TEXT: *btr 100 new spellS for qc(erics, ~ ... ~ ... ~ 
  ~tr 100 netn;fflonstrrs to tmifp 
  35 greater ·~ami~ bemons of btU anb 
  . 
  11 lesser, but still beablp~brmons of gruesome bells! 
  i!ttn .$agikal 3Jtem5 to pleast tbtn tl)e grrrbirst of 
  rbaractent 
  6 .Jiietn rbamcter dassts, indubing~assins anb 
  .:lforresters. 
  m totallp new,plapablt c!)aracter bit point 9pstem--
  tbe best eber. 
  S. ctrbararter ~ocial ~tatu5, l.egacp anb ~ills ruleS! 
  9. 
  ~ow to age plaptr cl)aractrr5! 
  10. 
  ~lapable anb reali5tic rulr5 for tntrgp (bisintegratr, 
  la5em~ ret.) tppebegtrudion! 
  ~urig5, 1Deobantb5 anb ~braints as plapercbarartem! 
  ~olitical tbents anb fami{!11)apptning5 forrampaign plap! 
  ~rut (fltmmtaWindubing tbttt nrtn tppes! 
  ~b mud). mucb~ mote! 
  I 
  
  OPENING COMMENTS 
  Thia, the third and final volume of the Arduin Trilogy, is truly the most infor-
  .. tion-p.cked of them all. 
  The hundred new spells bring a variety unheard of pre-
  viously to Magee, Clarice and other magik-uaing types . 
  The 100 new monsters are 
  all tough, viable in play,and also add enormous scope to the OM's monster range. 
  The Greater oa.ona are intended to provide players wlth opponents more terrifying 
  than other publication•' "goda" yet does not force them into unplayable "god-kil l-
  ing• aituations. 
  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 
  Arduin'a very own "Name Demone" of terrible and bloody reputation. 
  Use them spar-
  ingly and only to guard the moat valuable of treasures . 
  Speakin9 of ~hich , the 
  thirtv seven new treasure• in this volume reflect the best (and funniest) ~rduin has 
  to offer in a random sampling way . 
  Enjoy! 
  The aix new character classes and five character (race) sketches add more 
  player choice and depth of play. 
  The "bad guys," "good guys" and other such lists 
  help in this respect alae, by making "encounter" or "local color" type characters 
  readily available to hard-pressed OMs . 
  The wild tribes and list of "dungeon" type areas provide wider scope fo r OMs to 
  expand their •wilderness• or •overland" areas into, and the "solo determination" 
  aeries of charta effectively maps out the political and random fa te "wilderness" 
  that .oat OMs ere forced to wander through. 
  The rules additions and changes have all been well thought out, massively 
  researched and painstakingly play tested over hun dreds of hours. 
  In abort, this volume has enough new information and ideas to please even the 
  hardeat noaed OMs , no matter how jaded they are! 
  Thia book is dedicated to them. 
  The hard-working , maniac-minded, souls who 
  .aka fantasy role playin9 games, the best demn games in the entire world! 
  You deserve the beat and r humbly hope this book is j ust that . 
  THE BEST. 
  Dave Hargrave 
  Multiversal Tradina Co. 
  2161 "C" Salvfo Street 
  Concord, CA 
  94520 
  T~ e l .. ginati ve and beautifu ll y executed artwork in this 
  wo l uee Ia due t o the efforts of the talented Greg Espinoza 
  (aga i n, ••cept for two late entrie s by our origina l artist-
  Er ol Otua). 
  S~cial Dedication 
  I'd like to thank Michelle McAvoy, the typist , fo r rany lonq hours of h8rd 
  and gruelling work; Russell Roe for all his lona and te~ious "ao-for" help; and 
  Jim Mathis for havin9 faith, funds and triendRhip . 
  ~ them and several others 
  ~~:!k~ereea, you too!) who also helped in various capcitys I aive heftXt-fe lt 
  The Text , Artwork and all else is the sole nronertv of llevid 1\. l'arqrave . 
  Copyright 
  1978 ~ 
  All Rights Peaerv~ 
  Infrinqe .. nt of these riq~t• will be prose cute~ to the 'ull extent of the law. 
  TABLE OF CONTENTS 
  Subject Matter 
  Page Nwr.ber(s) 
  Character individualization, leqacy and equipnent charts, etc. 
  Character aging 
  . . . . . . . . • . . . 
  Natural Character Armor Classes 
  . . . . 
  Random events, charts, solo OM'ina, etc. 
  New character classes 
  . . . . . 
  ~ . . 
  Resurrection and other clerical notes 
  New Character H~t Point System 
  Guild fees . . . . . . . . 
  Rando~ Life ~tyle Chan9es 
  Combat and Other Notes 
  Energy Weapons (Chart) in fantasy 9ames 
  New Magikal Items 
  New Ma9es Spells . . 
  New Clerical Magik • 
  New Druidical Mac~k 
  "Techno Magik" . · 
  Hell Spirals . . . 
  100 New ~onsters . 
  True Elementals 
  New Lesser Demons 
  The Great Name Demons 
  Arduin's Principle Noble Familys . 
  The Bandits, Brigands & Highwaymen of Arduin 
  Denizens of Arduin's "under citys" 
  Notable Characters of Arduin's Le~ends 
  Principle Wild Tribes of Arduin 
  : 
  Arduin' s Dungeons, Towers, Cavarns and other areas o . Death & Glory 
  A Message to the rans o 
  Prduin 
  ~br §rbuin ~rimoirr Yot m 
  1Jabib J()arwaur 
  1-4 
  5 
  6 
  7-10 
  11-22 
  23 
  24-26 
  27 
  28 
  29-30 
  31 
  32-34 
  35-41 
  42-44 
  45-46 
  47 
  48 
  49-60 
  61-63 
  64-66 
  66-67 
  78-79 
  80-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95 
  
  ' 
  Ot 
  " 
  ~ 
  {i 
  ~ -
  ~ 
  Racial 
  Free 
  CI!JIRACTER LEGACY CI!JIRT 
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  • 
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  •o • t: 
  '<0 
  DIICII 
  n 
  ~~ li" g 
  ~ 
  Man 
  CraftA-
  Mer-
  r~ntle- Lesser 
  Distant 
  ..!I£!_ 
  ~ 
  Connoner ~ 
  llt Ari'IS •orphan ~ 
  ~ 
  ~ ~~Roy alty 
  Hwnan 
  01-10 
  11-60 
  Elf 
  Ol-80 
  81-82 
  !sElf 
  01-60 
  61-70 
  Dwarf 
  01-78 
  79-83 
  Hobbi tt 
  01-88 
  89-91 
  Kobold 
  01-20 
  21-75 
  Kobbitt 
  01-33 
  34-53 
  Goblins (all)Ol-25 
  26-88 
  Lesser Orcs 
  01-75 
  76-80 
  Greater Orcs 01-60 
  61-75 
  '> ('res 
  01-30 
  31-6 5 
  Sauriq 
  01 
  02 
  Phraint 
  ---
  01-05 
  Deodanth 
  ---
  01-70 
  Ynoblin 
  01-05 
  06-08 
  Oare 
  01-40 
  41-44 
  r.iants (all) 01-95 
  ---
  Amazon 
  01-20 
  21-40 
  All Others 
  01-25 
  26-75 
  TYPE 
  Freeholder 
  Commoner 
  Tenant 
  Man at Arms 
  Orphan 
  Craftsman 
  ,..erchant 
  r.cntleman 
  Lesser Noble 
  Noble 
  nistant Poyalty 
  Close Royalty 
  61-75 
  76-80 
  81-83 
  84-87 
  88-90 91-93 
  94-96 
  97-98 
  99 
  83 
  84 
  85 
  86-87 
  88 -90 91- 95 
  96-97 
  98 
  99 
  71-75 
  76-80 
  81-82 
  83-90 
  91-95 96-97 
  98 
  99 
  lOC 
  84 
  85-87 
  88 
  R9-95 
  96 
  97 
  98 
  99 
  100 
  92-93 
  94 
  95 
  96-97 
  98 
  99 
  100 
  76-8·o 
  81-83 
  84-98 
  99 
  100 
  54-65 
  66-70 
  71-95 
  96-99 
  100 
  89-93 
  94-q8 
  99 
  100 
  ---
  81-85 
  86-90 
  91-98 
  99 
  100 
  76-80 
  81-90 
  91-95 
  96-98 
  99 
  100 
  66-85 
  86-90 
  91-95 
  96-98 
  99 
  100 
  03 
  04-90 
  91-99 
  ---
  ---
  ---
  100 
  --·-
  06-95 
  96-97 
  98 
  99 
  100 
  ---
  ---
  71-85 
  86-94 
  95 
  96 
  97-99 
  100 
  09 
  10-12 
  13-97 
  98-100 ---
  ---
  45 
  46-50 
  51-99 
  ---
  ---
  100 
  96 
  97 
  98-99 
  ---
  ---
  100 
  41-45 
  46-86 
  87-90 
  91-92 93-95 
  96 
  97 
  98 
  99 
  76-80 
  81-90 
  90-95 
  96 
  97 
  98 
  99 
  99 
  100 
  DISCRIPTiotl 
  The 
  f~1ly ~~s their own land, 
  usu~lly ~erately poor. 
  The family are city dwellers; thea~ are the •average citizens . " 
  The family ~~rks for landowners as tenant far~e rs, e tc . 
  The family lives on other ' s property and provides warriors for 
  them. 
  As i t says. 
  It. could he country or city at random. 
  Freemen , guild members , the workers in metals , cloth, pott ery . 
  As above but owners and traders. 
  Retired adventurers, Merchants, etc., all reople of somP means. 
  From a noble family of Je•• th•n Baronial rank. 
  Fro~ a Baronial or higher-ranked familv . 
  Pelated distantly to royaltv far away in tu•e and/or dutance . 
  Related to royalty nearby in ti~ and/or distance. 
  !i! c 
  ~ 
  .... c 
  ~ 
  .... .. 
  ~ 
  !,;! 
  0 ... 
  z 
  ~ 
  .., 
  § 
  "' 
  0 
  ~ 
  ~ 
  ~ 
  1:: 
  Close 
  Royalty 
  100 
  100 
  100 
  .. 
  
  3 
  (Roll) 
  Social Status 
  Freeholder 
  Commoner 
  Tenant 
  Man at Arms 
  Orphan 
  Craftsman 
  Merchant 
  .! 
  1 
  2 
  1 
  3 
  1 
  Gentleman 
  5 
  Lesser Noble 
  10 
  Noble 
  15 
  Distant Royalty 25 
  Close Royalty 
  35 
  3 
  6 
  2 
  10 
  10 
  15 
  20 
  35 
  50 
  5 
  6 
  3 
  3 
  8 
  15 
  15 
  20 
  25 
  45 
  65 
  CHARACTER WEALTH TABLE 
  9 
  12 
  12 
  20 
  20 
  30 
  35 
  60 
  80 
  11 
  15 
  12 
  16 
  5 
  16 
  20 
  5 
  6 
  16 
  25 
  30 
  40 
  45 
  75 
  95 
  20 
  30 
  40 
  50 
  55 
  90 
  120 
  ! 
  Well to Do 
  19 
  20 
  8 
  24 
  26 
  35 
  50 
  60 
  65 
  105 
  145 
  24 
  25 
  10 
  30 
  8 
  32 
  40 
  60 
  75 
  80 
  120 
  170 
  29 
  30 
  12 
  36 
  38 
  45 
  70 
  90 
  95 
  150 
  195 
  10 
  35 
  36 
  15 
  42 
  10 
  46 
  50 
  80 
  105 
  110 
  180 
  220 
  11 
  g 
  Wealthy 
  ~
  I 0 
  41 
  50 
  42 
  52 
  18 
  22 
  50 
  60 
  12 
  15 
  54 
  60 
  90 
  120 
  130 
  220 
  260 
  62 
  75 
  100 
  140 
  150 
  260 
  300 
  1 Arm/ Armor 
  2 Arms/Armor 
  3 Arms/ Armor 
  4 Arms/ Armor 
  5 Arms/ Armor 
  6 Arms/Armor 
  8 Arms/ Armor 
  10 Arms/ Armor 
  1 Item 
  2 Items 
  3 Items 
  4 Items 
  5 Items 
  6 Items 
  7 Items 
  8 Items 
  9 Items 
  10 Items 
  12 Items 
  Full Gear 
  F 
  R 
  E 
  E 
  H 
  0 
  L 
  D 
  E 
  ! 
  1-10 
  11-14 
  15-16 
  17-18 
  19 ... 
  ••• 
  ••• 
  20 ... 
  ••• ... ... ... 
  ••• ... 
  ••• ... 
  ••• 
  c 
  0 
  M 
  M 
  0 
  N 
  E 
  R 
  1-6 
  7-10 
  11 
  12 
  13 
  14-18 
  19 
  20 
  ••• ... 
  • •• ... 
  ••• ... 
  ••• ... 
  ••• ... 
  ••• 
  ••• 
  OWNED EQUIPMENT CI!ART 
  T 
  E 
  N 
  A 
  N 
  T 
  1-10 
  11-14 
  15-18 
  19 
  20 ... ... 
  ••• ... 
  ••• ... ... 
  ••• ... ... 
  ••• 
  ••• ... 
  ••• 
  • •• 
  M 
  A 
  N 
  A 
  T 
  A 
  R 
  M s ... 
  ••• 
  ••• 
  1 
  2 
  3 
  4 
  5-10 
  11-14 
  15-18 
  19 
  20 .. . 
  ••• 
  ••• 
  • •• ... 
  ••• 
  ••• 
  ••• 
  0 
  R 
  p 
  II 
  A 
  N 
  1 
  2-3 
  4-5 
  6-7 
  8-9 
  10-14 
  15-17 
  18-19 
  20 
  ••• 
  *** 
  *** . .. 
  ••• ... ... 
  • •• .. . 
  ••• 
  ••• 
  c 
  R 
  A 
  F 
  T s 
  M 
  A 
  N 
  1 
  2 
  3-6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 . .. . .. . .. 
  M 
  E 
  R c 
  H 
  A 
  N 
  T s 
  1 
  2 
  3 
  4-6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  ••• 
  ••• 
  G 
  E 
  N 
  T 
  L 
  E 
  M 
  A 
  N 
  1 
  2 
  3 
  4 
  5-6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  ••• 
  L 
  E s s 
  E 
  R 
  N 
  0 
  B 
  L 
  E 
  N 
  0 
  B 
  L 
  E 
  l *** 
  2 
  1 
  3 
  2 
  4 
  3 
  5 
  4 
  6 
  5 
  7 
  6 
  8 
  7 
  9 
  8 
  10 
  9 
  11 
  10 
  12 
  11 
  13 
  12 
  14 
  13 
  15 
  14 
  16 
  15 
  17 
  16 
  18 
  17 
  19 
  18 
  20 
  19+ 
  D 
  I s 
  T 
  A 
  N 
  T 
  R 
  0 
  y 
  1\ 
  L 
  T 
  y ... ... 
  ••• 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17+ 
  4 
  c 
  L 
  0 s 
  E 
  R 
  0 
  y 
  A 
  L 
  T 
  y 
  • •• ... 
  ••• 
  ••• 
  *** 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15+ 
  One Arm/ Armor m~ans one of either not both. 
  Thus one shield or set of chain 
  mail may be chosen or one broadsword or axe, etc. 
  The term "Items• means any-
  th i ng other th•n arms or armor. 
  A die roll in the "Items• columns means that the 
  roller •lr••dy has six pieces of arms or armor. 
  Remember a helmet is one piece 
  of armor, a shield L~other and so on. 
  Full gear means •nythJng dea J red . 
  CLOSING NOTES 
  Remember, these charts are option•l, but when used they lend a feeling of 
  depth and reality to newly rolled-up characters. 
  To further JndJ vJdu•lJze your character you may •d lib one (1) to three (3) 
  "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 opp rent lc• shoemaker (had he been fully trained he would have been under the 
  Cr•ft sman classification, although he would be a guild member). 
  Thus he has the 
  sk i ll 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, 
  J n t h• t s k i ll, acquired). 
  
  5 
  CIIAIU\CTER AGING 
  ~o thought is usually given to player characters aging during prolonged or 
  campaign game play. 
  In Arduin, however, we believe in re • l ! t~ and so have 
  devised an aging system that is simple, fair and playable: here it i s: 
  For each 10\ of maximum life span left a character has •f ter he r••ch•• 
  hl • m•JorJty (as listed in AG I and II) that character will loose l point off of 
  his/her strength, de1tterl ty, •g l llty, •nd con•tltut!on. 
  Fighters and others 
  who lead an active and hard life (ouch as Shao Lin monks, ~in j a, etc.) loose 
  those points only after 15\ and those who lead soft, weak lives (Psychi cs, Courte-
  s ans, Alchemists, Sages, etc.) loose them after only 5,. 
  For example: 
  a 
  ~ Elf Mage haa a life span of 1,000 years and reaches hi s 
  majority after 40 yeara. 
  Thus every 10\ of 960 years (those remaining) he would 
  loose l point ••ch off hie constitution, atrenqth, dexterity and agility. 
  However, no character may ever looae more th•n h•lf of hie/ her points through 
  n•tur•l aging. 
  Elves and other immortals age one year in appearance and loose those 
  points after only ••ch 1,500 years. 
  Characters may, of course, use magikal or other artificial ~ana to restore (or 
  keep from losing) those pointa. 
  ~OTES 0~ ~ATURAI. CHARACTER AC 
  6 
  Many racial types, due to their magikal or near magikal nature have skins with 
  n AC other than 9 . 
  Sometimes this reflects its toughness and sometimes it shows 
  how hard to hit they are (as for Elves). 
  Whatever the reason, they have AC'a bet-
  ter than •normal.• 
  ~ 
  Elf 
  ~Elf 
  Great Ore 
  Ore 
  Is Ore 
  Kobold 
  Goblin 
  Hob-Goblin 
  Dwarf/Gnome 
  Hobbitt 
  ~ATURAL AC CHART 
  ~ 
  5 
  1 
  4 
  5 
  6 
  1 
  6 
  5 
  4 
  8 
  If you don't see your character type, check the "monster" listings in AG I , II 
  or herin. 
  Remember ~ 
  If an Elf (with a natural AC of 5) wears chaLnmaLl, his AC ia 3. 
  That's due to the adding of 2 to his ovn n•tur•l AC (see AG I for armor •dd on 
  statal . 
  
  7 
  NOTES ON TI'E RANDOl" EVENT CHARTil ' C'AAPAIGN WOP:.Dl' 
  The following charts are generally used for non-pl•v• r characte rs i n cam aiqn 
  style play, although all players (especially those in positions of power may URe 
  them). 
  Practically spe&Xinq, a DM that runs a campaiqn tvpe worlrl, in which several 
  different players run theJr ovn countries, etc., •u•t have a chronoloqical sys te~ 
  that is common to •ll of those nations •• well •• co•• on rul••· The easiest way i s 
  to use r••l (our earth) time on a thr•• (3} to one (l} ratio. That is, for everv 
  r••l month that passes, 3 months pasa in the oame (or vice versa). That way charac-
  ters who've been out of play for a while will still know the e xact g~e time 
  elapsed (and current date). This ia important especially for reliqeous ~olidays , 
  politics and other such •color• or "depth" for a world. It also puts plavers in 
  the position of having to get off their chubby buns and do vh • t•v• r i s 
  nec•••• r v1# 
  vhen 1t 1• n•c••••ry. No more procrastination and •cee do I havta's"! 
  The urgency or t1•• will add a new feel of reality to plav, end will became , 1 
  think, very enjoyable to all as a part of their 9aminq. 
  DUNGEONMASTERS SOLO DETERMINATION 
  CHARTS AND NOTATIONS 
  8 
  POLITI CAL ALLIGNMENT CHART 
  Die Roll 
  01-05 
  06-10 
  11-15 
  16-20 
  21-25 
  26-30 
  31-35 
  36-40 
  41-45 
  46-50 
  51-55 
  56-60 
  U-65 
  66-70 
  71-75 
  76-80 
  81-85 
  86-90 
  91-95 
  96-99 
  100 
  Basic Rlesulta 
  No Change 
  Slight dissatisfaction 
  No Change 
  Moderate dissatiafaction 
  No Change 
  Great dissatisfaction 
  No Change 
  Immense dissatisfaction 
  No Change 
  Absolute dissatisfaction 
  No Change 
  Higher s tanding offered politically 
  As above but for •a favor" 
  No Change 
  Small bribe offered (100 G.S. or less) 
  No Change 
  Moderate bribe offered (up to 1,000 G.S. ) 
  No Change 
  Large bribe offered (1-100,000 G.S.) 
  Assassination attempt, wounded only 
  As above, but it succeda, character dies 
  INTRIGUE AND POLITICAL DEALS CHART 
  Die Roll 
  Basic Results 
  01 
  Mild intrigue againat own faction 
  02 
  As above, but against the opposition 
  OJ 
  Moderate intrigue against own faction 
  04 
  As above, but for the oppoaition 
  05 
  Heavy intrigue against own faction 
  06 
  As above, but for the opposition 
  07 
  Involved in aasassination plot , own fac-
  tion 
  · 
  08 
  As above, but for opposition 
  09 
  Active member in aaaaeaination, own fac-
  tion 
  10 
  As above, but for the opposition 
  11 
  Chosen to be the assassin , own party 
  12 
  As above, but for the oppoaition 
  13 
  Attempting internal power play (takeover) 
  14 
  selling out to the opposition (secretly) 
  15 
  Aa above, but public break 
  16 
  Disinvolving oneself from politics 
  17 
  As above , but permanently 
  18 
  Marrying for political gain 
  19 
  Marrying for love 
  20 
  Character commits suicide for political 
  reasons, and in public (35\ chance) or 
  private (65\ chance) 
  SPECIAL NOTE 
  ~ 
  As it states . 
  10\ possibility of intrigue. 
  As it states. 
  25\ chance of intrigue. 
  As it states. 
  50\ chance of intrigue. 
  As it states . 
  75 \ chance of intrigue. 
  As it states . 
  100\ immediate intrigue etc . 
  As it states. 
  25\ chance for advancement. 
  Depends on favor asked. 
  As it states. 
  5\ chance of acceptance. 
  As it stat••· 
  20\ chance of acceptance. 
  As it states. 
  50\ chance of acceptance. 
  50\ chance of retaliation. 
  As it atatea. 
  ~ 
  Nothing permanently hurtful 
  Aa above, it's •the game.• 
  One person singled out 
  Politicaly damaging 1 person 
  Out to ru1n a rival 
  Character ruination 
  Peripheral involvement 
  Aa above 
  out to get an •enemy• 
  True belief in ita "riqht-
  neaa• 
  As it says, fanatical 
  As above. 
  For one's own political 
  group 
  As it says. 
  As it says 
  For 1-20 montha 
  As it aaya 
  As it aaya 
  Not good politicaly usually 
  As it implys . 
  Roll from the top chart each month of play, and whenever anything other than a 
  "No Change" is rolled, then roll from the second (lower) chart. During times of 
  crisis, roll each week , or even daily, depending on its seriousness . 
  
