,000 GS is far in excess of the actual value for such a gemstone.  However, 
  as it is reputedly the receptacle of the Priest named Padmah’s “life essence”, this high value can be 
  understood.  Padmah was a near legendary healer and follower of the god Tarong the Timekeeper, 
  and lived about 400 years ago.  Since that time, the Heart has been used by other Priests as a healing 
  stone.  As such, many miracles of healing have been ascribed to it.  It was stolen 2 years ago from the 
  Temple of All Faiths in Rosewater (Arduin), and its current whereabouts are unknown. 
  THE BLUE CYRDOLYX 
  This is a brilliant, sky-blue gem about the size and shape of a Human’s thumb (from joint to tip).  
  Slightly harder (+15%) than a common diamond and about the same mass and weight, it is, however, 
  extremely resistant to fire and heat.  Legends say that even Adamantium would melt in the “furnaces 
  of the Cyrdolyx’ creation”, whatever that means.  It was originally found in the southern coastal area 
  of Viruelandia known as “The Coast of Crimson Skulls” by a shipwrecked pirate crew some 1,600 
  years ago, and has passed through many hands since that time.  Though nicely polished, it remains 
  uncut and irregular in shape.  Aside from it being another one-of-a-kind, there are many 
  undocumented legends that speak of the gem “warning” its owner of danger somehow.  It has been 
  lost to the sight of the world for 70 years. 
  THE FOXFIRE TRIPLETS 
  These three beautifully cut and faceted gems literally “glow in the dark” with a fiery orange color.  In 
  daylight, the walnut sized stones are a ruby red color.  The legends give each stone the brightness of a 
  large beeswax taper and a warmth commensurate to that.  First mentioned some 3,900 years ago in 
  an alchemical text, the trio is supposedly usable only by Dwarven Kings in some secret and powerful 
  manner.  Many Dwarves have tried to acquire these gems in the past, but all have failed for one 
  reason or another.  Worth 15,000 GS each, all three together would easily bring 100,000 GS or more 
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  from “collectors”.  What Dwarven Kings would pay (or do) to get them is anyone’s guess. 
  THE GREENLINGS 
  This pair of sea green gems (with gold flecks suspended throughout their finely cut and faceted 
  shapes) first appeared 400 years ago, found by a party of explorers in an old temple ruin somewhere 
  in the dread jungle of Green Hell.  One is about the size of a Human’s big toe, the other 
  approximately two thirds that.  Because they are as “soft” as a pearl, there is a strong suspicion that 
  these two “gems” may actually be organic in nature, rather than mineral.  What is known as the truth 
  concerning them is this: when in direct bare skin contact, it is virtually impossible (99.9%) for the 
  carrier to become ill or sick.  Not sea-sickness, the common cold, nor even such horrors as the 
  “Black Plague” seem to bother the owner/wearer.  Last owned by an Elven prince, they were stolen 
  40 years ago, and have not been seen since. 
  GHOZER’S EYE 
  An incredibly ancient (at least 100,000 years old) gem about the size of a large grapefruit, it is 
  considerably harder (+30%) than a black diamond, and has a bright lemon-yellow color, except for 
  the center which “glows red like a dawn at sea”.  It weighs an incredible 21 pounds, and is a nearly 
  perfect sphere polished smooth and glossy.  Oddly, it vibrates faintly at all times – how or why, no 
  one knows.  The legends say it was the “Eye of Ghozer” (a long forgotten goddess), and also speak 
  of other strange powers and odd happenings relating to this gem.  It last sold for 250,000 GS some 
  600 years ago, but disappeared during an earthquake in Ithalos 80 years ago. 
  THE YABANDER STONE 
  A unique diamond, it is composed of equal parts red, blue, yellow, green, black, and white diamond 
  segments.  Each is in some way seamlessly fused, joined, together with the others in such a manner as 
  to appear to be a single, solid stone!  This arcane creation has 10,000 facets, and is one of the most 
  beautiful jewels in all the known world.  Of a size to equal a large Human’s fist, its origins are 
  shrouded in mystery and conjecture.  Legend has it that the godlike Mage Phandalume created it 
  more than a million years ago, but for no recorded reason.  In any case, it has figured in hundreds of 
  stories and legends for several hundred thousand years.  The primary story says it has the power to 
  mesmerize any and all of dragon kind.  There is considerable evidence to support this story.  The last 
  price paid for it was 780,000 GS by a prince of some small eastern satrapy 16,000 years ago.  Since 
  then, it has passed from legend to legend by theft, murder, and arcanely mysterious circumstance.  It 
  is rumored that a dragon took the stone into his hoard some 400 to 500 years ago, somewhere in the 
  high reaches of the Mountains of Madness. 
  SOLOMON’S WEIRD 
  A single cantaloupe sized gem of a golden-yellow color and “harder than Adamantium”, this stone 
  was first noted as the “eye” of some minor godling’s idol in a long forgotten and buried altar room.  
  This room was raided some 1,400 years ago by a band of Dwarves exploring the infamous Star Fang 
  Mountain of fable and legend.  Just as the entire discovering party were “doomed” and lost soon 
  after, so too has every owner since then been beset by all manner of calamity, death, and destruction. 
   Murder and mayhem follows this “evil eye” as surely as night follows day.  Still, many lust after its 
  great beauty and legendary power as a “conjure crystal of a range, clarity, and ability second to none 
  ever known”.  It is also believed that it can be used to see into time: Past, Present, Future, and into 
  other “realities”.  The last amount paid for this haunted jewel was 986,500 GS by the Half Elf Sage 
  Khomer of Merkhaz some 140 years ago.  It is also known that he was hideously slain, mysteriously 
  and within his own locked vaults, a month after acquiring it.  It disappeared at that time, and has not 
  been seen since. 
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  THE HEART OF THE SUN 
  This glowing gem is the largest known sunstone in the world: 4,516 carats in size!  Its light and 
  warmth is so great (or so speak the tales) that even in the bitterest of winters, its owner’s house is 
  always warm and, of course, well lit.  This roughly triangular shaped gem has spent most of it 
  recorded history in the hand of one magician or another.  Now, however, its whereabouts are 
  unknown as it was stolen from the tower of the famous Wizard Tyram the Red in far Tharkhala just 
  13 years ago.  All attempts by this powerful Mage to trace that gem’s location (along with other items 
  and treasures stolen at the same time) have met with complete failure. 
  THE EYE OF THE EFREET 
  This 998 carat Dune Star is said to be able to conjure an Efreet to its owner, and once thus 
  summoned, it must complete three tasks set for it.  This glittering round gem is first noted in legend 
  some 3,000 years ago in the area known as the Great Sand Sea.  Though many have owned it, it 
  always seems to return to that area sooner or later.  It is now said to be in the possession of a mad 
  hermit living high up in the Heavenwall Mountains on the borders of Ithalos. 
  DARKFIST 
  This head and fist shaped black pearl is one of the largest of such type known to exist.  Its short 110 
  year history is rife with bloody murder, fatal accidents, terminal illnesses, and other such misfortunes 
  for its many owners.  In fact, none who have ever owned it for more than one month have been 
  known to live past two years of acquiring it.  Its undeniably lustrous beauty, however, is ever a lure to 
  those who think that they will not fall victim to its “curse”. 
  THE FROST MAIDEN 
  This is a 14.5” tall, 2,928 carat snow tear cut in the likeness of a young girl in diaphanous veils.  It is 
  said to have been created at the behest of the legendary Elf King, Kyrwidion Windheart, more than 
  100,000 years ago.  Legend has it that this mythic Elven lord lived in the heart of a volcano, and that 
  the Frost Maiden was all that kept his hidden house cool and livable.  Where it is now none can say as 
  it was last spoken of some 17,000 years ago as being one of the treasures of the Lord-Emperor 
  Kwal-Atum, ruler of Lost Shamballah. 
  THE THREE BROTHERS 
  These three perfectly matched, 825 carat lavender diamonds are supposed to be the resting place of 
  three heroic brothers’ souls who died defending a mountain pass so that their king could escape the 
  savage invaders of their homeland.  Where this was supposed to have happened, who these brothers 
  or their king were, or even when it happened are now lost in the mists of time.  What can be said is 
  that these sharply faceted, octagonal shaped jewels are virtually unmatched anywhere in the world. 
  THE DARAZONDIAN GLORY 
  This melon sized, 6,912 carat, crystal clear aquamarine gem is also reputedly capable of functioning 
  as a crystal ball in the hands of a Mage.  Its perfect sphere once sat atop the throne of King Blyvraad 
  III of Arvalessa, and has been spoken of for more than 1,900 years.  Its last known resting place was 
  in the Orc Heart Mountains where it was part of the regalia of the Urruk prince called “Vashaak the 
  Shatterer”.  However, this information is now some 40 years out of date, and much can happen in 
  such a span of time. 