  9 
  Die Roll 
  01 
  02 
  03 
  04 
  05 
  06 
  07 
  08 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Die Roll 
  01 
  02 
  03 
  04 
  0 5 
  06 
  07 
  08 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  SOLO DUNGEONMASTERS RANDOM EVENT CHART (BAD) 
  Basic Results 
  No Random Results 
  Pickpocketed 
  No Random Results 
  Robbed at weapon point 
  Brawl in an Inn or restaurant 
  Thrown by your horse, etc. 
  No Random Results 
  Arrested on minor charges (false) 
  No Random Results 
  Arrested on serious charges (false) 
  No Random Results 
  Arrested on Death Warrant cha.rges 
  (false) 
  No Random Results 
  Minor illness 
  No Random Results 
  Moderate illness, 15\ chance of per-
  manent damage 
  No Random Results 
  Serious illness, 35\ damage chance 
  Terminal illness, 5\ recovery chance 
  Altercation with Nobility, 20\ chance 
  of brawl 
  As it says 
  Loose 1-100 G.S. (roll) 
  As it says 
  Loss as 
  2, 15\ chance of fiqht 
  15\ chance of permanent injury 
  25\ chance of permanent injury 
  As it says 
  10 
  chance of a conviction, etc. 
  l>s it says. 
  20\ chance of conviction, etc. 
  As it says 
  Conviction chance is 5\ 
  As it says 
  Incapacitated 1-10 days 
  As it says 
  Out for 5-50 days 
  As it says 
  Incapacitated for 10-100 days 
  Death in 1-100 days 
  Results are varied 
  SOLO DUNGEONMASTERS RANDOM EVENT CI'JI.RT (GOOD) 
  Basic Results 
  Fall madly in love with same type 
  No Random Results 
  Girl of same type falls madly in love 
  with 
  No Random Results 
  Fall madly in love with different 
  type female 
  As above, but the female's in love 
  with you 
  No Random Results 
  Take a short trip to the closest big 
  city 
  No Random Results 
  Take a long trip to another country 
  Inherit a small fortune 
  No Random Results 
  Inherit a moderate fortune 
  No Random Results 
  Join an established household 
  No Random Results 
  Be befriended by a Noble 
  No Random Results 
  Earn a •tavor• from Royalty 
  Inherit a large fortune 
  ~ 
  20\ chance of NO marriage 
  As it says 
  10\ chance she's rich 
  As it says 
  45\ no marriage chance 
  25\ chance she's rich. 
  Ps it says 
  20\ chance of misfortune. 
  As it says 
  25\ chance of misfortune 
  1-100 G.S. (roll) 
  As it says 
  100-1000 G.S. 
  As it says . 
  15\ chance it will not work out. 
  As it says 
  20\ chance it will not work out. 
  /Is it says 
  10 
  of it belna a "great" one. 
  1,000-100,000 G.S. 
  It is 50/50 which chart must be rolled on each month, however each chart •us t be 
  rolled on at least three times a year. 
  Remember, that the above charts are only a guideline, and the final arbitrator 
  is the OM. 
  Die Roll 
  01 
  02 
  03 
  04 
  OS 
  06 
  07 
  08 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Note: 
  DUNGEONMASTERS SOLO FAJoiiLIAL 
  RANDOM CIRCUMSTANCES CHART 
  Basic Results 
  Minor illness in family 
  No Random Results 
  Moderate illness, 15\ chance of per-
  manent injury 
  Sick for 1-10 days 
  As it says 
  Sick for 5-50 days 
  No Random Results 
  As it says 
  Serious illness, 35\ chance of perman- Sick for 10-100 days 
  ent injury 
  No Random Results 
  Terminal illness 
  Close Kin murdered by your enemeys 
  No Random Results 
  Close kin goes permanently insane 
  No Random Results 
  As it says 
  Death in 1-100 days 
  10\ chance/finding killer 
  As it says 
  You have to care for them 
  As it says 
  10 
  Spouse or lover deserts you for an-
  other 
  10\ chance of finding them 
  Pregnancy in your household 
  No Random Results 
  Spouse or Lover inherits a fortune 
  No Random Results 
  Family fortune/jewels are lost/stolen 
  Royal "favor" earned by close kin 
  No Random Results 
  Close kin falls madly in love with you 
  As applicapable 
  As it says 
  100-10,000 G.S. 
  As it says 
  05\ cha.nce of recovery 
  10\ chance it's •great• 
  As it says 
  20\ chance you reciprocate. 
  This chart is used only by characters that are married, or belong to a 
  proper "house." 
  No others need roll on this chart. 
  The previous charta 
  are gener•lly used by Non-Player characters (Kings, Sheriffs, Nobles, 
  etc.) in campaign style games; however they are auite playable when used 
  by regular characters. 
  
  11 
  C~CTER CLASSES--
  THE GOOD, THE BAD, AND THE UGLY 
  Many people question the value of having many new and different (even esoter-
  ic) character classes to play . 
  For instance in Arduin we have not only the co••on 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: 
  v•rJety and game pJ•y•bJJJty. 
  Ga~ playability 
  you ask? 
  Yes! 
  The fact is that most players want JndJvid uaJJty in thei r charac-
  ters, so they do things like makinq them •conan" type Barbarians , Traders , Runic 
  Bards or the like. 
  Until I play tested and codified (in the three AG's) the many 
  varied classes, the OM/player could only ad lib the character's differences from 
  the other more nor••l ones. 
  With quldellnes and basic rules lde•s outlined in 
  print, the individualization of characters was now easy and PLAYABLe within the 
  entire scope of the game rules. 
  No one had to f•ke Jt so the game became better, 
  faster, easier and difinitely much more enjoyable! 
  The new character classes, all of which I've seen in play, add color, life 
  and 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. 
  NEW CHAR1.CTER CLASS 
  THE ALCHEMIST 
  12 
  Alchemists are a specialized version of the Sage class (a sub-category of the 
  "Esoteric knowledge• branch). 
  They are well versed in chemical, herbal and met-
  alurgical 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 ••Y use their 
  chemicals, etc. defensively or in a l 1a1 ted offensive manner). 
  They seldom venture on "dbngeon 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 expedi-
  tions. 
  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 end technology. 
  Level 
  First 
  Second 
  Third 
  Fourth 
  Fifth 
  Sixth 
  Eighth 
  Tenth 
  Fifteenth 
  TWentieth 
  TWentififth 
  Thirtieth 
  Fortieth 
  Fiftieth 
  Seventififth 
  Hundredth 
  Designation 
  Student Chemist 
  Graduate Chemist 
  Journeyman Chemist 
  Low Chemist 
  Assistant Chemist 
  Chemist 
  High Chemist 
  Alchemist 
  High Alchemist 
  Black Alchemist 
  Grey Alchemist 
  White Alchemist 
  Silver Alchemist 
  Gold Alchemist 
  High Alchemist 
  Eldest Alchemi st 
  Special Acquired Attributes 
  These are open to each individual Dungeon 
  Master's adjuication. 
  They cover smoke-
  bombs, low1 medium and high glues1 stinlt 
  bombs; medicinal poultices; water purifi-
  cation; poison manufacturing and anti-
  dotes; flash powder; qun powder; nausea 
  gas; tear gas; poison gas; various physi-
  cal attribute boosters; food preserva-
  tives/ slippery liquids1 chemical welding 
  agents; pyro-technics; thermite; fire re-
  tardants (for clothes, etc.); various 
  aromatic oils; pastes; powders; and assor· 
  ted chemicals and devices. 
  They acquire expe'rience by selling their goods (1 point per 10 G.S. in value) 
  and for U$ing their devices (as in combat) and acquiring alchemical artifacts. 
  Experience points per level as per the chart in AG I 
  
  l3 
  NEW Cl'..> RJ\CTER CLASS 
  TP.E ASSASSIN 
  The Assassin is a type (or surlcasa of) the ~artial ~rtist class, an~ has 
  much of those rules/statistics. 
  l'owever they also have their own uni~ue a~ilities 
  and idiosyncrasies. 
  The Assassin chooses three (3) weapons type• (not whole classes), and is plus 
  three (+3) with his/her primary weapon, +2 with the aecondarv and +1 with the ter-
  tiary. r.e is even-on (no plus or minus) with •ny other three weaoons (not classes) 
  and ia minus two (-2) with all other•. 
  ~t his/her option the Assassin may acouire skills in non-weaonned/striking 
  means of killing (i . e. poisons, traos or "natural" causes, such as diseases, etc.) 
  r.owever for each of those anilities learned he looses one of his three priMary 
  weaooned attacks. Thus he may choose to be ~3 with throwinn knives, +2 with oar-
  rots, and know how to ~ake ~isons (and still retain his ahility to use 3 other 
  weaoons even on}. 
  Another option is to have only one primary weaoon at +5 attack (loregolna his 
  +2 and +1 weapons) and retaining the other abilities listed above, or dropping his 
  three "even on" weapons for a non-weaponed, etc. skill (thus he could conceivably 
  be +5 with daggers and know poisons and nothino else!). 
  For each two (2) levels an Assassin is, he may concoct 108 of poison (if he 
  has cho$•n that sk1ll), or acquired 108 of natural "spore venOM" etc. 
  Finally, the Assassin may forego oll but one (l) weapon (at +2) and have a 
  weanonless (hand/foot, etc.) form of attack !dont!col to the ~artial Artist (see 
  chart in ~G II). 
  The Assassin usually has a second or "cover" identitv and is thus a "dual" 
  character type. 
  Fowever he will qain experience as an ~ssassin onlv by •makin9 
  hits• at a rate of 1,000 experience points per level o~ victi~ over h1• own or 
  250 points per level less. 
  Pe also gets one point oer 1,~00 G.~. earned per "hit" 
  and usually cha.rges 1,000 G.S. per level of the victim (uo to his own level, but 
  2,000 per level over h1s own). 
  PemeFber, the Assassin kills only by contract, 
  guarantees his work, and will thoroughly check to he sure that there are legal 
  grounds for a hit (i.e. murder; rape; base fa~alial insults: orand theft; etc.). 
  If fooled into a non-legal hit, the Assassin will pay were-gild and then wreak 
  vengence on those who fooled him! 
  Level of 
  Weaponed 
  Climb 
  Hide 
  Attacks 
  Special 
  Character Attack* 
  Ability 
  Ability 
  e:er Turn 
  llbilities 
  (see "Martial 
  First 
  10\ 
  15\ 
  one 
  Artists" Acqu-
  cat walk 
  ired Abilities 
  Second 
  12\ 
  25\ 
  chart in ~G I1 
  Third 
  +1 
  15\ 
  30\ 
  Fourth 
  18\ 
  33 
  two 
  eat's sense 
  fifth 
  21\ 
  36\ 
  Sixth 
  +1 
  25\ 
  39\ 
  simple deflecting 
  Seventh 
  30\ 
  42\ 
  Ciqhth 
  +l 
  35\ 
  45\ 
  three 
  eat's nose 
  Tenth 
  40\ 
  SO\ 
  target sensing 
  ~eifth 
  45\ 
  55\ 
  Tifteenth 
  +1 
  SO\ 
  60\ 
  advanced deflectino 
  TWentieth 
  65\ 
  65\ 
  four 
  pain control 
  twentififth 
  +l 
  70\ 
  70\ 
  Thirtieth 
  75\ 
  72\ 
  absolute deflecting 
  Thi rti fifth 
  +1 
  80\ 
  75 
  five 
  fortieth 
  +2 
  85\ 
  77\ 
  fiftieth 
  +1 
  90\ 
  80\ 
  six 
  weapon mastering 
  Level of 
  Character 
  Weaponed 
  Attack* 
  Seventififth 
  +1 
  Hundredth 
  +2 
  Climb 
  Ability 
  95\ 
  98\ 
  Hide 
  Ability 
  82\ 
  85\ 
  Attacks 
  per Turn 
  seven 
  Special 
  Abilities 
  metabolic control 
  defy death 
  • This plus may be added to any of the weapons olr••dy 1n •~• by the Assassin or 
  a new •even on" (no plus!) weapon may be added. 
  NINJA NOTES 
  The "Ninja" falls properly into the Assassin subclass of Martial Artists and 
  can now be played properly usinq the precedinq guidelines. 
  Have fun! 
  
  15 
  NEW CHARACTER CLI\SS 
  DRUID 
  Druids are the second eldest of the magik using kind. 
  They are the priest-
  wizards who used the first (elemental) earth magik . 
  For many centuries theirs was 
  the only human heallng magik. 
  The Druids were an off-shoot of the Rurte 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 
  ·~edicine Man" (as outlined in AG l) and are consi dered "plant competent" as Med-
  icine Men are "animal competent.• 
  Instead of drum magik a Druid uses "pipe magik" 
  (as in musical pan pipe• which functions as does drum maoik. 
  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, 
  ravena, etc.) which are loyal to theq 
  unto death. 
  Druids, like Medicine Men,operate by splitting their mana three ways, 
  and can use all three classes of magik. 
  (see Medicine Men in AG I). 
  Level 
  Designation 
  First 
  Initiate 
  second 
  seeker 
  Third 
  Green Druid 
  Fourth 
  Red D~:uid 
  Fifth 
  Grey Druid 
  Sixth 
  White Druid 
  Eighth 
  True Druid 
  Tenth 
  H.igh Druid 
  Twelfth 
  Bronze Druid 
  Fifteenth 
  Silver Druid 
  Twentieth 
  Gold Druid 
  Thirtieth 
  Grand Druid 
  Fiftieth 
  Lord of the 
  Hundredth 
  Old One 
  Forrest 
  Special Powers (no mana cost) 
  None 
  Spea.k to plants 
  Speak to animals 
  Heal light wounds (animals) by herbal means 
  Heal light wounds (humans) by herbal means• 
  Heal light wounds (all) by herbal means• 
  Speak to the dead. 
  Pipe magik 
  Cure disease herbally. ** Determine poison 
  type by sight and smell. 
  Heal heavy wounds (all) herbally* 
  Detect hidden injury herbally*** 
  Create weather (as per spell) 
  Cause Earthquake (as per spell). Wind walk 
  at will. 
  Shape change to any plant at will 
  Shape change to any animal at will 
  It takes one (1) hour per hit point in damage to heal 
  •• ... Hastens normal healing by a factor of 1 for each 2 levels hereafter 
  It takes 10 minutes per level of hurt characters less 1 minute per level of 
  the Druid per each two levels hereafter . 
  l'pecial Notes 
  Druids can and do use certain types of weapon~ (includino Rickles or even eaglk 
  swords), and are the Arch-foes of all Elven klndl They are thus because each feels 
  that the qreat forrests are the1r own specl•l d o~•lns, and that the others are us-
  uroers! This emnity is aeons old, and is totallu without ouarter or mercy. 
  NEW CHARACTER CLASS 
  THE FORRESTER (WOODS RANGER) 
  16 
  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 wildernessguide• 
  (though they seldom venture into dungeons). 
  Forrester& only have a OS\ chance of 
  qettinq lost in known •r•••, and 20\ chance in unknown ones. 
  They are used as border patrols and scouts/spys 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 Hobbitta hold them in some awe. 
  Dwarvea, however , 
  detest them as •oamn Woodsrunners• and trust them not at all. 
  They always get one to three •ddJtJon•l (roll) to their eon•tJtutJon and 
  st rength (but cannot have more than 18 maximum in either category because of this). 
  see the experience chart in AG I for their level-point experience cost. 
  All R•ng-
  • r• can travel 33 l/3 \ E•rther on foot each day for twice the normal number of 
  days , and can "hear• on a roll of 1 to 3 on a 06. 
  Level 
  Designation 
  First 
  Woodsman 
  second 
  Woods Runner 
  Third 
  Woods Ranger 
  Fourth 
  Forrester 
  Fifth 
  Forrester 
  Sixth 
  Forrester 
  Eighth 
  Forrester 
  Tenth 
  Forrester 
  Twelfth 
  Grey Forrester 
  Fifteenth 
  Grey Forrester 
  Twentieth 
  Grey Forrester 
  Thirtieth 
  Grey Forrester 
  Fortieth 
  Grey Forrester 
  Fiftieth 
  High Forrester 
  Seventififth 
  High Forrester 
  Hundredth 
  Old l'.an of the 
  Forrest 
  Special Abilities 
  "Sense enemies• at 15\ base plus 3\ car level 
  hereafter (30' radius) and +1 hearing. 
  Additional +1 with all non-mechanical bows and 
  additional +l hearing. 
  g 
  "Weather Sense• (50\ accurate plus 2\ per level 
  hereafter). 
  Speak with animals (four kinds plus one additional 
  per level hereafter. 
  Speak with plants (as for speak with animals) . 
  First level druidical equivalency for healing 
  type magiks. 
  Note: 
  The Forrester replaces "ranger" in AG I ' II's charta. 
  
  17 
  NEW CKARACTER CLJ\SS 
  '!'RUE PALADINS 
  In the past Paladins aa a clasa have always seemed to be nothing ~re than 
  fighting Clerics. 
  This is becauae their true nature as Warriors with a near-
  mystical religious fervor has never been properly delt with. 
  Here, then, are 
  the Paladins of Arduin. 
  These characters are aKin to berserk Warriors with overtones of the Witch 
  1-!u.nter. 
  In combat they are •lw•ys +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, +) the third and +4 the fourth. 
  At that point they have 
  a SO\ chance of going berserk, increasing by Sl 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 104 ••tre damage while 
  berserk and roll on the next worse weapon breakage percentage (see char·t in JI.G II) 
  Paladins have no compunctions about killing •enemies• ot 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!). 
  '!'hey 
  preach their religion's own brand of wisdom constantly and never give up in 
  trying to "convert the heathens." 
  Paladins •lw•y• get +2 save vs all Clerical 
  magik not ot the i r r eligion. 
  They are the pride of their local place of worship (havin9 lived and tra ined 
  there •!nc• birth) and start out life very well accoutered (see chart). 
  Die Roll 
  Wer.lth (G.S.) 
  ~unt• 
  Armor 
  Weaponry 
  1 
  100 
  L 
  Leather 
  One r1ain, one dagger 
  2 
  250 
  M 
  Leather/shield 
  lis above plus one. missil 
  3 
  500 
  MB 
  Chain 
  kly four 
  4 
  750 
  H 
  Chain/shield 
  J.ny five 
  5 
  1,000 
  HB 
  Plate 
  Any six 
  6 
  1,500 
  0 
  Plate/ shield 
  Any seven 
  7 
  2,000 
  DB 
  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 
  •lw•y• comport themselves accordingly. 
  They will run wi th characters noc of 
  their religion if their religion• •r• co•p•tible. 
  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 Night Lord or their types. 
  l'se 
  common sense when adjudicating for this. 
  Paladins do acquire some Clerical abilities, as listed below : 
  Level 
  first 
  Third 
  Fifth 
  Eighth 
  Tenth 
  .l>bilities 
  Heal light wounds (all of his religion only) 
  Aura of Clerical Light (around self)/first level Clerical lndead 
  Turn away. 
  Cure temporary blindness (his reliqion only) 
  Speak to those newly slain/third level Clerical Vndead 'l'urnaway. 
  Cure disease (his religion only). 
  ~ 
  Fifteenth 
  Twentieth 
  Twenty fifth 
  Fiftieth 
  Hundredth 
  18 
  Abilities 
  Cure permanent blindneas/fifth level Clerical Undead Turnaway. 
  cure Temporary Insanity/create food and water (basic). 
  Eighth level Clerical Undead 'l'urnaway/do •ll first level Clerical 
  Magik. 
  Ninth level Clerical Undead 'l'urnaway /"convert" heathens 
  Tenth level Clerical Undead 'l'urnaway/"Walk the Winda" 
  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 cur~ 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/heals, etc. on a one for one ratio. 
  
  19 
  NEW CHARACTER CLASS 
  Sl\GE 
  A Sage is a character who devotes his/her life to the acquiring of knowledae. 
  This knowledge can be in •nv one of seven (7) categories: 
  1. 
  Artifices of Civilization 
  2. 
  Geological (of the Earth, etc.) 
  3. 
  Meteorlogical (of the Air, etc . ) 
  4. 
  Aqualogical (of the sea, rivera, etc.) 
  S. 
  Ploralogical (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 chonc• of 30\ (rising 2 pe r 
  level thereafter) of "having knowledge" of any i tem in question in his or her 
  category . 
  If the i tem is not known by the Sage, the Sage then has a 10 
  base 
  chance (rising 2 
  per level thereafter) of figuring it out eoch mon t h. 
  However , 
  each month of such "study" costa 100 G.S. 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 
  fashlon. 
  However, like Alchemists they 
  never wear armor or carry weapons (except specialized items of their own manufac-
  ture 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 over-
  land if paid enough). 
  Saaea believe that anything ls possible, thus everything dou •~1st, a.nd 
  that knowledge is what they pursue. 
  They acquire experience points by acquiring/selling knowledge (and by using 
  their constructs in their rare combats) at one point oer 10 G.S. in value . 
  They use the same exoerience chart as do Alchemists but with slightly differ-
  ent level classifications: 
  Level 
  First 
  Second 
  Third 
  Fourth 
  Fifth 
  Sixth 
  Eighth 
  Tenth 
  Fifteenth 
  TWentieth 
  TWentififth 
  Thirtieth 
  Fortieth 
  Fiftieth 
  Seventififth 
  Hundredth 
  Designation 
  Journeyman 
  Low Seeker 
  Seeker 
  High Seeker 
  Black Belt 
  Grey Belt 
  Golden Belt 
  Sage 
  High Sage 
  Black Sage 
  Grey Sage 
  White 
  ~:"age 
  Golden Sage 
  Grey Beard 
  Philosopher 
  Eldest Philosopher 
  Special Acquired Attributes 
  See "Alchemist Class• 
  20 
  DEODANTHS AS PLA't'ER CHARACTERS 
  oeodanths are surrounded in mystery and leqend, so much so, that evan they 
  themselves no lonqer 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 "thinq . • 
  This 
  supports the legend that they are lost time travellers from eons in the future 
  when the universe is old and the suns are dieing. 
  Oeodanths have a vampire-
  like ability to "mesmerize" or "charm• opponnants. 
  HOwever this requires con-
  centration, 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 i n sword to sword melee•s and 
  as Star Corsairs par excellance 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 omniverous eating habits. 
  A Gypsy breed, they travel alono or in small groups (as Space. Pirates they 
  seldom travel in groups of more t han 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 fall into their hands: 
  Deodanths have the natural ability to "time slip" forward in time one (l) 
  to three (3) melee rounds (their space ships can jump three minutes into future 
  time:). 
  Th~s ability may be used once per day per experience level but costa 
  one poJnt off the Deodanths strength, dexterity, agility and constitution eoch 
  time! 
  This loss takes 5 hours per point to replace (i.e. 5 hours for each point/ 
  OR 20 hours to pay for one "Timealip":). 
  as weapons, and are the 
  (due to their leaping 
  They hate Elves for 
  They favor rapiers and martobarbuli (throwing darts) 
  only teings able to consistently match Phraints in combat 
  ability of 20'-30' horizontally and 10'-15' vertically). 
  historical reasons (and vice versa). 
  Archive Miniatures has a terrific Deodanth fiaure (as wall as many other 
  o ttJci •l Arduinian monsters, includinq: 
  Throon, Wo ras, Sea Demons , Phraiot 
  Hurakkuu, and more!} 
  
  21 
  PII.RJ\INTS AS PLAYER CI'ARACTERS 
  These insectoid peoples ere the decivilized remnants of en interstellar com-
  bat unit of the dread Hurakkuu Empire. 
  A race of star Warriors unbeaten in 3,000 
  years of warfare between the MYriad suns of scace. 
  Each Phreint is born into his lifetime iob classification, which is identifi-
  able by his chiten color. 
  Blue are manual laborers, Green are management/middle 
  level technical operative, Gold are the nobility/high level technicians and Royal 
  Consorts, end the Silver is the Quean alone. 
  With the spacefaring branch of the 
  race, there have been oenetically engineered another class of Phraints: 
  the dread 
  Black warriors. 
  And in the dim and distant past (now pure myth to the Phraints of 
  today) were the only kind of their race to show e~tion 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 necessi ty, Warrior! 
  as well as workers. 
  The Black Phraints, with minor modifications such as eye coverings and breath 
  inq cylinders attatched to their sphericulea, can operate in hard vacuum with no 
  discomfort end are adept at free-fall melees end deep space boarding actions. 
  They have several razor sharp shuriken-like rings attached to the spurs of each 
  arm, end 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 Bro-
  thers• (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 12 to 120 eggs on it, according to the cham-
  ber's size (each chamber having 10 to 1. 000 or more poles), a.nd accord~na to the 
  manpower needs of the colony. 
  On Arduin, 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. 
  Phrainta, having no emotional capacity of their own , cannot understand races 
  that do, so they feel that , logically , they ere superior and should be the domin-
  ant 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 Phreints are best known in combat for their leapina charges which have 
  them throwing their light javelins at the apogee of their leaps, !lipping over 
  in midflight end drawing (and swinging) their two-handed swords, and landing 
  behind their startled opponents ready for further action. 
  They are cerhaps 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 will go as planned (or a hunt), end 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, eucalyptua sap and grain alcohol. 
  Phraints are not 
  bothered with drunkeness, 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 con-
  tract. 
  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 eaLn 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 out-logic Mr. Spock on a conti~uing 
  basis, which is what is required to play a Phraint. 
  Still, knowing this, I and several of mv 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. 
  SAURIGS 
  AS PLAYER CHARACTERS 
  The reptiallian race called "Saurigs" trace their long history back some 
  600,000 years and more, to the dread elder race (the reptillian giants called 
  "Kthoi") that first rule~ the world in the dim beginning of time. 
  22 
  They were the servart~ and drone soldiers of the Kthoi and were bred for fer-
  ocity , tenacity, endurance and fighting ability. 
  Thus they were never known for 
  their intelligence or ability to think logically. 
  They just fought, and fought 
  end fought. 
  They split into two main types after the fall of their masters (and reverted 
  to near non-intelligent savagery), those aquatic and t•1led ones who inhabited 
  dank swamps and wet jungles and the lighter, faster toJl••• ones that lived in the 
  hot dry deserts and plains. 
  As the eons paooed they rooa out of their long night of mindlaos savagery 
  to their present cultural level as tribal groups (semi-nomadic in the desert 
  area). 
  The Saur igs of the dry places are noted and sought after mercenary• due to 
  their military prowess , near total lack of fear and for their fierce charges 
  (which have been known to break pike hedge-hogs!). 
  Their slower, less quick-witted, aquatic cousins, although stronger and larger 
  are not sought as soldier s because of their blind (berserk) rageo end almost 
  total lack of discipline and order. 
  The desert Saurigs not only use weapons (favoring heavy javelins and Jhallgs•) 
  but also bite and are partial to leaping at an opponnant feet forward and giving 
  their victim a terrific clawed kick (or two), that's capable of smashing shields . 
  The swamp Sauriqs also bite, use weapons (favoring tridents, nets and two-
  handed axes) and use their tail in a whirling-smashing attack that can bowl over 
  even larger opponnants. 
  Both hate Phraints with an all-consuming passion; the desert Saurigs, because 
  the)· have clashed as mercenarys for over a thousand years (the Phraints usually 
  winning) and the swamp ,;auri9a because the Phra~nts hunt their eggs to use as 
  Food for their newly-hatched young! 
  Saurigs are mostly carniveroue but will eat most anythinq they can catch and 
  hold down long enough to swallow! 
  They frequently teem up with Deodenths or Orcs (preferring Uruk Hail end ere 
  about as loyal as those they team with! 
  Both Archive ~~niatures and Dragon Tooth Miniatures have excellent reptillian 
  warrior figurines. 
  A "Jhang" is usually carvad of i ron wood and has about 
  t~o dozen obsedian or 
  metal serrated ~teeth" inset into it (much like the ancient Aztec or later Poly-
  nesian weapons). 
  There are even ones made entirelv of metal Cu1ually bronze) and 
  occasionaly one made of petrified wood is found .Jhanas attack on the scimitar 
  table (+1) and do scimitar damage plus (+) 1-3 points. 
  oaurigs make interesting end exceedingly ~i!ferent characters to play. 
  Try 
  one on for size, you're sure to like it ! 
  
  23 
  RESURRECT ION AND OTHER NOTES 
  Resurrection may be attemoted upon a character only up to and includinq thir-
  ty (30) days after death. For each day's delay there is a reduction of three (3) 
  percent in the probability of success . 
  There may only be a naximum of three 
  attenots (exceot for Elves which get only one try ! ) during that tine oeriod. The 
  first attempt has all listed oercentages for success, but the second attemot has a 
  twenty (2Q) percent additional Failure chance, and the third attempt has a fiftv 
  (SO) percent additional chance of not workina. For examnle, a character (usina the 
  AG II resurrection tables) with a hase of 75' chance 'or succe~s in being raised, 
  has been slain. The party has no surviving rleric, so they trek overland to a 
  city where a Patriarch is located. 
  It took 18 days to ~rrivP, so the character's 
  base chance of resurrection has been reduced to 24\ (the first day of death there 
  is no penalty, thus 17 days ti~es 03\ is 51\ subtracted from the 75 
  base). The 
  Patriarch trys end fails on the first atte~pt, but trys aaain, hnwever with the 
  second attempt penalty of 20 
  the hapless character's chances are now only 04 ! 
  Remember also that each death ~TRACT~ one (1) fro~ the character's consti-
  tution PE~~ENTLY. Thus a character with a constitution of fifteen will have his 
  constitution lowered by one (to fourteen) if raised CN TPE FIP~ A~£~PT. Each 
  and every attempt (to the maximum allowed) will .. .L~O REDUCE THE C"PAP ... CTER' s CON-
  STITUTION BY ONE PERMANENTLY. 
  This is due to the tremendou~ shock and stress out 
  upon a body by death and resurrection. 
  Every character that has been brought back to life (usually reaardless as to 
  how it was done) must take 20 days full end co~plete rest aFterwards. This is re-
  duced by one (1) da~ per constitution noint the character has, but nultiplied by 
  the number of resurrection atte~pts it took to revive him. Thus the character with 
  a constitution of fifteen is raised on the first attemot, so now has a constitut!on 
  of 14, and has a 6 day recuperation period (20- 14 • 6). 
  A "raise the daad fully," LI¥ITED wish, reaeneration, or other similar ooera-
  tion reduces the resting time to 20 HOt~~, less one hour ner constitution ooint. 
  A FULL wish or GODLY GRANT will reduce that time to 20 PINUTE~. less one ~inute 
  per constitution point. 
  Anv death listed as "IRREVOCABLE," 
  "PE~ANENT" or s~e nt~er similar w~y (as 
  in the c;itical ~it Tables of AG I ' II) can onlv ~e negated with a LIPITED WIS~ 
  P~iERED Raise Dead Fullv,• P FULL wish or by a C'~DLV ~P .. T. 
  Any character that is disintegrated, or 100 destroved (a character is 100 
  destroyed whenever he takes 200 
  damaae 'ro~ a tissue deStroyino means such as 
  acid, fire, or the like) may be resurrected C\NLY by usina a FULL >'ish to reunite 
  the ~ind with the body, a second to reunite the bodv with the sould and a third 
  FULL wish to gather the component at~s of the body and then rebuild then into i ts 
  old pattern. Thus THREE FULL WISPE~ are required (OR 0 LY ONE r~DLY C.RANT). 
  However the wishes must all be used within one hour o 
  each other, and the o~ ~ust 
  make sure that the way the wishes are \t.'orded is correct. 
  If the incorrect wordina is uoed, then the aods (which grant those wishes), 
  ;i~~a~:c~!~~ to interpret the reauest as they see fit. That can be disastrous or 
  Note also that any person that has been chewed uc, cheeped un or si~ilarly 
  mangled is REOUIPED to take a random roll on the Srinal Pits Chart in ~r, II to 
  see how nuch recuperation tine is reauired. The auadrapleaic penalties and such 
  like 00 NOT apply, juot the tine reauired to aet well. Thus once aaain the ~assive 
  effects upon a body's nervous system are taken into oro9er account (unlike other 
  role playing aames/rules). 
  Whenever an eye is deatroved, it takes a full 25 hours to restore the sia~t 
  comcletely. How much vision each hour healina-tiMe brinas ~av easily be pro-rated. 
  Ditto for hearino, smellina and tastina, hO\olever speach (as in 'oice Box Puin-
  ed) takes twice as long. 
  REWORKING THE CLERICAL CURINC 
  ' HEALING SYSTEM 
  The way Clerical healing and curing has been done in the past has left much 
  o be desired. 
  For example: 
  why io it that a lOth level character requires sev-
  eral Heal Lesser Wounds rituals to fix up the same PROPORTIONAL damage that a lst 
  level character needs only one Lesser Heal to fix? 
  The disparity get• greater, 
  the higher in experience that a character gets. 
  Therefore, ~n 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 Greviou~ 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 inoure a fair PROPORTIONAL healing of different characters 
  regardleso of level or hit point size. 
  NEW CHARACTER HIT POINT SYSTEM 
  Up till now, there has been absolutely no satisfactory system for deoignating 
  the hit ooints 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 io outlin-
  ed below. 
  Each character will get one po;nt per constitution point that they have, plua 
  a base amount of points according to their own type (see the chart). 
  In addition 
  each person will get one point for each one, two or three level• in experience 
  that they acquire (according to the class of the character and not including lot 
  level). 
  All Fighters, Barbarians, Thieves, Assassins, Paladins, Outlaws, Forrester&, 
  Martial Artists, Slavers, and Normals get one (l) hit point added to their total 
  for each and every level of experience that they acauire. 
  All Clerics, Druids, Meoicine Men, Rune Singere, Bards , Rune Weavers, or 
  "split"*characters get one (1) hit point added to their total for each two (2) 
  levels of experience they acquire. 
  All Mages, Illusionists, Saints, Psychics, Courtesans and other• will acquire 
  one (1) hit point for each three (3) levels of experience. 
  Star Powered Mages NEVER ACQUIRE ADDITIONA.L HIT POINTS FOR EXPERIENCE LEVELS: 
  1'his is due to the nature of their symbiosis with their "Star Crystals" as out -
  lined in AG I I. 
  • Split characters are those with dual occupations, i.e. wizard-Warrior Elves. 
  Note also, dual types get the extra Hit point for each class level they are . 
  
  25 
  BASB C~CTER HIT POINTS 
  Character Type 
  .Amazons 
  Cave Men 
  Centaurs 
  Deodanths 
  Dwarves, female 
  Dwarves , male 
  Elves, female 
  Elves, male 
  Gnolls 
  Gnomes 
  Gnorcs 
  Goblins 
  Haggorym 
  Half-Elves, female 
  !lalf-Blves, male 
  Half-Orcs 
  Hobbit ta , female 
  Hobbitts, male 
  Hob-Goblins 
  Humans, female 
  Humans, male 
  Kobbitts 
  Kobolda 
  Mermaids 
  Mermen 
  Nixies 
  Oqres 
  Orcs 
  Phraints 
  Pixies 
  5aurigs 
  Throons 
  Urult Bai 
  Base 
  Hit 
  ~ 
  16 
  15 
  22 
  20 
  18 
  19 
  20 
  21 
  15 
  16 
  14 
  12 
  15 
  15 
  16 
  13 
  11 
  12 
  13 
  15 
  14 
  13 
  11 
  17 
  18 
  10 
  24 
  16 
  12 
  10 
  18 
  23 
  18 
  Note: 
  All fighters, etc. get +5 additional BASE points, Cl erics, etc. 
  get +3 additional BASE points and Maqes and the like get none. 
  This 
  reflects their (the fighters) rigorous training and exercise. 
  Elves 
  and other "split" Warrior types get +3 BASE Hit Points. 
  NEW CON!'TITUTION NOTES 
  The constitution bonus h•• been chonged to better f i t i nto the new hi t 
  point system. Characters now receive one (l) ext~s hit point ne r con~t i ­
  tution point they have over twelve (12) Thus a character wi th an 18 con-
  stitution would aet six (6) odditionol hit points one t ime onlv (and that 
  would increase or decrease accordina to the character's consti tution, and 
  never because of increased excerience or for •nv other reason!). 
  COMMENTS ON THE NEW 
  HIT POINT SYSTEM 
  26 
  A few of the players (most notably those of the "Monty Hall" variet y with 
  l50th level Paladins that carry laster swords (after 2 weeks of play ! ) and have 
  +100 armor have screamed that: 
  "my hiqh level character s will all die! 
  They'll 
  qo 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 intellecutal sense, but above 
  all it plays so very, very well (and the overall qame ia •wch better because of 
  it) . 
  People now have a chance to run a character or characters on •nv expedi t ion 
  thev choos• without reqard to dif'e r~"ce in levels of experience. They can have 
  their lst level Warr ior stand shoulde r to should with a lOth level lord and hold 
  the qate together! 
  Just as in re•l l1te young and inexperienced Warri ors accom-
  panied older, more expe r ienced fighters. 
  They fought and died toge the r. 
  Yet the higher levels have their own rewards, more (but not qrossly so) hit 
  points , better fighting ability and the like. 
  Each now has a •o r• ••cure place in qame play because each can now play ••ch 
  •nd ever !I '1•••· 
  No 
  More will there be "high level" and "low level" expeditions . 
  A playe r can recruit from •JJ •v•Il•ble cha racters, not j ust a few: 
  No one is 
  left out. 
  And the danger of death is equ•Jlzed for all, no matter how hiah level a 
  cha.racter becomes. 
  No more will there be characters practically unkillable because of their 
  hundreds of hit points (in some casas fighte rs had tr1ple the hit pointe of the 
  Dragons they faced!! ) , who were virtually demi-gods! 
  Those days a re over if you 
  use the new hit point system. 
  Game teat it, I'm sure you'll appreciate i t a fair-
  ness and playability . 
  AFter all it was over 3 year s in the making! 
  
  27 
  Class 
  Thieves 
  Mages/Alchemists 
  Clerics/Sages 
  Traders 
  Assassins 
  Technoa 
  GUILD FEES 
  Initiation Cost (in G.S.) 
  10 per level and .s per month 
  100 per level and 1.5 per month 
  20 per level and .5 per month 
  50 per level and l per month 
  100 per level and .25 per month 
  25 per level and .s per month 
  These fees are paid whenever adventurers come into Arduin from 
  "elsewhere. • 
  The monthly cost is paid by all gu.ild members. 
  The 
  monthly dues entitles the payee to Guild hall hospitality (room ' 
  board), legal counsel, library priviledges and the like. 
  Failure to pay results in legol inebilility to practice one's 
  own profession. 
  Practicing said profession w1thout paying results 
  in being outlawed by the guild, with all attendant penalties. 
  28 
  RANDOM LIFE STYLE CHANGES 
  (As per whimsey/fate/reincarnation) 
  Roll percent 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 
  l 
  New Class 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  l4 
  15 
  16 
  l7 
  18 
  19 
  20 
  Bard 
  Warrior 
  Saint 
  Slaver 
  Techno 
  Normal 
  Dual Class* 
  Courtesan 
  Druid 
  Cleric 
  Trader 
  Barbarian Warrior 
  Assassin 
  Medicine Man 
  Alchemist 
  Forreste r 
  Paladin 
  Illusionist 
  Thief 
  Mage 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Psychic 
  Witch Hunter 
  Pune Singer 
  Dual Class* 
  Pune Weaver 
  Outlaw 
  Sage 
  /dartial Artist 
  Dual Class* 
  Star Powered Mage 
  * Roll twice on the reqular table and use both new classes thus 
  acquired. 
  