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  THE CRUEXALON 
  A “plus” shaped (+) stone of some steel hard, violet-blue substance some 13” arm to arm and 
  weighing some 13 pounds, the Cruexalon was first discovered entangled in a fisherman’s net off the 
  Dreaming Isles some 110 years ago.  It has had a checkered history since then.  Apparently (there is 
  no documentation), it has the power to “hold any demonic being, regardless of kind or power, in 
  immobile impotence”!!!  No Demon, so the reports go, can resist its touch, and all Demons seem to 
  be “very adverse” to even approaching it very closely (i.e. to within a 13’ radius of it).  Not really a 
  “jewel” but more jade like in appearance, it is none-the-less included here because it has commanded 
  as much as 500,000 GS when sold.  Be warned: most that have owned it have indeed met their end at 
  the hand of some Demon or other.  The stone was last known to be in the possession of the High 
  Mage of Tharkhala.  As that was 11 years ago and he is still alive, well, most figure he no longer has 
  it.  After all, none have survived its acquisition by more than 3 years before. 
  THE ORACLE’S ORBS 
  This pair of perfectly matched, walnut sized black diamonds were the “orbs of the Great Oracle of 
  Arduin”.  First heard of only 13 years ago as “receptacles of potent arcane power”, they were 
  recently reported stolen in a particularly bloody robbery wherein the Oracle himself was stabbed 
  repeatedly through the heart by the alleged perpetrator, one “Mad Michelene of Napona”.  The 
  gems’ location are unknown, their value and powers uncertain, but their value most likely is quite 
  high. 
  THE BLACK ALACORN 
  This is a large black sapphire finely carved in the form of an Alacorn.  This gem is reputed to be one 
  of those rare and wondrous “Figurines of Fabulous Power” so often sung of in legend and yet so 
  seldom seen.  It has also been mentioned in several magikal tomes as a receptacle or talisman of 
  unimaginable power, and at least one manuscript (said to be an excerpt from the Rune Death 
  Chronicles) refers to it as “one of the keys to utter Darkness”.  The overall size of the gem/figurine 
  is 8” high from hoof to wingtip, and 4.5” long with a weight of some 8,000 carats.  Its value, if even 
  half of the stories about it are true, is so vast as to be incalculable.  Kingdoms and Empires have 
  been whelmed, mighty Wizards and Demons have been brought to doom, and countless heroes have 
  passed into the void in the seeking and the finding of this artifact.  Seek it only at your peril.  It was 
  last rumored to be in a long lost temple somewhere in the fabled Land of the Dead. 
  THE STAR OF GHORFAR 
  A brilliant white diamond of flawless clarity, the stone weighs some 3,568 carats.  As the main gem 
  of the royal scepter, it was once the centerpiece of the Crown Jewel collection of Ghorfar.  It was 
  stolen by unknown means some 100 or so years ago.  A massive search by normal and magikal means 
  that lasted for upwards of 30 years was both unproductive and frightfully expensive to the then 
  ruling royal line, and was instrumental in causing that line to be removed, legally, from the throne by 
  the other noble houses of Ghorfar.  Recent interest has been rekindled by the recovery of the royal 
  scepter (minus the “Star”) from an offal heap outside the confines of Watchtown near the Plateau of 
  Forever in Arduin.  The scepter has been returned to Ghorfar, and the investigation has been re-
  opened. 
  THE AURELIAN ROSE 
  This “rose” is actually an Orichalcum petaled, Adamantium chained pendant with a single, exquisite, 
  106 carat Dragon’s Tear gem.  The rose itself is covered by a “dust” of blue, green, and lavender 
  diamonds, and the clasp on the back of the chain is set with a flawless 3.5 carat orange diamond.  
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  This glittering piece of jewelry was created deep under the earth more than 2,000 years ago by the 
  legendary Dwarf King Parglyll Ironfoot for his only child, a daughter named Dwimmer Flower.  It 
  passed from Dwarven hands some 800 years ago by foul murder and theft, and has not been spoken 
  of or seen in any land since. 
  BLACK RORY’S RING 
  This Orichalcum thumb ring is set with an 80 carat black star ruby flanked by four flawless 12.5 carat 
  fire stars.  Together their beauty is said to be so great as to make even the hardest cutthroat weep for 
  the joy of seeing them.  The only other thing that the 400 year old legend says about this ring is that 
  it is the map and the key to a great treasure hoard.  This could be true as it was worn by the 
  adventurer (most say Master Thief and Highwayman) called “Black Rory” who, being a mortal 
  Human, went to an unknown grave without ever divulging the whereabouts of all the loot he’d 
  acquired over his 40+ year span of (in)famous adventuring. 