  29 
  MISCELLANEOUS NOTES ON COMBAT 
  1. 
  All "Vorpal• weapons have a base 20' chance of causinq a random cr1tical h i t 
  each and every time THAT THEY HIT. 
  However, all "20" hits are automatically 
  "head severed. • 
  2 . 
  Weapons of "Sharpness" alao cause random critical hits each and every time 
  THAT THEY HIT, but only on a 10\ base, and a "20" hit is random rolled normal-
  ly . 
  3. 
  Any armor (chain mail, plate armor, etc.) that a player wears, will take dam-
  age as the player does. 
  Thus for each 20 points in damage a player takes 
  (unless the damage is taken on an area NOT COVERED BY THE ARMOR), then it 
  looses one of its magikal plusses until such time as it can be repaired (usu-
  ally about 1,500 G.S. and one weeks time, per "plus," but only if a OWarven 
  (or other qualified) smith is available). 
  There should be about a 5\ chance of 
  finding a smith capable of doing the job for each 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~ast, 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 OTHEI&IISE KNOWCK FLAT! 
  Jl. man in full plate armor wi"h a battleaxe and 
  shield just CANNOT STOP a charging Dragon, Mantieore, Bull, Lion, Bear or other 
  similar larger opponant. 
  He may get first strike in, but he'll go down under the 
  onslaught nonetheless. 
  Players ~hould try to exercise common sense when adjudica-
  ting knock downs and such in situations such as these , but adjudicate you must! 
  The good old days of one lone theif holding the door for ten melee turns against 
  the charging Wyvern are over, and reality has reared its ualy (but so much more 
  playable) head. 
  S. 
  An alternate rule that may be used in melee concerns firing/striking when a 
  character has not moved the preceeding movement phase AND PIS OPPONANT P~S. 
  It is short and simple: if your taraet moved and vou a>an•t, you get PIRST 
  ~TRIKE. If he is slower but has reach, or is faster with or without superior reach 
  then the melee is SI~TANEOUS. This reflects the fact that the non-mover has 
  time to get set and line up his/her beat shot. 
  6. 
  PRIOR TO ANY MELEE, all characters MUST STATE FOR THE OM each and every magi-
  kal 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 olayera cannot hind-
  sight a situation or OMs can't disallow something that will eat their favorite 
  ugly , because he didn't hear the player "declare it." 
  MANA AND THE COST OF SPELL POWER 
  The power of a spell is directly related to THE AMOUNT OF !'ANA 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 ~age must be fifth 
  level as a minimum to use i t . 
  Therefore the ~~ge is pulling five dice of destruc· 
  tive power from three mana pointo. 
  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 deotructive power from that third level spell unless he 
  PUTS MORE MANA INTO IT. 
  Knowing the basic ratio ao stat~d for the basic spell 
  makes this easy . 
  Thus in order for that Mage to get the maximum amount of de-
  structive force into his thunderbolt (the maximum dice being directly related to 
  his level, in this ease ten dice), he must put an additional three ~ana points 
  into the spell. 
  Simply put, in order to get more power, the ~age rust put the 
  same amount of ~ana into a spell as the basic spell oriainally costs. 
  ~f course 
  the power thus gained is equal to the criginal spell in · 'lUestion, and the ••aae 
  can never P~P ~re power into a spell than his own level will allow. 
  SPECIAL NOTE ON COMBAT 
  30 
  All weaponry that le•v•• the h•nd of the firer (such as Arrows, bullets, rays, 
  beams, etc.) •nd have a li s ted maximum AC penatration/range(s), will attack at 
  plus five (+5) all AC's i t c•n pen•trate l 
  Thus, a laser that can penetrate AC 2+5 at 100 meters is •5 to h1t AC 2+5 •c 
  th • t range. If the range was •ore or the AC penetration l••• then it would attack 
  the AC at zero on. This holds true even for var1•ble range/AC penatration devices . 
  Special Note on ~~lee Movement 
  To determine who moves first during melee movement, simply add the characters' 
  agility and dexterity to come up with an "i mpetus number." 
  The highest number 
  eov•• t1rst, 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 (afte< adjuciat1ng for 1nd1v1duol speed and distance to cov 
  ~r) and such like. 
  It's simple, handy and realistically playable . 
  
  31 
  ENEPr.Y WEAPONS IN FANTASY CA.I'ES 
  For those of you who DO use Technoloay and technological "'eaoons i n your 
  game, here is a •JmpJe chart to use. 
  Points 
  !-'e ters 
  AC 
  We aeon T~ee 
  Damage* ~ 
  l'enatration** 
  Laser, Hand 
  12 
  500 
  2+2 
  Laser, Rifle 
  20 
  1,500 
  2+4 
  Laser, Semi-Portable 
  30 
  4, 50 ~ 
  2+6 
  Sonic Stunner 
  Special* • • 
  50 
  N/ A 
  ~onic Disrupter, Hand 
  16 
  15 
  2 
  Sonic Disrupter, Pille 
  24 
  375 
  2+2 
  As Above, Semi-Portable 
  36 
  975 
  2+2 
  Blaster, Hand 
  18 
  575 
  2+3 
  Blaster, Pifle 
  30 
  1 ,575 
  2+5 
  Blaster, Semi-Portable 
  48 
  4,750 
  2+7 
  Needler, Hand 
  15 
  375 
  2+5 
  t- eedler, Rifle 
  25 
  1,250 
  2+7 
  Needler, Semi-Portable 
  35 
  3,750 
  2+7 
  Lightning Gun, !!and 
  20 
  85 
  !~/A 
  /J..a above, Rifle 
  3Q 
  275 
  !1/ A 
  As above , Semi-Portiable 
  45 
  500 
  N/A 
  leer, Hand 
  10 
  55 
  N/A 
  leer, Rifle 
  18 
  300 
  N/A 
  leer, Semi-Portable 
  30 
  900 
  N/A 
  Anti-Matter Projector 
  (5 , 000 lb. mount) 
  100 
  5,000 
  Al.L 
  Will reflect off hi ahlv 
  ool i shed ~etalic or olass 
  surfaces. 
  Penardless of any /J.rmor. 
  ~etal Tyee arJ'I'\or takes ve rv 
  heavy damage due to vibra-· 
  tion, etc. 
  All danaae i s as "dis inte-
  aratew and heals ~t 1 poi nt 
  pe r veek only . 
  All criti-
  cal hi ts as per AG II rules 
  applv as for the dis i nte-
  qrate. 
  Does electrical shock da~ ­
  aae. 
  ~etal A~r j us t 
  helps! 
  Freezes the target. 
  Pll 
  who take 100 
  damaop are 
  fro zen • o l l d . 
  An v th l n g that hits it, 
  causes it to detonate 
  NOTE: 
  All enerqy weapons that " ail to penatrate,• only do 1/3 daoaoe, however 
  all armor, etc . is heavily damaged. 
  2D8 
  Decreases 10 
  in valu& per 10\ in ranqe (full value at 10\, 90 
  at 20 , etc.) 
  Cecreases by one (l) oer each 15\ in ranae. 
  A Mark I Stuns all up to 408+1, a !•ark II all uo to 6D8+1 and so on (uopina 
  per "Mark" each time). 
  32 
  NEW KAGIKAL ITEMS 
  Item: 
  AMULET OF THE ~~ZON MOTHER 
  Value: 
  To Amazona, 10,000 G.S. , otherwise 
  3,500 G.S. 
  Looks : 
  A s i lver phallus and scrotum impaled by an arrow (golden) on 
  a golden chain. 
  £ f fect• • 
  While wearing it, an Amazon's agility, dexterity and 
  strength are upped by 3 each . 
  Also her attacks versus all , .. 1. huma.noida becane 
  +3 and any blow that regi sters 3 ~ore than needed to hit automaticaly becoms a 
  critical hit. 
  Item: 
  AMULET OF ANTI-WEB AURA 
  Value : 2,500 G.S. 
  Look• • varys. 
  Effects: No webs 
  or web s pells may stick to the wearer. 
  Aree Effected : wearer 
  (No alignment) 
  Item: 
  ASSASSIN'S CLOAK 
  Value : 5,000 G.S. 
  Look• • It changes color to match its 
  surroundings, otherwise black. 
  Effect• • Acts as an Elven cloak, a displacer cloak 
  a cloak of fire resistance and it acts as a 5' cone of silence around the wearer. 
  Are a Effected: wearer . 
  (Usually Amoral). 
  I t em: 
  BAT CLOAK 
  Value: 
  7,500 G.S. 
  Looks : Black, bat wing shaped cloak with 2 
  red "eye• clasps. 
  Effects : It allows the wearer to fly llke a bet. If released 
  it will fight as a giant 3+1 dice bat (bite for 1-3) with 10\ chance for rabies. 
  Area £ffected: wearer. Range : Useable only at night or in shadow. 
  (No alignment). 
  Item: 
  BELT OF INESCAPABLE LOCATING 
  Value : -?- Looks : Steel mesh with bronze 
  buckle. Effects: It welds itself together and cannot be removed, then it acts as 
  the amulet doe~. 
  Item : 
  CLOAK OF PILFERING or THIEF SKIN 
  Value : 5,000 G.S. Look•• Non-discript, 
  slightly frayed cloak. £ffect• • Has 10 pockets of holding inside (hold 1,000 ea.) 
  that are hidden to all but the owners touch. 
  It acts as a robe of blanding and 
  during f i ghts as a displacer cloak . Area Effected: wearer. 
  (Usually Amoral) 
  Item: 
  CONJURE CRYSTAL 
  value : 100,000 G.S . Looks : Spherical, rose or pale violet 
  colored crystal ball about 12" diameter and about 5 lbs. Range: up to 10 miles 
  per user's level. I of Charges: 3 per day (one per month for elemental). Effect•• 
  A crystal ball that can do all as normal, but can also do illusory forces (or once 
  a month conjure an elemental) through it . 
  (For ~ages only) 
  Item: 
  CROSSBOW OF KINGS (+3 usually) Value : 9,500 G.S. Effects: Acts as a com-
  bined crossbow of speed/distance/accuracy . 
  I tem: 
  FOOD OF THE GODS (THE P.EAVEN FEAST) 
  Value: 100,000 to 1,000,000 G.S. 
  depending on need . Loo k s• Mead, manna bread and ambroesia, usually in golden bowl 
  (which disappear when the contents have been consumed) . 
  Effects : The ambrosia up 
  (or downs, 50/50 roll) all physical attributes: the ~ead, all psychic/mental ones 
  the manna ups/downs the user level. 
  All go 1-8 pta 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. 
  Item: 
  GAUNTLETS nF FEAR 
  Value : 5,000 G.S . 
  Looks: Silver scale aauntlets. Range 
  Touch 
  Area Effecte d • those hit. Ef fects : Those struck ~ust save VR fear or flea. 
  (For Mages only) 
  Item• 
  GAUNTLET~ OF GRIPPING 
  Velue : 5,000 G.S. Looks: Golden, scale gauntlets. 
  Ra nge : Touch Are• Effected: those hit Effects: Only a double zero allows those 
  held to escape and only if you are a higher level than user. (For Warriors only) 
  Item: 
  GLOVES OF GAMBLING 
  Value : 20,000 G.S. Looks : Psd silk glnves (fit men, 
  Elves, etc.). Effects : Gloves can "read" cards, make dice roll as needed and act 
  as a +3 luck stone. Ar• • Effected: wearer. 
  
  33 
  NEW MAGIKAL ITEMS (con't) 
  Item: 
  GLOVES OP (SECRET) OGRE POWER 
  Value' 3,500 G.S. Looks' Fine, qrey leather 
  silk-lined qloves . 
  Fit all. 
  Renge' touch 
  Area Effected ' those hit. Effects' -~· 
  for Gauntlets but very simple lookinq. 
  Item: 
  HELM OF THE SEA KING 
  Value' 47,500 G.S. Looks' Acpears to be ~ade of Moth 
  of Pearl. 
  Stra.nqely crested and shaped. 
  Like some stranqe fish with fanqed mou~r 
  aqape. Effects' Gives the wearer the ability to see, move, breathe, etc. under-
  water as if it were air. 
  Item: 
  HELM OF TRUTH 
  value' 30,000 G. S. Looks' Golden helm with eaqle winos of 
  Silver On its sides. Renge' ~ for its wearer. Effects' The wearer always sees, 
  hears and speaks the truth at all times . 
  He can't be fooled or lie. 
  Item: 
  HELM OF WIZARDRY or BLACK HELM 
  Value , 50,000 G.S. 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 pro-
  tects 100' vs feeble mind/fear/sleep . 
  (}moral, it also converts wearer) . 
  Item: 
  HOOD OF THIEVERY Value' 20 , 000 G. S. Looks' Plain, full hood of nearly any 
  color . Effects' The wearer can hear and see like an Elf and detects secret doors 
  like .one ~d traps , etc. like a Dwarf . 
  It also protects +5 va charm, aeas, suq-
  qest1on, etc . 
  It only functions for thieves . 
  Item: 
  HORSESHOES OF FLYING 
  Velue, 20,000 G.S. Looks' P.uby crvstal horseshoes. 
  Area Effected' HOr se (loaded) . Effects' the horse, at rider' s command can ride 
  (fly) throuqh the sky, at normal horse speed. 
  Item: 
  HORSE~EOES OF TR}VELIN~ AND LEAPING 
  Value' 8,800 G.S . Looks' Golden horse-
  shoes. Area Effected' ~rse (loaded) 
  Effects' forse can leap 60' horizontallv, 
  clear 20' up, and adds S mile/day. 
  Item: 
  POUCH OP POWDERS 
  Value' 12,500 GS. Looks ' 
  ~tained/frayed leather pouch. 
  Effects' Once per day it fills with a random powder of magikal or alcheMical (OM 
  will list l-20 random powders) nature. Note ' The cowder mav not he used more than 
  25 hours after it appears as it deactivates into dust at that time. 
  Item: 
  REPEATING SCROLL (it is 100' fire and acid resistant) 
  value' 25,000 G.~. 
  Looks' Fine qolden bordered, black leather scroll, with silver cord ' tas-
  sels . 
  18" l~ng
  ! Effects' the scroll can be set with any sinqle spell the user 
  knows. 
  It w1ll automatically erase in 24 hours and can be reset. 
  • of Charges' 
  Permanent for each 24 hour period. 
  Item: 
  RING OF DJINN POWER 
  Value' 10 , 000 G.S. Looks' Beautiful gold band with 
  s~lver leaves and red ruby "berrys• all around. Effects : The wearer can become a 
  ~Jinn thrice daily for l hour each time. 
  ~wever, there is a ' chance the change 
  s permanent and he becomes the Djinn in the ring! 
  1st use•S,, 2nd•l0,, 3rd•25 . 
  Item: 
  RING OF EFREET ABILITIES 
  Velue' 10,000 G.S. Looks ' Plain brass band with 
  ~~r~:~:ng, runes, etc. Effects' Exactly as a rinq of Djinn Power but as for 
  Item: 
  PING OF ELEMENTAL SUMMONING 
  value' 3,500 G.S. Looks' varvs Effects' wearer 
  may summon onl y one type each day. 
  Item: 
  RING OF RIGHTEOUSNESS RESISTANCE 
  Val ue' 3,300 G. S. Looks' varys Effects' 
  +2 save vs all non-chaotic Cle r ical spells and +3 vs convert. 
  (Chaotically align-
  ed). 
  34 
  NEW MAGIKAL ITEMS (con't) 
  Item: 
  RING OF THE TITANS 
  value' 10,000 G.S. Looks' Blue Titanium band unmarked 
  in any way. Effects' The user may use it thrice dailey. 
  He becomes (random roll) 
  a qiant in size and all other respects , for 1 hour each time. 
  There is a 10,, 25t 
  SO 
  chance for the 3 uses that the user will stay a giant forever, the rin~ disa-
  pperinQ. 
  Item: 
  ROSE COLORED SPECTACLES OF DELUSION AND UN-TRUE SIGP.T 
  Value ' -?- Looks' 
  Small grsnny qlasaes with rose colored lenses . Effects ' The wearer sees bad 
  thinqs as good, and qood thinqs as bad. 
  He also never kno~s when he ' s hurt. Area 
  Effec ted ' the wearer (he likes the qlasses so much he won't remove them. ) 
  IteM: 
  RUBY OF ROMANCE 
  val ue ' 50,000 G.S. Looks' It looks and detects (unless 
  masked maqik is ~atected for) like a Ruby of Total Reqeneration. Effects ' the 1st 
  person to touch it -~mediately falls in love (no save) with the closest person, 
  reqardless of sex or type, and always ~ants to make love to them. 
  And likes it! 
  Item: 
  PUBY OF RUNAWAY REGENERATION 
  Value ' Depends on entity . Looks ' It looks 
  and detects (unless masked maQik is detected for) like a Ruby of Total Reqenera-
  tion. 
  Effects' The user is regenerated randomly (a lost leq reqrows as a Kobold's 
  head or a lost eye reqrows as a tentacle, ad infinitum) . 
  The DN HUST Adjudicate, 
  when raisinq the dead, the body could turn into somethinq entirely else. 
  Item: 
  PUBY OF TOTAL REGENERATION 
  Value ' 250,000 G.S. Looks' Briqht, ruby with a 
  tiny qolden flame, flickerinq inside. 
  About 1" diameter. 
  Area Effected' Any 
  sinqle entity. 
  It takes 1 to 12 months to fully reqrow, accordin~ly . Effects ' 
  If touched to a part of a person it ~ill reqrow all of him! 
  He ~ill be as he was 
  before he died--reborn . 
  Item: 
  SADDLEBAGS OF HOLDING 
  Value' 3,500 G. S. Looks' Fine black leather . Effect s 
  Each side holds up to 7,500 weiqht (weighs 200). 
  Item: 
  SILVER CHALICE OF LIFE 
  value' 1,000,000 G. S. Looks' Silver Chalice (18" 
  tall) with encrustations of opals, pearls, and ameythists. 
  Area Effec t ed ' whoever 
  uses it . Effects' All liquids put in it have their poisons 100' neutralized. Each 
  midniqht a clear mead fills it which, if drunk, adds 1 day to your life. 
  Item: 
  STAFF OF BLACK (evil chaotic) WIZARDRY 
  Va l ue' as for all staffs . Looks ' 
  It is usually gnarled, black oak or twisted, intertwined serpents about 7' tall. 
  Occassionally one is a straiqht solid silver rod 8' tall. Effects' It has ~hese 
  abilities: withering, dimension door, wall of ice, ice storm, dar kness (10' rad-
  ius) , feer, confusion, fly, striking for 108 20 charqes each., insec~ swarm , web, 
  maqik missile, elementals (conjure once, of each, each day). 
  For Ma~es only. 
  Item: 
  STAFF OF STUPIDNESS 
  Value' -7- Looks' varys. 
  For Clerics only. Effects' 
  Once picked up it cannot be let go of. 
  It neqates ability to heal or raise dead, 
  lowers all attributes -3, qives holder double vision, nausea, hives. 
  ATTRACTS 
  monsters (rolls of 4 or hiqher). 
  (Amoral) 
  Masked Maqik hides all of this . 
  Item: 
  WAND OF WIZARDRY 
  Value' 2~ times wand cost . Looks' Usually about 25' 
  longer than reQular wands. I of Charges' 60 (20 e ach). Eft•cts' }ny three single 
  uses by type. For example ; cold, paralysis, fear . 
  Item: 
  WAND OF WINDS 
  value' Normal. Looks ' Silvery veined blue crystal. I of 
  Charges' 100 Effects ' Has wind spells in it (i ~ can fire all in a "hurricane!"). 
  For Maqes only. Each "wind" is of six melee turn duration. 
  Item: 
  WEB WAND 
  value' 3,500 G.S. Looks' Dull qr ey metal. Effects' fires webs . 
  I of charges' 100 
  Ra nge ' up to 60' A super web wand has but 50 charqes. 
  
  35 
  MAGES SPELLS 
  Name: 
  APHRODASIAC AURA 
  Level: 1st llano Co•t: 1, pluo 1 per hour after let . 
  Ronga: self Ar•• o~ ~~~ect : 
  All within 20' ot user. 
  ~~~ect•: Adds +3 charisma 
  versus same sex, +8 versus opposite aex. 
  If c~~centrated on one person it causes 
  love/desire (1 hour). 
  ~eek• to Learn : 1 week Co•t • 150 G.S. 
  Name: 
  LOCK JAW 
  Level: let ••n• Co•• • 1 Range : 60' Area 
  o~ ~~~ect: One being per 
  3 levelo. 
  ~~~ect• • Causes the target's mouth to shut in an uncontrollabel rigid 
  spasm (one minute per lovell. 
  CUre Lock Jaw io the same spell i n reverse. 
  Name: 
  MUSCLE SPASM 
  Level : 1st Nan• Co•t : 1 R•nge : 60' Area of Effect: one being 
  per 3 levelo. 
  ~~~act• • 
  Cauoeo an uncontrollable muscular spasm for one melee 
  turn. ~••k• to Learn: 1 
  Co•t • 150 G.S. In large monsters only a part is effected. 
  Na-: 
  DUNII.LEMBYER' S SPELL OP TilE TARANTELLA 
  Level : 2nd llano Co•t : 2 Range : 60' 
  Area ~~fectad : 30' diameter. ~fleet•
  : All hit begin an uncontrolled, whirling, 
  jumping, gyrating dance of wild abandon . 
  They cannot stop and whirl in random 
  directions. 
  Durati on: 
  It lasto 1 minute per level. ~••k• to Learn: 3 weeks. 
  Co•t: 2,000 G.S. 
  N~e: KARMER'S SPELL OP WINE TO POISON 
  Laval: 2nd Ilona Co•t: 3 Range • 10' plus 
  1 foot per level over third level. 
  Are• ~ffacted : 1 pint in volume pluo ~ pint 
  each two levels over level required for use. ~fleet• : The amount of wine indicated 
  become• 108 poison, which lasts for o~e minute. 
  The poison increases 108 in pot-
  ency for each 3 level• over level required for uae. 
  ~•ek• to Learn : 3 weeks. 
  Gol d Co•t: 350 G,S. 
  Name: 
  PATCH SPELL 
  Level: 2nd Nana Co•t z 2 plus 1 per each aouare foot •oatched• 
  Range: 39' plus 20' per level over level required tor use. Are; Effected : Limited 
  only by Mage's mana. ~fleet•: Cloth, sails, leather armor and the like can be 
  "patched up • to hold together. Duration : 20 minutes plus 10 minutes per .5 mana 
  point used as "glue.• 
  Weak• to Learn : 2 weeks 
  Gold Co•• • 250- 500 G.S. 
  Name: 
  SKORZANDON'S MIRROR 
  Level : 2nd Ilona Co•t: 2 Range : 60' Area Effec ted : 15 
  x 10' until dispelled/touched. •rfect• : A mirror is placed between the Mage and 
  the target so he see's himself and not the user. 
  ~eek• t o Learn : 2 weeks. Gold 
  Co•t: 250 G.S. 
  Name: 
  TBURLOON'S REVERSAL 
  Level : 2nd N•n• Co•t : 2.5 Range : 60' Area Effected : 
  One ta~et. ~tract• : The target oaves vs magik or is i~di ately turned 180 deo-
  rees. 
  ~••k• to Learn : 2 weeks. Gold Co•< • 300 G.S. 2 dice per level is effected 
  Name: 
  TIMAHARN'S BLIND SPOT SPELL 
  Level : 2nd Ilona Co•t: 2 Number zt~actad : 1 
  Area ~tfactad: Ta.rget Effect•: The target cannot see the !o4aqe, even wi th true 
  sight, helms, etc. 
  He has a "blind spot. • Duration: 5 ~nutee per level. Range: 
  120' ~eaks to Learn: 2 weeks Gold Co••• 300 G.S. 
  Name: 
  TON>ZON'S SLIPPERY SPELL or THE BANANA PEEL SNE.I>.J< 
  Level: 2nd Hano Co•t: 
  2 plus one per level over 3rd. Range : 60' 
  Area Effec ted : 10' (square) plus 5 1 
  per user level over 3rd. ~ flee t• • The area hit becomes zero coefficient--total 
  absence of friction! Duration : 5 minutes per level (plus 5 per level over 3rd). 
  Weeks to Le•rn : 2 weeka. Gol d Co•t: 500 G.S. 
  Name: 
  HILDAGARDE'S HEAVY HELPER 
  Level : 3rd Han• Cos t : 4 Effect•: A 10' cube of 
  wet sand appears. Range: 15' plus 5 1 per level over level reouired for use . 
  Are• Effec t e d : 10' cube, plus 1' per level over level required for use. ~eeks to 
  Learn: 3-4 weeks. Gold Co••• 600 G.S. 
  36 
  MAGES SPELLS (con't) 
  Na 
  · 
  MORBAERA'S SPELL OF Tl~ VIOLENT VEPTIGO 
  Level: 4th 
  H•n• Co•t : 
  4 plus 1 
  per ~lee round over the first four. 
  Range: 90 feet. Are• ot Effect: All within 
  he fleld are affli cted by violent sensations of vertioo and dizziness. 
  If the 
  save is failed they are - 4 on all attack and defense (they are still -2 if they 
  make their save) for as long as t hey are within the field and for lDlO after they 
  leave the sphere. weeks to Le•rn: 5 weeks. 
  Gold Cost: 
  1,360 G. S. 
  Name: 
  PAR-XHER'S PAIN BLAST 
  Level: 4th 
  ~•n• Cost: 4 
  Are a Effected: 30' diamet-
  er. 
  Number Effected : All within 30' diameter. Effects: ~blast of sheer pain. All 
  within go insane with pain for the number of turns less than 20th level they are. 
  R•ng•: 120 feet . Weeks to Learn: 5 weeks. 
  Cold Cost: 1,492 G.S. 
  Name· 
  SANTANDER'S WASP SPELL 
  Level: 4th Effect•• A 31!D , AC 5, speed 24 was~ ~p-
  •· that the user controls within 100' of himself. Its !'tinq has venol'l equa 4 
  n 
  ro·~O user's level. Ti•e to Le•rn: 5 Weeka. Gold Co&t: 5t000 G.~. IUn• Cost: 
  .5 
  Name: 
  TIRINYO' S SPELL OF THE WALL OF ICE AND FIRE 
  Level: 4 t~ 
  Hono Co•t• 6, plus 
  1.5 per melee round after the first 6 Relee rounds. P•nge: 30 
  Are• of Effect: a 
  wall 15' lono by 10' high by 2' thick. E~~ect: a wall of ice is conjured but hidder 
  bv walls of roaring flames, which does 1D8 heat damage . Any creature breakino 
  through the wall of ice also takes l DI of damaoe. 
  ~••k • to Learn: 9 weeks. Gold 
  CoH: 2,000 G.S. 
  Note: this spell is revenible where the flames are trapped wit~ 
  in the wall of ice, however the ice flickers and glows eerily because of this. 
  Name : 
  WARAGEN'S NIGHT WALKER o~ THE UNWANTED VISITOR 
  Level: 4th 
  Hone Co•t: 6, 
  plus 1.5 per melee round afte~ the first 6 melee rounds. Range: 60 l'liles plus 5 
  miles per level over level reauired for use. 
  Are• of Effect : Special. 
  Effect: 
  the Mage causes a specific area such as a house, one wing of a castle or a certain 
  section of town to be "haunted" bv stealthy footsteps, soft evil l auqhter, faint 
  clink1ng chains, other various sundry and spooky sounds. 
  week• to Learn: 7 weeks. 
  Gold Co•t: 1,750 G.S. 
  Name: 
  Z~'S SPELL OF THE ONE WAY DARKNESS 
  Level: 4th H•n• Co•t: 
  4 plus one per 
  5 melee rounds after initial period. Range : around self. Area o~ Effec t : 10' in 
  d1ameter. effect: the Mage c reates a hemispher1cal area of inky-blackness totally 
  il!lpervious to all forms of magikal oight or light. 
  However, the caster may him-
  self see out of the area much in the wav a person sees through a one-way mirror . 
  weeks to Le•rn: 
  4 weeks . Cold Cost: 2,000 G. S . 
  Name: 
  AZORN'S FEARFULL FIERY FIST SPELL 
  L•vel: 5th Hano Co•t: 5, plus 8 per each 
  additional fist. R•nge: 240' Area of Effect: one tarqet per fist. Effect: a basket-
  ball sized, flaming giant fist streaks towards the target(s) and attacks as a +1 
  mace wielded by a warrior ~ the user's size, doino 2D6 fire and 1D6 impact damage 
  and causing thooe hit to save versus fear.. Victii'I'S 1+1 dice in si ze or loss are 
  bowled over . week• to Le•rn: ten weeks. Gol d Co•t: 3,600 G.S. 
  Name: 
  D'ALLON'S SPELL OF MAGNIFICENT MYSTIFICATION 
  Level: 5th Hone Co• t : 3.5 
  Area Effected: varys with each victim. R•nge: 90' attect•: the target sees hi~­
  self 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 mirro red maze. 
  Dispell maoiks 
  only strengthen t he spell (disintegrate dispelle it). Weak• to Learn: 8 weeks. 
  ~old Cost: 8 1 600 G.S. 
  " ame: 
  "HOMING" FOR MAGJK MISSILES 
  L•vel: 5th Nona Co•t : As for spell plus 5 oar 
  Missile . 
  Are• of Effec t : the missiles. Range: as normal. Effect: The missiles 
  "home on target• Weeks to £earn: 3 weeks. Col d Co•t: 3,000 G.E. 
  
  37 
  MAGES SPELLS (con't) 
  Name: 
  KHOREB'S CURSE OF THE SCREAMING SKULL 
  Level: Sth 
  Mana Co•t: 
  S.S plus .S 
  per 10 minutes of sending. Range : 100 miles per caster level! Are• Effected: (it 
  appears there) single entity or area. Effect: A fiery skull appears each night to 
  wail, scream, gibber, moan, and mouth obscenities at the target for the number of 
  nights times user level. Only "00" dispells. Weeks to £earn: 12 weeks. Cold Cost: 
  4,800 G.S . 
  *over level required for use 
  Name: 
  ~RGAULT ' S MAGIK MISSILE OF SLAYING 
  Level: Sth 
  Mana Cost: 6.5 Area Effect-
  ed: any single target. Range: as for Magik Missile . 
  Effec~: As for normal ~aaik 
  Missile but may be memorized to slay any single type. 
  If save is ~ade it still 
  does missile point damage. weeks to Learn: 8 weeks. Gol d Cost: 8,800 G.S . 
  Name: SARACPANDER'S SUNBURSTS Level: 5th Mana Cost: 7.5 Area of Effect: 30' dia~et­
  er ball. 
  Range: 180' Effect: 
  Combined T-ball and flash . 
  3 saves are needed. 
  Weeks to Learn: 6 weeks 
  Cold cost: 9,800 G.S. A T-ball is a Thunderball 
  Name: 
  SCHARPE'S SEX SWAP or THE CP~GEOVEP SPELL 
  Level: Sth Mana Cost: 
  S Range: 
  60' 
  Are• Effected: Single entitv . Effect: Target has sex changed to the opposite 
  of its original. Weeks to Learn: 9 weeks 
  Cold Cost: 
  2,000 G.S. 
  Name: 
  SLYGON'S SILVEN SPIRAL OF SLEEP 
  Level: Sth 
  Area of Effect: 
  Until dis-
  pelled, a 9' high, 3' wide whirling, swaying, spiral . Range: 60' 
  Effect: Glowing, 
  silver spiral of dancing motes. 
  10\ chance per level les• than 20th that the 
  spiral will attract, hypnotize and put to sleep all who see it. Less OS\ per int-
  dlligence point over 12. weeks to £earn: 17 weeks . Cost: 
  18,000 G.S. 
  Name: 
  YATHAGON'S PERFECT DOME OF DYNAMIC DEFENSE 
  Level:Sth 
  Nona Cost: 
  S.S plus 
  . 75 per melee round. Range: around caster. Are• Effected: variable area around 
  caster . Effect: A glittering (silver translucent doMe 7' high and 10' across per 
  user level over Sth that reflects back all nhysical attacks just as they were 
  made. 
  A slow, slow walk penetrates. Weeks to Le•rn: 5 weeks. 
  Cold Cost~ 3800 G.S 
  Name: 
  C~RONARD'S WRAITHHOLD 
  Level: 6th Mana Cost: 7.5 Are• Effected: 
  self. 
  Effects: The user becomes a wraithe in all respects. 
  l hour per level over level 
  reauired to use. 
  Weeks co Le•rn: 6 weeks 
  Gol d Cost: 5,000 G.S. 
  Name: 
  KLYNT'S CUBE OF BAFFELING BEAl~Y Level: 6th 
  Mana Cost: 6 plus 1 per melee 
  turn. Number Effected: All within siqht of it (-6 save) Area Cffected: lO'xlO'xlO' 
  around user. 
  Effect: a lO'xlO'xlO ' cube of 1ndiscribable colors and sounds, 
  surrounds the user (immobile). 
  It stops all intelligent creatures. 
  They are so 
  intrigued, they never try to harm it. Weeks to £earn: 6 weeks. cost: 7,000 G.S. 
  Name: 
  NOAD'S BANE or THE BLUE BANSHEE OF S~AMT Level: 6th Mane Cost: 
  7.5 plus 
  l.S per 10 minutes. Range: 100 miles per user level. Area Effect•d: ~ny sin~le 
  area or person (it appears there). Effect: Glowing, blue banshee-like apparition 
  flys all around (or through) castle, town, etc. wailinq, screamina, maoning , etc. 
  Neeks to Le•rn: 10 weeks . Gold Cost: 9,500 G.S. 
  Name: 
  PUSSALLA'S SPELL OP THE DEMONIC DANCE OP DEA~P Lovel : 6th Man• Cost: 6 
  mana points, plus l per melee over 10. Range: 
  120 feet.Area of Effect: Variable. 
  At caster's option it ~y effect up to 20 dice of tar~ets. Effect: 'll who fail 
  their saving roll are immediately gripped by a sustained muscle spasm spell that 
  does 1D8 damage per melee round and renders all attack and defense -8 and cuts 
  movement to • normal. DuratJon: 10 melee rounds +l ~lee round per level over 
  level required for use. 
  weeks to Leern: nine weeks. Gold Co•t: 3,500 G.S. 
  38 
  MAGES SPELLS (con't) 
  Name: 
  JAHK'S SPELL OP THE SINGING STAR 
  Level : 3rd 
  H•n• Co•t: 3.5 
  Aroa Bftocted 
  30' diameter around star. 
  Number Effected : 
  ~l within area. Effect• : A 6-pointed 
  Star of David (gold, 2' across) appears and sings with music. 
  All intelliaent 
  monsters roll vs charm or sit enraptured. 
  Dur•tJon: l minute per level. R•nge:60' 
  Weeks to Le•rn : J weeks. 
  Cold Cost: 600 G.~. 
  Name: 
  JHEEP'S CHEAP SPELL or THE BI~ BARGAIN SPELL 
  Level : 3rd 
  H•n• Co•t: 3 plus 
  one per 5 mintuea over the initial 10 minutes. Are• Effected: 5elf only. Effects: 
  The Maae can bargain as a Trader (as in AG I) one half his own level. ~••k• to 
  Leern: 4 weeks. 
  Cost: 
  650 G.S. 
  Name: 
  MINOAN'S DANCING AXE OF DONDURA 
  Lovel : 3rd Mana Coot : 3.5 plus one per 
  melee round after the intial period of tiMe. 
  Range : 20 feet plus 5 feet per 
  level over level required for use. EFfect: The Mage conjures a plus one battle 
  axe that attacks ita tarqet at the Mage's own dexterity but eauivalent to a War-
  rior of the same level as the Mage. 
  Duration : 3 melee rounds plus one round per 
  level over level required for use. 
  ~eek• to Learn: 4 weeks. Gold Co•t: 1200 G.S. 
  Name: 
  M:>RDEN • S BACKWARD BUST 
  Level: 3rd 
  H•n• Cost: 3 
  Nu.Wer Effected: one 
  Area Effected: Target 
  Effects : 
  the target does everything in reverse! 
  Talk, 
  move, ec.c.! 
  Dur•tJon: 
  10 minutes. R•nge : 60 1 Weeks to Le•rn: 3 weeks. Cost: 
  600 G.S. 
  Name: 
  SHOLNON'S SECRET SPY SPELL 
  Level : 3rd Hana Cost: 3 plus . 5 per minute over 
  that which is the base. 
  DuratJon: 1 mile per level and 1 hour per level. Nu•ber 
  Effected: one 
  Area Effected: 
  target 
  Effects: 
  the target's voice is always 
  audible to the Maqe, at will. 
  weeks to Learn: 
  3 weeks 
  Gold Cost: 
  550 G.S. 
  Name: 
  SPORLING'S WALL OF WHIMSEY or THE WEIRD WALL 
  Level: 3rd Hana Coot: 3.5 
  Area Effected: 
  A wall, 10 1 x 10 1 for 1-Sth level or up to 20' x 20' for higher 
  Maqes. 
  Range : 60' 
  Effect: A wall of blue light that causes one whimsical thina 
  to happen to whatever penetrates. 
  It could be he levitates, turns blue, his next 
  spell reverses, etc. 
  Dur•t1on : 
  1 min/level. 
  Weeks to Learn: 3 weeks . Gold Co•t: 
  800 G. S. 
  Name: 
  XUNDOMYRE'S VIG1LENT EYE 
  Level : 3rd H•n• Coot : 4. 5 
  Range : 
  100 per level 
  Effect•: 
  An eye/mouth can be set (floating) to quard . At the approach of anythina 
  it flys back (2 4" per) and tells you. 
  Woaks to Lo•rn: 
  3 weeks. Col d Coot : 800 
  Name: 
  KAROLE'S STUPENDOUS SPELL OF THE SEVEN LEA~UE BOOTE 
  Lovel : 4th 
  Mana Cost 
  S Are• Effected : 
  Wearer only. 
  Ran9e : 
  15 miles per user level. 
  Effects: 
  The 
  user "dimensions steps" each time he steps moving 3 miles each step, 
  Pe also 
  "sees" the country he moves throuqh as he •stretches• so he knows where he's been. 
  weeks to Learn: 
  9 weeks. 
  Gold Cost : 6,000 G.S. *over level required for use. 
  ame: 
  KORUM'S SPELL OF THE ENIGMATIC EYE 
  Levol : 4th 
  Mana Cost: 
  4 ~lus .S per 
  hour. Range: 
  60 miles per caster level. 
  Etfoct•' ' glowing (red) 12 
  size eye 
  hovers always ~ i thJn 10 1 of the victim's left, rear shoulder, and the caster al-
  ways "knows• where the eye is. Area Effected : It will follow the tarqet even it he 
  t-ports, etc. 
  It lasts 1 day per user level (over that reauired for use). Weeks 
  to L••rn: 4 weeks. 
  Gold Cost : 
  1,500 G.S. 
  Name: 
  ELRIC'S THUNDER BALL 
  Level: 4th H•n• Cost: 6 Ranqe : 90' EEf•cts: A combined 
  ball liahtnina and fireball. The damage is split between them and two saves are re· 
  quired. - week$ to Learn: 
  6 weeks. 
  Gold Cost: 2,000 G.S. 
  
  39 
  MAGES SPELLS (con't) 
  Name: 
  SAVOY ' S SILENT SLAYER Level ' 6th N•n• Cost ' 
  6.5 (plus regular magik mis-
  sile spell) 
  Number Effected: 1 
  Are• Effected: 
  1 
  Effe cts: ~ ~aqik ~iss i le of 
  slaying (specific beings, not types) will wait in ambush wherever set--forever! 
  Range: as for Magik Missile. Weeks to L••rn : 6 weeks. Col d Cost: 
  9,000 G.S. 
  Name: 
  SKORN'S ~CULATE SKY SYMBOL 
  Level' 
  6th 
  N•n • Cos t ' 
  6 plus .5 per 10 
  min . 
  R•nge: 100 miles per user level over level required for use. Area Effected: 
  any single castle or geographic area . 
  Effect' 10' hiqh per user level, flamino 
  symbol, name, etc., of choice appears in the sky with aporopriate ~usic! 
  weeks t o 
  Learn: 
  8 weeks. Gold Cost: 
  8,000 G.S. 
  Name: CHARONARD'S SPECTRAL SPELL 
  Level ' 7th N•n• Cost ' 9.5 Numbe r Effected ' 
  l 
  Area Effected: self 
  Effects: 
  The user becomes a spectre in all resoects. Dura-
  ti on: 
  one hour .Weeks to Le•rn: 9 weeks. Cold Cost: 
  8,500 G.~. 
  Name : 
  DARVOPL'S HAND OF DOOM 
  or THE SP.ADOW ASSASSIN 
  Level' 7th N•n• Cost' 
  10 
  plus l per miles ranoe . 
  R•nge ' 10 miles per user level (it goes there). Are• Ef-
  fected' A shadowy black hand that carrys a blood-red daoqer. 
  Stabs the victim 
  the number of times as user has levels. 
  Weeks to Learn : 16 weeks. 
  Gol d cos t : 
  10,000 G.S. It attacks as an Assassin equivalent in level to the caster: 
  Name: FAZALLA'S FRIEND FRO~ BEYOND 
  Level' 7th Nana Cost' 
  10 plus l oer melee 
  turn. Effects' the ~age can summon from the dead a friend (close) to fioht for 
  him. 
  There is a l-6 melee turn delay. Weeks to Learn ' 
  8 weeks . Col d Cos t ' 8,756 
  Name: 
  GREEN DEATH or '!'HE SERPENT'S OF SHARDOOH 
  Le vel ' 7th Nan• Cos t ' 10 plus .5 
  per 5 minutes time. R•nge' within 90' of caster (they bite as ~an y tires as user 
  level). Area Etrected : 1 serpent for each two user levels, thev appear near cas-
  ter and move to target or wait for him. Effect ' 
  ~isty, 3-4' long serpents appear 
  in the air, they bite for l-3 pta . leave an acid-like burn for l-4 more ots. and 
  the venom does 3-18 pta. 
  Weeks to Le•rn: 21 weeks. Gold cost: 18,000 G.~. 
  Name: 
  ~ARYINDI'S SPELL OF SUPE~ TELEKINISIS or TRACTOR PPESFFR BE~~ Level' 7th 
  Hana Cost: 7 . 5, plus .5 per melee Are• of Ef fe ct : used for 5 1"8lees oer level 
  over that required for use. 
  Cone-shaped, like cold wand. Effects: e~erts enouah 
  pressure to move 300 lbs . plus an additional 30 lbs. ~er level over level reouired 
  for use. Range : 120' Weeks to Le•rn : 9 weeks . 
  Gol d cost : 10,000 ~.s. 
  Name : 
  OH'WEN'S SPELL OF THE RED AWFt'LNESS 
  Level' 7th 
  .~an• Cost' 7.5 Numbec Ef-
  fected: It hangs around the target only. Are• Effected : 5' diamPter cloud 
  Effects 
  • 5 ' diameter cloud of Red Mist forms about the target, dissolving hi~ at·2-20 
  per turn. 
  Only a finger of death will stop it:: 
  Range' 120' weeks to Learn' 12 
  weeks. 
  Cold cost ' 13,000 G.S. 
  Name: 
  PAERRAEN'S HAND OF HELL 
  Level: 7th H•n• Cos t : 8 Number Effect ed: ! target. 
  Are• Effected ' self. Effects ' the ~age's hand has f.aint black f lames all over i t. 
  It, like a Hagik Missile of slaying can be set to slay any sinole type. 
  R•nge' 
  touch. weeks to Le•rn,l5 weeks. 
  Gold Cost ' 
  11,5~0 G.S. 
  N~ : RUSSALLA ' S REFLECTOR SHIF.LO 
  Level· 7th Na 
  Are• of Effect' 
  near self Effects' 
  like shi l~ • Co~ f ' b7.5, plus 2.5 per minute. 
  2 levels p~r each user level over leve 
  e 
  ape 
  ut it bounces spells at 
  Gold Cost' 15,000 G.S 
  The shi ld 
  t 
  l required for us~. Weeks to Lurn' 12 weeks 
  • 
  e 
  s ays up lnlthlly for one (l) minute. 
  40 
  MAGES SPELLS (con't) 
  Name: 
  SAVOY'S SPELL OF THE SILVER SERPENT 
  Level' 7th H•n• Cos t ' 8.5, plus 3.5 
  per melee round over the first three . R•nge' 120 feet plus ten feet per level 
  over level required for use . 
  Bffects: a translucent silver cobra appears and will 
  f ight for the conjurer for three melee rounds. 
  The serpent has l dice in aize per 
  level over the level required for use (one dice base). 
  Its ven~ ditto. 
  Its ~C 
  is 3, dexterity equal to the conjurer's plus two , and it can fly one hundred and 
  twenty feet per turn. 
  weeks to Le•rn : 9 weeks. 
  Gold Co s t : 3,300 G.S. 
  Name : CIIAliONARD'S SPELL OF THE VAMPIRE HEART 
  Level ' 8 H•n• Cos t ' 12 . 5 plus 4 per 
  hour . Nu•ber Effected: 
  1 
  Are• Effected: aelf Effects : as Charonard's Wraithe 
  hold but a Vampire. 
  Weeks to Le•rn: 8 weeks. 
  Gol d Co• t : 11,000 G.~. 
  Name: 
  HAOAAG'S HORROR or THE HAND OF HERCULES 
  Level ' 8th H•n• Cost ' 20 plus .5 
  per ~i le traveled. R•nge : 10 miles per user level. 
  It moves to tarqet. Are • Effec 
  ted: It can be set for any sin9le victim or even blanket "all in such and such 
  room or house!" 
  Bffect' A huoe hand with 7' wood club attacks, (AC 2) dexterity 
  as for caster, hits like fire .qiant with maul! 
  Weeks to Le•rn: 28 weeks. Gold 
  coot' 36,000 G.S. 
  It strikes for as ~any times as the caster has levels: 
  Name: 
  THE RED SENDING OF SORROW or ARCHOM'~ BANE Level ' 8th H•n• Cos t ' 
  20 plus 
  1 pt per miles distance to victi~. R•nge ' (control) 10 miles per user level (over 
  level required for use). It appears at his spot then moves to victim. Are• Effec t e 
  the victim must be named, better yet, an article of his shown, etc, directions 
  given. 
  If thwarted it will return and slay the sender if no other is available! 
  Effect' The wraith/fi re elemental attacks like a combined wraith/fire/air el~en-
  tal (see the appropriate chart, this volume). 