  CHAOS CAT 
  Also known as “The Panther of Phantheros”, this is a life size stalking panther carven of 468 pounds 
  of black jade with two eyes of emerald, each 129 carats in weight.  Originally part of a temple to the 
  cat Goddess Baast (Sekhmet), it was taken by an invading army 2,200 years ago, and has gone from 
  one “collector” to another ever since.  The only thing really certain concerning this beautiful artifact 
  is the curse laid upon it by the dying high priestess as her temple burned around her: “The claws of 
  Chaos shall ever be at the throat of they who would defile our Goddess, and no mercy shall they ever 
  know”.  Apparently, this curse has some “teeth” in it as any who have claimed to own the stature for 
  more than one year have died under bloody and violent circumstances.  This then is the “cat” that so 
  many have died to possess.  It was last reported (50 years ago) seen in the summer home of an 
  eastern island satrapy. 
  FROG HEART 
  The Frog Heart is a huge 21,000 carat emerald carven into the likeness of a sitting frog.  The legends 
  about this awesome jewel are many and confused, but three seem to be repeated enough to mean 
  something.  First, it is said that the gem was made by the “jester of the gods”, a being known simply 
  as “Froggie”.  Second, it is apparent that the emerald can (how and why being unknown) shift itself 
  (and its owner upon occasion) across and/or through time and distance.  Lastly, it is reputed to be 
  able to “open those gates to any plane known to the holder of the jewel”.  Thus, it appears, 
  disappears, then reappears again and again through recorded history.  The earliest known reference to 
  it, scholars believe, is more than 300,000 years ago. 
  GOD SONG 
  This is a 34” tall harp or lyre, carven entirely of rainbow diamond!  It weighs approximately 39,500 
  carats, and has 13 strings of “Angel’s Hair”.  It is inlaid with Orichalcum, black Mithril, and 
  Adamantium.  Inset in it also are 31 black rubies, each 30 carats in size.  How old this beautiful item 
  is, who made it, and why are all open to conjecture, though most believe it is the belonging of some 
  god or demi-god.  What is known is that any Bard, Rune Singer, etc. who plays it does so at greatly 
  enhanced ability.  Legends also say that it “hath music to soothe the savage breast”.  First seen about 
  2000 years ago, it supposedly disappeared 800 years past into a “dragon’s hoard” in Arduin. 
  THE HAND OF ORCHONOS 
  Some 9,500 years ago, a mighty Wizard named Orchonos was a power in the dread, dark land of 
  Marmachand.  His works were many, and his wealth was matched by few in the world, yet he was not 
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  content with this, and thus summoned the Demon Lord Apharoe.  Instead of trying to strike a 
  bargain with this dread lady from Hell, he sought instead to force his will upon her.  Seeming to 
  succumb to his arcane power, she granted the first of his three demands by lying with him as his wife. 
   As he slept afterwards, she granted him the second of his demands – “to be richer by far than even I 
  am now” – by turning him into solid rainbow diamond!  Then, with a terrible smile she granted his 
  last demand – immortality – by insuring that “your soul shall live forever within this gemmed glory, 
  even until but only a tiny grain is all that remains”.  Where the rest of the “body” is none can now 
  say, as only the left hand and wrist (of 9,050 carat weight) of the foolish magician is all that has been 
  seen in more than 600 years! 
  THE MEDUSA STONE 
  This 962 carat blue-white diamond is reputed to be the “solidified soul” of the first Medusa that ever 
  existed.  Legends also say that occasionally an owner of this gem will, for no apparent reason, be 
  found gazing intently into its sparkling depths while it sits cupped in his hands.  What’s so unusual 
  about that, you may ask?  Simply that those thus found have been turned to solid grey stone!  It was 
  last heard of about 85 years ago in the hands of a merchant prince.  When he was thus found as 
  described, it is said that his daughter cast the beautiful stone into the Silver Sea. 
  TROLL HEART 
  A generally round, 1,000 facet yellow diamond of 2,000 carat weight, it formerly sat atop the scepter 
  of the Troll King Mzangredth, but was stolen when he was slain by a band of adventurers called 
  “Black Rory’s Brood”.  In the 450 or so years since that time, it has been seen only twice: once 45 
  years ago as part of a ransom paid to Mingol brigands for the return of a rich merchant’s wife and 
  daughters, and again 12 years ago, briefly, in far Ghorfar by a sea captain who saw it set once again 
  into a scepter (this time of coral) in the hands of the King of the Tritons off the coast of the 
  Dreaming Isles.  It is rumored that the Trolls still look for their lost “heart”, and will stop at nothing 
  to ensure its return. 
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  Timothy Schaefer (order #5257304)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Arduin/The Arduin Trilogy.pdf