  weeks to Le•rn ' 24 weeks. Cold 
  Cost' 
  30,000 G.S. 
  Name: 
  SAFCHIHUS'S SENDING or THE TERROR! 
  Level' 8th H•ne Co•<' 20 plus l pt per 
  miles distance to victim. 
  R•nge ' (control) 10 miles per user level. 
  It appears 
  at his spot then ~ves to victim. Are• Effected : Same as the Red sending or sorrow 
  Effect , 
  ~·he shadow elemental attacks like a combined air elemental/shadow but can 
  be instructed to strangle, smother, etc. weeks t o L••rn : 24 weeks Gol d Cost: 
  30,000 G.S. 
  Name: CAOWYN'S SPELL CATCHER 
  Level ' lOth 
  Hon• Coot, l5 
  Areo Bffected ' 10' radius 
  from user . Effect s' an invisible aura of magik spell trappino forcs around the 
  Mage lasting 1 hour or until any incomino maqik (as in a spell, wand, blast, etc.) 
  enters the field. 
  The field traps the spell and the ~age then has one melee round 
  plus one per level over level required for use to redirect or dump the spell as 
  if it were his own. 
  weeks to Le•rn : 
  12 weeks 
  Gold Cost: 
  18,000 G.~. 
  Name: 
  J BEM'S SPELL OF THE FAR TERMINUS 
  Level ' lOth N• n• Cost' 20 Are• Effected' 
  One target (2 dice times level) R•nge ' 
  240' Effe cts' The target is immediately 
  dimensionly teleported to a time, universe and world, at rando~: if save is 
  made he is still dimension doored in a random way. Weeks to Le•rn ' 16 weeks. Gold 
  Coot ' 18,000 G.S. 
  Name: 
  TARNHELH' S SPELL OF THE REilENERATf:D MANA 
  Level' lOth H•na Co•t' 25 
  Ar .. 
  Effected ' self only. Effect•' once per 25 hours only the spell may be used. It 
  simply regenerates one to 100 (roll) mana points. 
  For every mana poi nt regained , 
  the Haqe is incapacitated for one melee round (i. e . he must sit and get over the 
  diziness, nausea, etc.). W•eks to Le•rn : 15 weeks. Gold Coat : 15,000 ~-~· 
  
  41 
  MAGES 
  SPELL~ (con't) 
  Name: 
  CH.'RMICHAEL'S SPELL Of' THE ASTP.AL S'l'OP.M 
  tevel• 15th lt•n• Cost• 20, olus 
  5 ~r melee round over the initial three melee rounds. Ranqe: 60 1 Area Effected: 
  30 
  sphereical area. Effect•• the Maqe conjures an Astral Ice Storm that does 3D8 
  physical damage per melee round to any creature caught in it. This ice storm is 
  maqik, thus will hit any creature . 
  But onlv on the Astral or Ethereal plane . wee 
  to £eern: 18 weeks. 
  Cold Cost: 10,000 G.f . 
  Name : 
  KRUBACH'S BANE or THE SPELL Of' TilE ~~IRALLING DEATH 
  L•vel• 20th Are• Effec· 
  ted, 
  Any single victim ~ithout regard to size. R•nge• lust see (crystal balls ok! ) 
  to use . Effect: The vict~m is dimenslon-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! Nan• Co•t: 20 Week• t o Le•rn : 28 weeks. Cold cost: 35,000 
  Name: 
  PHANCH'S SPELL Of' THE FELL GATES OP HELL 
  Level• 20th lt•n• Cost• 25 Area of 
  ettecc: 
  any single victim . R•nge: 360' Etfecc: 
  Victim is tela-dimensioned to one 
  of the 21 random hells! 
  Weeks to Le•rn: 36 weeks. 
  Gold Cos t : 50,000 G. S . 
  CLERICJ\L SPELLS 
  al!'8: 
  t!AMJ'HROOK' S SPELL OP THE PROTFCTION PRO!' ALL APHPODESIACS 
  Level • 1 lt•n• 
  Cos t : 1 for 2 hours and 1 for each hour thereafter . R•nge: self only. ~tfee t ~: 
  C2 
  It protects 100 
  versus all aphrodisiacs lOth level and below. 
  It is 90\ effec-
  tive against all of those up to 15th level , decr easing 5\ per level thereafter. 
  ftleek.• to te•rn: 
  2 
  Co•t : 
  500 G.S. 
  Name: 
  ST. THERESA'S SPELL OP TI!E Til'£ TH.OT'S TOLD 
  Lev•l• 1 .~an• Cost • 
  1 Ar .. 
  Effected: 30 ' radius, or any sinqle object. Effect•= When used as an area effect 
  spell , the caster will ~now, plus or minus 25 
  accuracv, the age of everythinq in 
  the area . 
  When used on a specific object , he will know the age of the obj ect (100 
  percent accurate). 
  week~ to Le•rn: 
  1 
  Gold Cost: 150 G. S. 
  Name: 
  ~GALON'S BLESS 
  Lovel: 2nd N•n• Co•t: 2 per man that is Blessed R•nge: 
  within touchinq. Are• lffe~t•d• the single individual who is blessed. Effec t •• 
  1·1lenever he sees battle for the next hour he will attack with a berserk rage 
  adding an additional plus 4 t~ his attack and dropoina his defence by C due to hi• 
  recklessness in exposing himself during battle. If he no~ally carries a shield , 
  forget it, he has discarded it so that it won't aet in his way . If dexterity 
  allows he will be using two weapons . 
  ~ame: !'ICI!ELLENE'S CURE FOR THE FIERY PLASH 
  Level• l nd lt•n• Cost• 2 R•nge• 10' 
  Are• Effec ted • any sinale entity. Effect• • completely negates the effects of the 
  fl ash spells . 
  Weeks to Le•rn : 3 weeks. 
  Co•t : 350 G.S. 
  ~ame; CALABAHR ' S ~PELL OP THE AURA THAT SI!EDS WEBS Le vel• 3rd lt•n• Cost • 3 for 
  the initial one minute, l per minute thereafter. Are• Effected• any single entity 
  R•n9e: 10' Effect•: As per anti-web aura in AG I. Neek~ to te•rn: 2 
  Co• t : 600 
  :ame : 
  DOROMAN'S SPELL OP THE FINGEP(S) 01" LIG!n'. 
  Level • 3rd lt•n• Coo< • 
  1 per 
  finger. Are• of Effect• each beam is a cone 60' lona, 1 inch wide at f ingertip, 
  increasing in intensity by 5\ per level thereafter . Dur•tlon• l melee round . 
  Week• to te•rn: 3 weeks 
  Cost: 350 G.S. 
  Na~e: 
  EVENOE'S RITUAL Of' THE EMPATeiC CURE 
  Level• Jrd lt•n• Cos t • 3 plus l per 
  20 
  damage over the first 20\ the vi ctim is . R•nge• 3' Are• of Bffec<• any sinqle 
  being. Effects• The Cler1c empathicl y heals a victim by taking the wound or 
  da~aqe UPON HIMSELf'. 
  (Yes it hurts!). Weeks to Le•rn• 5 weeks Cost• 600 G.S. 
  ~arne: 
  M!CHELLENE'S SPELL OF WALKING ON AIR (BRIEFLY). 
  tevel• 3rd lt•n• Cost • 3 
  for the fi r s t hour and l for each additional hour. Are• of Effect : any single be-
  lnq. R•nge: 3 feet Effect•= for the duration of the spell's effectiveness the 
  character the spell is on may walk on air for 6 seconds (one Melee round). 
  (Thus if a trap door opens under him he has one Melee round to get to safety, how 
  ever walking on an illusory floor can cause a problem as the spell will trigger 
  but the person wouldn't know it. 
  BYE! ). Weeks to L~•rn: 3 weeks. Co•t: 300 c:.s. 
  Name: 
  AURA OP HEGALON 'S GLORY 
  Lev•l • 4th lt•n• Cost : 4 points and one point for 
  every melee that it is kept up. 
  Maximum number of Melees is equal to level of 
  the Cleric. Are• Eff•cted • Anyone in the 30' rad1us of the Aura. Effect• A blue 
  glow 1n which anyone will fiaht his nearest neiqhbor, whoever it is--the Cleric 
  ls unaffected as he has battle lust anyway. 
  Week• to Le•rn: 5 weeks Co•t z 450 
  ~ame: BASIC 
  "•n• Cost: 4 
  3 feet .. Ar•• 
  neutralized. 
  RITUALS FOR CLEANSING OP POISONS k~D VENOMS (UP TO 7eD) 
  Level• 4th 
  for the first 4D8 of poison/venorn and 1 per each D8 over that. RengeJ 
  of Effect•• any single being. Effect• • the poison/venom ia completely 
  Week• co Le•rn: 6 weeks. Cold Co•t : 950 G.S. 
  
  43 
  CLERICAL SPELLS (con't) 
  Name: 
  PHELOOE'S RADIANT RING OF RIGHTEOUS FIPE 
  £ovol: 4th Hone Cos t : 
  4 plus .S 
  per melee turn more than the first twelve. Area Effe cted: 10' diameter R• ng•= 
  Around self only. Effects : A golden, glowing 10' diaMeter wall of fire. 
  All un-
  dead take 2-24 pts damage if they pass through it . 
  All others take only 1-8 pta . 
  Skeletons burn 1-6 per turn. Weeks to Le•rn : 6 weeks. Gold Cost: 3,800 G.S. 
  Name: 
  SAINT PATRICK'S SPELL OF THE BANISHED SEP2ENTS 
  £ovel: 4th Ho ne Cost: 4.5 
  Area effoctod: All in visual sight as per spell limitations Rang•: 60' 
  Effoc t s: 
  All serpents (snakes) flee in a straiqht line away fro~ 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 times user level. weeks to Lea rn : 10 weeks Gold 
  Cost: 15, 800 GS. 
  Name: 
  THE HEAVENLY FOG OF P.IDING AND HELP 
  Lovol : Sth Hano Cos t : 5 . 5 olu1 .5 per 
  minute over 10 
  Number Effected: N/A 
  Are• Effected : varvs Effect•: ~ bank of 
  nearly opaque 
  (see l-6') fog surrounds the user, 100' diameter per level. Hook s 
  to Learn: 6 weeks Gold Co•t : 10,000 G.S. 
  Name: 
  HEAVENLY HALO OF BINDING 
  Lovol : Sth Hano Cos t : 6 plus l.S per minute over 
  lst. Number Effected : 1 target 
  Area Effected : 
  varys Ef f~c t s: A golden halo (up 
  to 20' diameter) drops over the target, binding it as steel. 
  folds all 2 dice 
  per user level it catches. Range : 90' 
  ~eek• to Learn: 
  7 weeks 
  Co• t: 
  11,000 G.S. 
  Name: 
  FANALORN' S SPELL OF THE ANUIATED OBJECT!' 
  £ovol : 6th I< ana Co .. : 6, plus 3 
  per melee round over the initial 6 . Range: 60' olus 6' over level required for 
  use. Area Effocted: anv single object up to 220 lbs. in weight plus 20 lbs per lev-
  vel over level required for use. Effects: 
  In~ni~ate ob; ects are ~nimated to ateacY. 
  or be a nuisance to whomever the Cleric commands (i.e. chai rs, shields, swords, 
  staffs, may spin or hit or push, etc.), or it could be used to move treasure. 
  Weeks to Learn : 9 weeks. 
  Cold Cost: 2,000 G.S. 
  Name: 
  SOLOMON'S SIGEL OF ABSOLUTE lMAPSSE 
  £ovel : 6th l<ana Cost: 7 . 5 plus 1 per 
  melee turn more than 10 (its base). Are• Effected: 10' 
  R an~•: 60' Effects: a fi,ry, 
  10' star of David appears, blockin9 passage to all (take 2-20 pts damage if passed 
  through but must save vs stoning or turn to salt at a -5 save). ~ll uneead take 
  10-100 pta damage and save vs disruption! Weeks to Lea rn : 26 weeks. Co ld Cost : 
  48,000 G.S. 
  Name: THE SUPREME AURA OF MEGALON'S GLORY 
  Lovol ' 6th H•n• Cost: 6 points to start 
  it and one point thereafter for every melee. R•nge : 
  30' radius. 
  Are• Effected : 
  Anyone in the 30' radius of the Aura. Effects : A blue glow in which anyone will 
  fight his nearest neighbor, whoever i t ia. 
  There ia also a 5' 
  cumulative chance 
  for every level less than 20th level that those effected will pick up the glow 
  and effect others. 
  Thus we have a spell which can go out and effect an entire 
  dungeon should a glower survive. 
  In this way the spell will outoratlcolly wind 
  dQim to a stop 12 hours after it ••as cut . 
  But by that time there may be a war 
  goinq! 
  Again the Cleric is unaffected as he has battle lust anyway. Hooks to 
  Le•rn : 7 weeks 
  Cost : 45,000 G.S. 
  Name: 
  THE SILVER LORD'S COUNTER CORSE MIRROR. SPELL 
  £ovol: 7th Hone Cost ' 10, 
  plus 5 per melee round over the initial three melees. Effec ts : A translucent, 
  pearlescent-grey, oval mirror of the appropriate heiaht and wi dth aopears in frone 
  of the Cleric. 
  All curses, regardless of power (unless a full wish-backed curse), 
  that impinge frontally onto the ~irror will reflect back on the caster. This mir-
  ror 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. Hook• to £oorn: 
  14 weeks. Gold Cost : 10,000 G.S. 
  44 
  CLERI CAL SPELLS (con' t) 
  Name: 
  THE 
  ·"'•n• Cost : 
  cal spells 
  Range: 60' 
  HOLY WORD OF COMMAND (the Cler i c says "I command thee stop!")lovel: Bth 
  18.5 Nu• ber Effected : 1 spell. Are• Effected : varys Effec t s: All Cleri -
  reverse themselves and deactivate. 
  Stops •ll, even pillars of fire . 
  Weeks to Le•rn: 16 weeks. 
  Gold Cost: 75 ,000 G. S. 
  N 
  · 
  THE SAINTLY SPELL OF GABRIEL'S GOLDEN HORN (Lawful Clerics ONLY) Lovol, 8th 
  .lf::·cos t : 10 Number Effected : All in area Ar•• ~t te cted : 360' diamt!ter 
  Effects: 
  Al l of those who have died in the battle (on both sides) rise up and fiqht on _the, 
  side of r igh t for 1 melee per caller level over level required for use. Ran ge. 360 
  weeks to Le• rn : 15 weeks. 
  Gold Cos t : 16,000 
  Name: 
  XANDOMAN'S SPELL OF THE CREEPING GREEN DEATH 
  Lovol:8th 
  Nona Cost: 9.5 
  Area Effec t ed: 30' diameter plus 5' per level over level reauired for use. R• nge : 
  90' Effects: All flesh i n the target area turns to green slime (divided eaually) 
  at a rate equal to the user's real current level . 
  If a save is Made, the victim(• 
  are confused 1-6 turns . Weeks to Learn : 20 weeks. 
  Gol d Co st: 18,000 G.S. 
  Name: 
  THE BLESSFUL AURA OF MEGALON'S GLORY 
  Lovel: 9th Hono Cost: 10 Range: 
  30' 
  Aroo Effectod: Any single area or i tem (or creatural Effect: A blue q low r~diatinq 
  out 30' from the i tem on whi ch the spell is cast. 
  Anyone passinq throuah 1t will 
  attack his neighbor. 
  The casting Cleric and any o f hl$ o rdor hiqher than he are 
  not effected. Weeks to Learn: 17 weeks . Gold Cost: 20,000 G.S. 
  Name· 
  GREYLORNE'S HELL STORM 
  Lovol , lOth Hono Cost: 60 plus 3 per level over 
  levei requi red for use. Rango: 120' plus 10' per level over level requi;e~ for 
  use. ouratlon: 1-3 melee rounds. Are• Effected: 10'-SO' in di~etert 20 
  1n 
  height for every 10' in diameter. Effects: This is a prayer for divine interven-
  tion from the Cleric's own di ety. 
  Due to the fact that it is aod-oriqinated 
  there i s no saving throw permissible to all of those within the area of its effect 
  on the first melee round. 
  Saving throws may be made thereafter. Creatures that 
  are •magik resistant• do not get said resistance however they do get a saving 
  roll . 
  All o t he r saves are at -4. 
  Even though the area effected is variable, the 
  target is always in the center of the area! 
  The Hell Storm is a raging inferno 
  o f rai nbow-hued flames and clashing thunderbolts, that does 100 points ooch damage 
  from fire and lightning. 
  For each level the Cleric is over the level requ1red for 
  use 
  five points of each type damage is added. 
  There is a 10\ chance for each 
  le~l less than 20th that the victim has of being temporarily blinded (1D6 melee 
  rounds) . All undead creatures take double damage. 
  If used more than o~ce per 
  day there is a 35\ chance that the patron diety will become angry and ground zero 
  the effects upon the head of the caller. 
  This chance increases 20 
  per try there-
  after . Weeks to Le•rn: 40 weeks. 
  Gol d Cost: 
  100,000 G.S. 
  Name: 
  THE HIGH HALLOWYN'S SPELL OF THE AURA OF PRISMATIC PROTECTION 
  £ovel: 15th 
  H•n• Cost: 20 for the first minute, 5 per minute thereafter. Ar•• Effected: Self 
  only. 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 ~n­
  creases i n effectiveness for 5\ for each level of power over his own. weeks t o 
  £oorn: 30 Weeks. Gol d Cost: 18,505 G.S. 
  
  45 
  DRUIDICAL MACIK 
  Name: 
  BASIC ABILITY TO DETECT "GOOD" AND EVIL" 
  Level• lst Men• Co• t • 1 per item 
  or person 
  Are• ~fleeted: Any single thing 
  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) . 
  ~••k• to L••rn: 2 weeks. Gold Cost: 250 G.S. 
  Name: BASIC INFORMATION FOR POTION OF COUNTER-NAUSEA/SEASICKNES!' 
  Le vel ' lst lfeek• 
  to L••rn: 2 weeks. 
  Cost to Le•rn: 150 G.S . rJme RequJred to N•k• : 1 hour per 
  dose. 
  Cost per Dose: 10 G.S. £fleet• of PotJon : Each dose aives 100\ relief for 
  four hours from seasickne•s, motion sickness, nausea, etc. 
  Name: 
  .!<ILNAHR'S MINOR RITUAL FOR DETECTING ALL TI'AT WIIICH LIVES 
  Level • l M•n• 
  cost: 1 R•n~e: 30 1 plus 3 1 per level over level required for use. Are• of Effect: 
  30 ' globe . arrec:t•• all li'ving things within the area of detection are outlined in 
  pale green St. Elmo's fire for l minute. 
  If the spell is used upon only one spec-
  ific thing, and it is alive, the Druid rolla percentage dice 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 atone plus 3" oer level over level required for 
  use. 
  Name: 
  TALARA'S FEARFUL FIRE WORKS SPELL 
  Level• 2nd H•n• Co•t• 
  2, plus one per 
  melee round over the initial 3 melees. Renge: 240' Are• of Effect : 60 1 qlobe. 
  errec<•• The area ia filled with undreds of multi-colored fire works like shootin 
  stara , e xploai ons, eruptions , etc. 
  All of which are totally harmless but awso~e 
  to beho l d . Weeka to Le•rn: 2 weeks Gold Coat: 300 G.S. 
  Name: 
  ANOME' S SPELL OF THE AURA OP ILLUSION DISPELLING 
  Level: 3rd H•n• Co•< • 4 
  R•nge: 60' Are• ot 8ffect: 10' diameter plus s• diameter per e ach 2 levels over 
  level r equir ed for use . 
  llr~ecu' All non-improved illusion in the area ~·ill temp-
  orarily dispell (one minute). lfeek• to Le•rn : 4 weeks . Gold Co•< • 450 G.S. 
  Name : 
  INTERMEDIATE ABILITY TO "PASS TI!ROUGP" LESSER WOODS AND FOIUIESTS. Level ' 
  3rd H•n• Co•<• 3 for the first minute plus 3 for each minute thereafter. £ ~ ~e c <• • 
  Identical to first spell but for smeller trees end larger shrubs. 
  ForMs e path 
  3' wide on either side of the Druid. Week• to £••rn : 6 weeks. coat : 750 G .~. 
  Name: 
  LARISSA'S SPELL OF THE SYLVAN SEEMING or THE FJIKER' ~ Jt:ETICE Level ' 3rd 
  ~•n• Co•t: 3 . 5 R•nge: 10' Ar•• •trected: any sinale thino. Ef fecta : The user 
  chooses any object (living) end puts e "seernin9" on it so it aore•rs to be who-
  ever or whatever he desires. 
  Even true siqht only has e 20\ chance of seeing 
  through it. 
  It lasts for l day per user level over that needed to use. We eka to 
  £••rn: 7 weeks . Gold Coat: 5,650 G.S. 
  Name: 
  THANALAR'S SPELL OP THE EYES OF LIGHT 
  Level• 3rd H•n• Co•< • 3 per hour or 
  fraction thereo f . R•ng•: Special Ar•• of Eff•ct : Special Eff•cta : the Druid's eye 
  glow end cast cones of light 60' lonq and 30' wide at the farthest ooint (of each 
  eye), 50\ as bright aa sunlight increesina 10\ per level over level required for 
  use, and 5' longer end l ' wider per level. 
  While this spell is in use the ~ruid 
  is immune to flesh or other related type blindinq effects. Week• to Le•rn • 3 weeks. 
  Gold Co•<• 500 G.S. 
  Name: 
  YALYNWYN'S SPELL OF THE MYSTIX MOONS (LESSER) 
  Level • 3rd Han• Co•t • 4 for 
  the first one minute plus l per ~lee round thereafter. R• nge : 60' Are• or Effe ct 
  around any single target. er~ec<• • One to three larae bella (qlowina briaht red, 
  white end blue) will appear around the target slowly circling, bu~pina, tripoing, 
  pushing end generally harrassing the victim. 
  These balls have a density equi val-
  ent to hard wood end ere 100\ fire proof. 
  If knocked away they will i~diete ly 
  return. 
  "'••Jcs to £••rn : 4 weeks. Gold Cost : 4,000 G.S. 
  46 
  ORUlOICAL MACIK (con't) 
  Name: 
  LARISSA'S SINGING SANDS OF TIME SPELL 
  Level : 4th N•n• Co•< • 4.5 plua .5 
  per melee turn after 2 R•nge : 120' plus 30' per level over that needed to use. 
  Are • 
  e~rected • within the whi rlwind Efr ec<• • A whirling dust devil (aand storm) 
  . 1 
  30' high and 5' across its base (10' at top) moves under the direction of the Oruu 
  (48• per turn) for 2 melee turns per user level over level needed for spell use . 
  Those hit wither 10 years each melee turn they're hit (5 years if they save). The 
  wi nds make a iqhinq, sinqinq sounds, very melodious. w••k• to £••rn : 5 week• Cold 
  Co• <• 4,500 G.S. 
  Name: RITUAL FOR THE CALLING OF THE GREATER WINOS 
  Level • 4th N•n• Co•< • 6 plua 
  3 per Minute after the first ten. Effec<• • identical to first but the winda are 
  15 to 25 mph. w••k• to £• •rn : 7 weeks. Gold Cost : 100 G.S. 
  Name: 
  CYNWYREN' S SPELL OF THE WALKING WOOD uvel ' 5th H•n• co.c' 5, 5 plua • 5 per 
  melee turn ~re than 10. Ar•• 8f£•cte4 : N/A R•ng• : 60' Etf•ct• : Any tree (one per 
  each 3 levels over the level needed for spell uae) will up-root itself and move 
  and fiqht as an ENT for 1 melee turn par user•a current real level . 
  There is, 
  however, a 5\ chance it will become a wild Ruorn attackinq all. "'•••• to Learn: 
  11 weeks. Gold Co•<• 6,800 G.S. 
  Name: 
  DRUACH'S SPELL OF THE INFINITE INSECT 
  level • 5th N•n• Coot• U 
  Cynwyren'a 
  Spell. R•nge : 60' diameter. Ar•a 2ffect•d : 60' diameter. Eft•ct: the closest 
  single insect (1 per each 3 levels over the level required for use) !mediately 
  grows to a size equivalent to the user's own real dice aize end it will fight for/ 
  carry etc. the user. 
  There ia a 5\ chance it will be wild. ~••k• to £e•rn: 9 weeks 
  Go l d Co•< • 7,200 G.S. 
  Name: 
  OVORS'S SPELL OF THE MYSTIC MOONS (GREATER) Level• 5th N•n• Co•<• 6 for the 
  first minute plus 2 per melee round thereafter. Rang•: 60' Are• or Bffec~: Any 
  single target. Brrect•• Same as lesser but balls have the density of atone. They 
  hit for 1-4 pta damage each. 
  Smeller opponents (2 hit dice or leas) era bowled 
  over. Thia spell just ea for the lesser requires complete concentration by the 
  Druid. Loss of concentration and the spell dissapates. ~•••• to £e•rn1 7 weeks. 
  Gold Co•< • 1,000 G.S. 
  Name: 
  OVORE'S SPELL OF THE SHAMBLING MOON(S) (for every moon in the sky, one 
  Shambler appears). Level: 5th H•n• Co•t • 6.5 plua l per 5 minutes control. 8ffect• 
  A huge, shambler (see monster table) is conjured and will fight, etc., as long 
  as the moon(s) are up, ao this spell must be used at night to work! "'••k• to 
  £e•rn : 9 weeks. Co•t: 8,850 G.S. 
  Name: 
  OBLOE'S SPELL OF THE MONSTERS OF THE 10 
  Level• 6th H•n• Co•t,l8 K•nge• 90' 
  Are• or Bfrect• Special 
  Erfec<• • if a save va psychic attack is failed any single 
  tarqet•s own greatest fears (i.e. what monster he fear• moat, etc.) is summoned 
  to battle him from deep within his own Id (subconscious). 
  The conjured creature 
  will battle the victiM for aa long aa the victim is alive, ignoring all others . 
  The monster has all attributes physical end otherwise and can be slain. 
  Because 
  this is the victim'• greatest fear, all of his attacka ere -2 and all defenaea - • 
  va this creature. 
  Also, for every level less than 20th the victim ia,there ia a 
  5 
  chance he/she will turn tail and run for their life, with the beastie following 
  close behind. 
  ~••Jc• to Le•rnz 8 week•. Co•t:27,500 G.S. 
  When it says •per each level over the ~~!:1 required for use• and gives a number, 
  said number i a •l • o the base number as well. 
  
  47 
  TECHNO MAGIK 
  Technology truly haa ita place within the confines of fantasy oame play, so 
  lonq aa it. ia always subservient to the basic concept of play: 
  FANrASY. 
  In Arduin, moat people think of Technoa as just another branch of magik user 
  like Rune Weavers or Illusionists. 
  Their frequent co~ent about some machine or 
  artifact they can't fathom ia: "oh, don't worry, it's just Techno magik!" 
  A laser pistol is so totally un-understandable to a medievil type personality, 
  that it is aa close to real magik as to be the same for all practical purposes as 
  far aa he's conoarned. 
  To him it would simply be a strangely shaped fire lance 
  wand. 
  And the Tachnos themselves so jealously gua%d their k.nowledqe that even if 
  their books and blueprints were discovered, they would simply appear aa ~Agikal 
  runes to the uneducated (in technology). 
  Techn.ological items can play wonderfully scary and/or funny roles in adven-
  tures. I'll never forget the Barbarian caught in a revolving glaaa door screaming 
  "it's trying to eat me!" as he smashed hie way out of it with his battle axe! 
  Or 
  the Dwarf with a flahlight who, havin9 once observed a laser in action, always 
  attacked with that first (usually gettino pretty badly mauled in return), and 
  continutng to believe that "there's gotta be aumthin' 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 ~aqe, the flush toilet and 
  hia lightning bolt wand, but I think you get the idea. 
  Technology ia only aa playable as the DM leta it be, but if common sense is 
  used, it is a useful adjunct to fantasy gamin9 and •houJ4 be ut J JJae4. Try it! 
  t 
  f 
  IIELL SPIRALS 
  A Hell Spiral is a runic path that acts aa a road or oate 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-aeein9 have a tendency to 
  go catatonic if they stare at one! 
  The person wishing to utilize this means of travel ~uat step onto the outaide 
  point of the spiral, looking only down (alwayo!) to where his feet oo next. 
  ~e then 
  ~~s:0p~~~=~d ;!~nyft~: ~~:~ ~~!~:~e;faek, never waverinq and never trving to stop 
  For a DM to adjudicate a character's success at walkino such a spiral, use 
  the below chart: 
  ~ 
  lst 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  8th 
  lOth 
  15th 
  20th 
  Note: 
  \ to Complete 
  10\ 
  20\ 
  30\ 
  40\ 
  50\ 
  60\ 
  70\ 
  80\ 
  90\ 
  100\ 
  failure to complete the walk 
  ! 
  ! 
  .! 
  ! 
  ~ 
  D 
  w 
  G 
  A 
  D 
  E 
  p 
  0 
  G 
  E 
  A 
  I 
  E 
  A 
  T 
  M 
  I 
  T 
  H 
  s 
  N 
  5 
  H 
  E 
  s 
  0 
  y 
  A 
  ' 
  N 
  c 
  E 
  II 
  A 
  N 
  G 
  E 
  ' to Fncounter 
  results in 
  Die Roll 
  ~ 
  7 
  R 
  II 
  A 
  A 
  N 
  N 
  D 
  D 
  0 
  0 
  l" 
  M 
  H 
  L 
  E 
  I 
  L 
  F 
  L 
  E 
  c 
  H ,. 
  N 
  G 
  E 
  01\ 
  OS 
  10\ 
  15\ 
  25\ 
  35\ 
  45\ 
  55\ 
  65\ 
  75\ 
  the followino: 
  ! 
  ! 
  ~ 
  D 
  p 
  L 
  E 
  A 
  (l 
  A 
  N 
  ~ 
  T 
  D 
  p 
  ~ 
  0 ,.. 
  Is 
  " 
  ~ 
  p 
  T 
  L 
  R 
  L 
  F 
  II 
  G 
  T 
  p 
  An "l!ncounter• is 
  mee~inq so~ denizen 
  of li~ or other 
  such nasty thingy. 
  Del'\ons, qhosts, 
  you know, fun stuff 
  like that! 
  ~ failure to ccmolete 
  results in the char-
  acter beino ejected 
  out of the spiral at 
  a random area, Jr he 
  survives the ~elow 
  chart! 
  !! 
  !l 
  G 
  D 
  0 
  F 
  1' 
  8 
  T 
  L 
  ~· 
  I 
  N 
  D 
  
  49 
  NEW MONSTERS 
  ARGALANTHit 
  RD: 5+1 to 7+1 
  AC: 2 or 3. 
  Speed: 
  12"/turn. 
  Dext: 
  15-20. \ Liar: 
  15 • Number: 1 to 12. 
  Attacks: 
  1 technolooical weapon or 2 claws for 1-3 to 1-6 
  each and one bite for 1-10 to 2-16. 
  Looks: 
  12' to 18' long, long heavily armored 
  metallic-blue insect. 
  Red mandibles and eyes. 
  Small tentacles near the jaws 
  hold weapons. 
  Dress: 
  Cheat packs and pouches only. 
  Notes: 
  An intellioent, 
  formerly-starfaring race that wee widely used as police-force types by a now-de-
  funct stellar federation. 
  Uae •tlamera• and Maonic disrupter," each doing 48 
  points damage. 
  Ranges: 
  flamer-- 100'; sonic disrupter-- 120' . ~rgalanthi de-
  teat the Thaelaatra and admire Phrainta. 
  Immunities: 
  Sonica. 
  BIG roar, 
  HD: 4+1 to 8+1 
  AC: 
  5. 
  Speed: 
  12"/turn (18" charge). 
  Attacks : 2 
  claws for 108 to 208 each and a 20\ chance of a bite for 106 to 206. 
  Looks: 
  Shaggy 8'-12' tall black or brown humanoid with red eyes and yellowish claws. They 
  are ferocious if provoked. 
  Immunities: 
  100\ fear proof, cold only does ~damage 
  and paralysis of all forms h•• no errect. 
  BLACK FISH8RNAN t 
  HD: 4+1 to 7+1 
  AC: 7. 
  Speed: 
  12" (in trees) or 6" on the 
  ground. 
  Venom: 
  Equal to their own HD (but 10-aided). Attacks: 
  l bite for 104 to 
  108. 
  Looks: 
  Looks like a giant black widow. 
  It attacks i ta prey by dangling 
  a thread of web from above onto ita victim's lips. 
  It then drips venom down the 
  string until the victim is paralyzed or dead, then it reels him up. 
  Immunities: 
  ~ damage from venoms and poisons. It just loves sleeping groups of characters! 
  8LACK LIONt 
  HD: 
  4+1 to 8+1. 
  AC: 
  3. 
  Speed: 
  12 (151. 
  Number: 
  l to 12. Attack! 
  l bite for 1-10 to 2~20, 2 claws for l-6 to 2-12 each. 
  Looks: 
  like a giant 
  black lion. It can charge at double speed for 5 ~lee turns. 
  aLACK Lorus ousr, 
  The Pollen of the Black Lotus Flower. 
  Looks: 
  a fine black 
  powder. 
  Upon contact, a save va venom at -4 must be made. 
  If failed, instant 
  death. 
  If made the poison does 108 per ounce. 
  The victim is groooy and confused. 
  (-4 attack and defence for 1-4 melee rounds per oz. ) . 
  The blood and nervous sys-
  tem are affected . 
  The poison is both odorless and tasteless, because of which it 
  is a favorite with aaaaMina. 
  It is both rare and expensive (10,000 G.S. per oz.). 
  8LUil NINDt 
  RD: 
  9. 
  AC: 2+1. 
  Speed: 
  (air only) 24. 
  Number: 
  1 to 3. ~ttack: 
  It smothers its victims (1 melee round per constitution point to do it. Looks: like 
  a living fog of shadows. 
  It is cold (cold does 4-24 pta. damage) visibility inside 
  is 1 to 3' 
  Immunities: 
  Imperivoua to all except energy weapons or lightning. 10 
  turns after contact all victims become ita host. 
  BLASTARRt 
  RD: 7+1 
  AC: 2+5. 
  Speed: 
  (air only) 18. 
  Attacks: 
  lx90' by 5' by 3' 
  blast of energy (variable) per melee turn. 
  Treasure type: 
  Gems only, 10 to 100. 
  Looks: 
  Blinding blue-white star about 2" across. 
  All 4 dice and below roll vs 
  blindness (2-20 pta). 
  Notes: 
  An alien energy life form the only spell that hits 
  it is atoning •mich does l dice per level of user or swords of cold which do ~ 
  damage . 
  The energy blast is 5-50 points. 
  Fail blindness roll, permanently blind. 
  Make it, 1 to 10 melee turns blind. 
  BLUil GUNKYt 
  AC: 2+4. 
  Speed: 
  24. 
  Dext: 21-30. 
  Point Value: 
  200-1000. 
  Size: 
  l' diameter per 50 points. 
  Level: 
  1 per 50 points. 
  Attacks: 
  l energy bolt per 
  100 pta/18 pta each plus envelopment. 
  A glowing blue sphere of aemi-intellioent 
  energy. 
  Feeds on anergy (techno, magikal or life-force). 
  All englobed by it have 
  their life energy sucked from them at a rate of 6 hit points per 100 pta of Gunky. 
  Also lose 1 pt from strength, constitution, dexterity and agility for 1-4 hours, 
  per attack. 
  Any killed by Blue Gunky lose l-4 life levels. 
  Immunities: 
  100\ 
  vs poison/venom, fear, confusion, atoning, etc. so• ma.gik resis tant. 
  All energy 
  attacks •dd to hit points. 
  All life energy absorbed add to hit points. Cold does 
  50\ more damage. 
  50 
  NEW MONSTERS (can't) 
  aLU£ NRAI~H£5, 
  HD: 9 to 12. 
  AC: 
  2+5. 
  Speed: 
  18" 
  Number: 
  l-18. 
  ~ttacks: 
  They drain 1 life level, (per 3 dice size) paralyze and cause l-6 (ini~ial) rottino 
  points (cure disease, cure serious) 1 per melee turn thereafter. 
  Looks: 
  Resemble 
  blue shadows. 
  Man shaped pulsing/shifting shapes of blue so deep it's nearly 
  black. They are 4' to 7' tall. 
  Notes: 
  ~aoikally conjured souls of those yet to 
  b~ born . 
  Immunities: 
  Only techno energy types or T-bolta (do double) hit them. 
  aOONERS' 
  ~: l+l to 5+1. 
  AC: 5. 
  Speed: 
  6" to 12" 
  Number: 
  1-100. 
  Attacks: l 
  bite (l-4 to l-10), if hit enough to kill it,1t explod a in a ball of fire 2 times 
  its hit dice i n power and 5' diameter per hit dice. 
  It's fire ' acid. 
  Looks: 
  Giant frogs of a mottled red and black color. 
  They can spit (instead of bite) up 
  to ~ their hit points in acid 3 x a day fro~ 9' to 18'• 30 lba. x 3' to 120 lba. x 
  6' 
  Immunities: 
  Fire, acid. 
  They can jump 20' per every 4 hit points. 
  BOR£-BUGt 
  HD: 2 points. 
  AC: 2. 
  ~peed: 6' turn, jump 15'. 
  !lumber of ~ttacks: 
  Special. 
  Bores i nto people in 1 turn, reaches the heart in 2, eats it in 3. 
  aoRuu , 
  HD: 6+2. AC: 3 (head) 5 (body). Speed: 
  10 (15 charge). 
  Pttacka: 2 horns 
  (3-18 each), 1 butt (2-12), trample (4-48). 
  Looks: 
  Giant, armored bull and buf-
  faloe crossbreed . 
  Notes: 
  Charges, runs over and tramples all it see's--no fear! 
  BRONNIW t HD: 2 to 6 
  AC: 7. Speed: l2(ground) l2(fly for 3 minutes a day only). 
  Dext: 
  15 to 20. 
  Number: 
  1 to 20. 
  \ Liar: 
  50\. 
  Attacks: 
  l per turn and al-
  ways magikal. 
  They have a 75\ chance of "charming• anv who touch them into think-
  ing they're cute, loveable 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 ot 
  helping a person! 
  Looks: 
  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 weight). They love hobbitta but hate dwarves. They're usually 
  light brown to black with black nose and amber to golden eyes. 
  Dress: 
  Likes 
  fancy jackets, pants, and curlv-toed shoes, all in oaudy bright colora. 
  Notes: 
  irrepressible practical jokers which love everythinq bright and shiny. They're fav-
  orite food is strawberry tarts. 
  Immunities: 
  Sleep, 50\ ~agik resistant. 
  CARRION CROift 
  HD: l+l to 3+1. 
  AC: 8 to 7. 
  Speed: 
  3 (lend) 
  18 (air). Number: 
  6-60. 
  Attacks: 
  2 talons (1-6) 1 beak (l-4). 
  They're infected with poisenous 
  disease that causes l-6 pts/turn/aave va poison). 
  Looks: 
  Giant, black carrion 
  eating crows. 
  They attack 50\ of the time. 
  CHOKE w££Dt 
  AC: 6. 
  HD: 
  each plant is 108. 
  Looks: 
  Blue-oreen leafy plants 
  (holly-looking) with bright yellow berries and pollen. Attacks: 
  Pollen clouds 
  cause all who inhale it to choke for 1-12 turns (roll). 
  Each turn, make save 
  vs poison or choke to death. 
  Every turn survived, 1 pt. of damage is taken. 
  No effect on Orcs or ~ orcs. 
  HobbittE make save vs ooiaon or die, then do every-
  thing else (l-4 pta. per turn) 1020 number of melee rounds -4 on attack and 
  defense (watering eyes, dizziness, choking, etc.). 
  Burnino ~t aoub!es ita effect-
  iveness .Cou9h! Couoh! 
  CRUNCH 
  a££~L£t Also known as Blue Bellower or Blue Crusher. 
  HD: 
  4+1 to 18+1. 
  Speed: 
  6 to 10. 
  Number: 
  1 to 8. 
  Attack: l stabbing/rem (l-12 to 4-48) or l 
  crush (verticle) of 2-24 to 8 to 80 per turn. 
  There is a 20 
  chance T-bolts 
  will richochet off ita chiten. 
  Looks: 
  Blue Rhinoceros Beetle that roars/bellows 
  (all 2 dice below creatures flee in terror). 
  P~ can exude a nauseating cloud of 
  gas (30') that forces all 3 dice to flee, 4 dice get -1 attack. 
  DOOH WA~CHE RSt Also known as Black Watchers. 
  HD: l+l to 3+1. AC: 
  3 or 2 
  ~eed: 
  20 (air) 4 (ground). 
  Number: 
  6 to 160. Attacks: 2 claws (1-4, l-6, 1-8 ots) oer 
  
  51 
  NEW MONSTERS (con't) 
  turn . 
  l beak (l-6, l-8, l-10) 
  There is a 50\ chance the wounds will be infected 
  doing 1 pt damage per hour. 
  Looks: 
  Great, black featherea, blue headed, red 
  taloned, heaked vultures . 
  They feed on all dead types but will attack small crea-
  tures (hobbitts, etc.) too . 
  DRAGON, BLACK AND WHITB (STRIPED)' 
  HD: 
  9-12 . 
  AC: 
  2+1. 
  Liar: 75\, Attacks: 2 
  claws, (1-4) 
  1 bite or breath (4-2 4 bite), Spell level use and number: 3xlst lev-
  el, 2x2nd level, lx3rd or 4th laval. 
  Looks: Black and white striped with purple, 
  pupiless eyes. 
  The tail splits 3/4 of it's length to the end i~to two separate 
  "ends.• 
  Notes: 
  he can breath 2 (two) cold blasts •nd 2 (two) acid sprays per 
  day (he will breath 60\ of the ti~). These dragons are 75\ cold (acid also) 
  proof and 50\ fire proof but taka 30\ more damage from thunderbolts. 
  Their favor-
  ite food is hobbitts and kobolda. 
  This dragon loves to fight from ambush or from 
  behJnd cover. They're usually chaotic-evil. 
  DRAGON, ICE' 
  HD: 
  10+1 to 12+1 . 
  AC: 
  2+2. 
  Speed: 
  32" air, 16" ground. Attacks: 
  2 claws, 1-6 to 1-10, 1 bite of 3-18 to 4-24 or 1 breath Jxday of liquid oxyqen. 
  Freeze solid or take 4-40 , 5-50, 6-60 pta damage. Looks: Translucent blue-white 
  (like ice) dragon with eyes like pools of deepest space. 
  Immunities: 
  100\ cold, 
  n~ralvsis proof, can use up to 3rd level maaik (4-3-2) Heat and sonics do double 
  damaae. 
  Chaos 70\; Neutral 29\; Law Ol\ . 
  They hate humans. 
  DRAGON, 
  RAINBO~' Also known as Tri-Draqon or Blue-headed Dragon. 
  no: 
  9 to 12. 
  AC: 2 to 2+2. 
  Speed: 
  10 to 20 (air). 
  12 to 24 (ground). Number: 
  1 to 6. 
  Attacks: 
  2 claws (1-4 to 1-8) and 3 bites (3-18 to 3 to 30) or breaths. 
  It can 
  bite, breathe or cast spells from each head but all three must do the same thing: 
  Looks: 
  Red body, white stripes, 3 blue heads. 
  Each head can shoot one dra.gon 
  breath ••ch of cold, fire, 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). 
  They 
  can talk ony and all languages they deaire~hey like Elves and are usually chaotic. 
  DRAGON , 
  SHADD~' Also known as Night Oraaon. 
  HD: 
  Always 13+1 dice . 
  AC: 2+7. 
  Speed: 
  36" air, 18" ground or teleport: (Thrice daily) . 
  Attacks: 
  2 claws at 
  2-16 each (also rot at 1 pt/turn thereafter--cure disease/heal heavy stops) and 
  1 breath of Black Roiling foo that kills (no save) all 4 dice below and blasts 
  13 life levels to all others (divided among targets). 
  Looks: 
  A dragon of Black 
  shifting shadows with ayes of weird prismatic light (those it looks at are con-
  fused 1-10 turns , save is still one turn) 
  It can use up to 8th level magik (8-7-
  6-5-4-3-2-1). 
  Immunities: 
  Fear, confusion, cold and acid, also ooison. 
  It can 
  regenerate at 3 pta a turn all but energy (techno) attacks. 100\ life drain proof. 
  Neutral and Chaotic only (SO/SO). 
  DRAGON, SUN' 
  Also known as Hall Dragon . 
  HD: 
  12+1 to 15+1. 
  AC: 
  2+5. Speed: 
  36" air, 18" ground. (48" and 24" at charge) . 
  Attacks: 
  2 claws for l-8 to 2-16 
  pts plus 1 bite for 4-24 to 3-36 pta or 1 breath 3xday of Napalm like liquid that 
  does 4-48 initial plus 1-12 per melea turn until burn out 
  (1 melee turn per two 
  hit dice) . Only a smothering affect will put it out (re-ignites in the air). 
  Looks: 
  A Dragon all of Golden-white flames with eyes of brilliant white lioht 
  (usually blinding) that can flash cones of blinding light every other melee turn 
  (90' x 10' diameter each) that blinds f~r 1-10 melee turns. 
  Immunities: 
  100\ 
  fire, disintegrate, paralysis and lightning proof . 
  Cold does 50\ More hurt and 
  sonic& do double damage. 
  Law 70\, neutral, 29\, chaos 01\. 
  Thev can use up to 
  4th level ~agik (5-4-3-2). 
  DRAGON, VIOLET, 
  HD: 
  10-18. 
  AC: 2+2 to 2+4, 
  Speed: 
  12" qround, 30" air. 
  Attacks: 
  2 claws: 1-6 each, or 1 tail (1-12) and 1 breath or 1 bite for 4-32. 
  The ionized gas causes maqik (all type) to drop (permane~tly) its value one point 
  each time. (i.e . AC 2+2 to 2+1, etc.) 
  Looks: 
  Violet scales, golden red slit 
  NEW ~ONSTERS (con't) 
  52 
  pupiled eyes. 
  Dorsal spine glows brightly when breath weapons i s used. 
  Breathes 
  (violet) ion i zed and elactricallv charged suoer heated gasses 
  (~ fire--~ electrl-
  cal damage. -2 saves)J0'-60' long; 60'-120' wingspan.~unities: Fire and Liqht-
  ning. They're usually Amoral. 
  DRAGON, YELLCifl 
  I'U: 
  ll-15. 
  AC: 2+2. 
  \ Liar: 
  30\, 
  .. ttacks: 
  claws(l-4 to 1-~ 
  1 hite or breath (5-30 bite). 
  fpell level use and nu~ber: 3xlst level, 2x2nd 
  level, lx3d level. 
  Looks: 
  Bright yellow with a s~all nose horn and bright red, 
  puoiless eyes. 
  Thera is a double row of small "fins" running from head to tail 
  tip. 
  These "fins• glow bright yellow when the draoon uses its breath weaoon. 
  t-!otes: 
  Eastern draqon, usually found in wooded mountain areas. 
  Very rare, very 
  ferocious. 
  It's •hreath weapon• is a cloud of yellow qas (60' long by 30' wide, 
  like nerve qas) 
  that causes blindness (permanent, 1-12 melee turns Jr ••v• 
  ls ••d•J
  ~ vomiting, vertigo, uncontrollable ~uscle spas~s (reaultinq in death if 
  saving throw is missed but 3-18 points d~ge 1n • nv c•••J . The draqon can also 
  radiate a magneti c field around itself, deflectina all iron or steel weapons (or 
  all metals affected by maonetisn). 
  It can do this thrice dailv for 10 ~lee turns 
  each t i me. 
  However it cannot •breath• while doino so. usually they're true-lawful 
  DRICHES' 
  BD: 1U+2 AC: 3. 
  Speed: 6. 
  \ Liar: 
  100\ !lumber: 
  1-6 .. ttacks: 
  1-10/ 
  special. 
  Looks: 
  Equivalent to Lichas but are Anti-~lerics and Druids preserved 
  past the normal. All 8th level and below save vs fear or flee in panic. 
  DROON' 
  I'll: 
  2+1 to 4+1. 
  AC: 7. 
  Speed: 8 (charge at 10). \ Liar: 
  SO\. 
  !lumber: 
  6-48. 
  Attack: 
  1 claw or weapon and 1 bite. 
  1-3 bite, l-4 claw or by weapon 
  type. 
  Poison is 1-3 dice. 
  Their fangs have 1 to 3 dice poison. 
  Looks: 
  Pairless 
  baboon-like beasts about 5' tall with anouoh intelligence to use their atoneage 
  weapons . 
  FANG WINGS' 
  Also known as 
  warq Wings . 
  ~C: 6 to 4. 
  PO: 
  3+1 to 6•1. 
  Soeed: 
  1~ 
  air. 
  12, ground. 
  Number: 
  6 to 36 . 
  ~ttacks: 
  1 bite (1 to 6 up to 2 to 12) 2 
  claws (1 to 4 up to 1 to 8). 
  ~here is a 25 
  chance or a 4 claw attack . 
  Looks: 
  Giant winged Wargs/wolvas usually grey but can range in color fro~ black to white. 
  They have retr•ct•bJc claws. They hate Elves with a passion. 
  FIRE SNAKE' 
  HD: 
  5+1 to 8+1. 
  1\C: 
  2+1 to 4. 
  Number: 
  1 to 7, 
  Soeed: 
  15-24, 
  air. 
  4-8, ground. 
  Attacks: 
  It breathes 
  (30'x5' to 45'xl0' 
  fire damage if 
  touched and constrict for 2-16 to 3-24. 
  Looks: 
  A winged, olowina red hot snake. 
  The skin does 1-4 to 1-8 extra hit i f touched. 
  FOOL's BA NE , Also known as Black :o/ere-ooza or just Black Death 
  a>· 
  8+1 to 12+1 
  ~~~k!~
  4 Li~;·~~eA~~lack slimei1Number' Usually singularly. Attack; Ap Black SliMe . 
  ln orde 
  t 
  er were-Je y, this goody has learnea to look like other things 
  even asrbl~ckr~~~~tad~~!iw!~~!~ favorite disguises are as black lions, snakes or 
  FREEZE BEes, 
  HD: 
  1D8. AC: 2. 
  Attacks: 
  1 
  divino attack per turn , 
  The 
  sting does 1C4 and venom does 2D8 cold damaoe. 
  ~ person who takes all cold damaqe 
  is frozen solid (like an ice cube). 
  If sting missed, there is a SO\ chance of a 
  ram at 108 . 
  They're out of action on the ground after that for 1-4 ~lees. Speed: 
  fly at 36 per turn. 
  Looks: 
  Like cat-sized bees, carved 
  ro~ ice , a translucent 
  ~~ue. 
  Immunities: 
  cold, paralysis, fear. 
  Douhle d&Maoe from fire. 
  They horde 
  ue diamonds and other glittery qeMS. 
  CLArT , 
  HD: 
  2-6 hit points. 
  AC: 5. 
  Number: 
  1 to 100. 
  TemperMent: 
  Non-intell-
  ioent. Attacks: 
  1-8/ turn. 
  It drops on passers bv stickino like glue, dissolving 
  flesh, wood, metal with its acid into assimalatable food. 
  Looks: 
  12" oval, trans 
  lucent, 2"-3" thick. 
  Rubbery and acid covered. 
  100\ acid proof. 
  
  53 
  NEW l'ONSTERS (con' t) 
  CNORC• 
  ~; 2+1 to 4+1. 
  AC: 4. 
  Soeed: 
  10 (charae at 12). \Liar: 
  80 
  •um-
  ber: 20-220 . 
  ~ttack: 1, 1-8 or by weapon. Looks: Cross between Gnolls and Orcs. 
  Usually attack anythinq they se• regardless of size! 
  Like berser~ers hey are 
  100 
  fear-proof. True Chaotic, they hate everyone! 
  GOONS: 
  HD: 
  3+1 to 7+1. 
  ~C: 
  5 or 4. 
  Speed: 
  10" to 15" per turn. 
  Number: 3-36. 
  Attacks: 
  1 claw and 1E 1< h1<•• 1 bite 1-10 to 2-24 and 1-6 to 2-12 respectively. 
  Fight aa berserkers at +4 attack. 
  Look: 
  Tall, muddy brown, vaguely man-shaoed. 
  extr emely ugly, smelly and vacous/stupid looking. Large tusks (three) protruding 
  from lower jaw. 
  3 fingered/taloned, spatalate hands. 
  Always in series of three. 
  Immunities: 
  100\ impervious to pain (no nerve endinas!). 
  7' to 10' tall. 
  CR£AT aLACK SCORPIONS: 
  HD: 
  15+1 to 30+l. AC: 2 to 2+2. 
  Speed : 
  24-48" per turn. 
  Attacks: 3 attacks--2 claws D20-JD30 each. 
  1 sting 1Dl0-1D20. Venon oaralyzes 
  as well as does 108 venom for every 2 F.D in size. 
  Anyone in claws for 2 turns at 
  the start of the 2nd turn are chewed up and eaten at 2D8 per melee. 
  Looks: Coal 
  black. 
  Breathing holes on top of tail sting which allow it to stay submerged in 
  water . 
  Immunities: 
  Acid. 
  Venom and poison do ~ damage.T-bolts r~chochet off i ts 
  chi ten. 
  GR£A!' OIHITE 00/L: 
  HD: (5-7) DlO+l AC: S. 
  Speed: 
  )(ground) 
  20(fly). 
  IO Panae: 
  2D6 +3. 
  Dext : 
  206 +6. !lumber : 104. 
  lit tacks: 2 claws, 1D4 plus SD6 electrical 
  damage. 
  1 beak, 1D8. 
  Looks : 
  Giant white owl. 
  Quite intelligent. 
  Favorite 
  food is Kobold and Goblin meat, but have been known to eat a kobbitt or hobbitt 
  by mistake. 
  Electrical charge through claws is entirely when they wish it, for 
  the number of their hit dice times a day . 
  Dislike sun 
  and wind-devlls and are 
  the arch enemies of Vords . 
  They have been known to feed on Freeze Bees. 
  They 
  are the northern cousins to the Great C~lden OWls. 
  Immunities: 
  Emotional or 
  mental spel ls , cold. They ' re usually true-neutral. 
  GREY GRANULES: 
  ~ttacka: specia l gas. 4 to 48 in a 60' cloud (per 10' section) 
  Looks: 
  Grey , gritty sand like spores, if c r ushed (stepped on) they e~it clouds 
  of Grey Gas. 
  Immunities: 
  Blunt ~~apons do ~ damage. 
  They do not regenerate but 
  only take ~hurt from fire only cold will destroy it--fire ~akes the ~as! 
  COIORNS• 
  HD: 
  S+l to 50+1 
  ~C: 
  9 to 6. 
  Speed: 
  6" (9" through normal dirt). 
  Attacks: 
  1 bite for 1D4 per S~ size (2 more than needed to hit, swallow v1ctiml 
  the digestive fluid dissolvei 4-40 pts per melee turn. 
  Number: 
  1-4. 
  Looks: 
  Giant, black (red-nose, tail) earth worms. 
  They're not aggressive, but eat any-
  thing in their path; houses, people, etc. 
  30' to 300' lona. 
  r~munities: fear, 
  confusion, acid. 
  Feel no pain and cannot be stoned. 
  HELL NOTH: HD: 1+1 
  AC: 8 Number: 1-100 
  Speed: 9"(air) )"(ground). Looks: A black 
  moth with red skull-like wing markings (12"-18" wing-span). 
  Attacks: Attracted to 
  body heat , they bite for 1-2 points, and duln one life level per turn. ~;hen they 
  are killed, they squirt a venom through their needle-like probocis into those they 
  h:~K~~~i~~K~lD~,~tr~ZY'{b·b+l. 
  ~C• 
  6 or 7. 
  Speed: 
  9" (20\ chance of a trio if 
  they "charge"). 
  Number: 
  1 to 6. 
  Tamperment: 
  lovable, stupid, very loyal. 
  Attack: 
  1 bite for 1-6 to 1-12. 
  HOwever they seldom do although they accidentall: 
  sit or step all over their "friends.• Looks: 
  A biq (bull-sized) shaggy, floppy-
  eared, slobbering mamm&l. 
  Brown to black. 
  Tney smell like warm scones! 
  HYCLOPS: 
  HD: 
  9+1 to 12+1. 
  AC: 
  Attacks: 
  1-6 (roll) attacks per turn. 
  1st 
  attack is always a stomp for 2D6 to 1D20. 
  Next 2 are always a claw for lDlO to 
  3Dl8 each. 
  Last 3 always bites for 1D8 to 2Dl6. 
  Looks: 
  18 " tall tor every hit 
  die. 
  Huge fury humanoid with wolf-like heads and fang•. 
  Silver qrey i n color. 
  Immunities: 
  totally immune to psychic attacks. 
  Natural true sight. 
  Can scent 
  quarry 180' underground. 
  Omnivorous. 
  Very ferocious. Their 3 heads and 4 arms 
  allow them to enaage uo to 3 targets simaltanaously 
  !lEW I"ONSTERS (con' t) 
  54 
  ·oRA, aLAC K AND R£0 : 
  HD: 
  heads 9-12. 
  AC: 
  2+1. 
  Number: 
  1-6. 
  Speed: 10-12. 
  Attacks: 
  Spits 6 dice flaming acid that burns even vampires (burns 1-3 turns) 
  and is unreqeneratable (~each). tooks: 
  Black bodys, red stripes, heads and 
  tail. They bite for lDlO per head and are 100 
  fire and acid proof. 
  HYDRA, aLACK AND 0/HlT£ : 
  HO: 
  9-12. 
  AC: 2. 
  Number: l-6 . 
  Speed: 
  8-10. 
  Attacks: 
  spits freezing acid otherwise as Bl~ck and Red Hydra. 
  Fail save, freeze! 
  Looka: 
  As Black and Red Hydra but white in place of red. It lives in snow country only. 
  ]APANBS£ LION DOC : 
  Plao kn~ as Shi-Shi. 
  HD: 
  6+1 to 8+1. AC: 
  2 or ). % Liar: 
  OS\. Atta.cks: 2 claws, (l-4) 1 bite (4-24). They can sea with true seeing and 
  have a natural protection from the undead aura. 
  Looks: 
  Bull-sized, lion bodied 
  beasts with manes, and saber-toothed bulldoa heads. 
  Usually tan or golden-brown 
  color. 
  They 
  usually have large black-pupiled eyes and black claws. 
  Notes: 
  These animals are moderately intelligent and are 100\ tear ' confusion resistant 
  and is generally SO\ magik resistant. 
  There is a 40\ chance that when they bite, 
  they will "lock" their jaws (thus doing 6-36 points damaqe per turn) and shakina 
  their heads rapidly from side to side. 
  They move 18" per turn when they charge 
  (up to 4 turns) but their normal maximum speed is 12. 
  They never desert what 
  they are set to quard, and never surrender. 
  Once after a foe, they pursue him 
  relentlessly until one or the other is dead. 
  They hate orcs and love hobbitts. 
  KHORa: 
  HD: 
  8+1 to 12+1 . 
  AC: 
  4 or 5. 
  Speed: 
  12"/turn. 
  Dext: 
  9 to 14. 
  Number: 
  1 to 8. 
  Attacks: 
  2 kicks (1012) each , 2 hits (lDlO) each. 
  OR 
  by weapon type. 
  Also one eye ray (30' x 5' across) that causes fear and 
  confuslon for 1-12 turns (all levels). 
  The ray can shoot every third turn . Dress: 
  fur or skin loin cloth. 
  Looks: 
  10' to 15' tall headless humanoid, usually with 
  pale-orange skin and purple eye. 
  Notes: 
  Uses single eva to confuse all who look 
  at it. It thrusts its victims into its top-mouth (dead or alive) to "chew up• for 
  3 to 18 points each turn. 
  Immunities: 
  Confuaion and fear. They hate all orcs. 
  LICHTNTNC SPTDBR : 
  HD: 
  3+1 to 6+1. 
  ~C: 
  7 to 4. 
  Number: 
  1 to 12. 
  Speed: 
  12-
  18. 
  Attacks: 
  It throws its 10' square web-net up to 30' then pumps a charqe of 
  electricity through it (6-12) dice). 
  It can bite for 1-4 to 2-8. 
  Looks: 
  Bright 
  blue with a yellow lightning flash down its abdomen. 
  This spider smells like 
  ozone and hums. 
  They are semi-intelligent •nd t••••ble. 
  MANTRAP: 
  Also known as Leg Eater, Jaws Big ~outh, etc. 
  HD: 
  S+l to 20+1. AC: 2 
  to 2+2. 
  Speed: 
  zero. 
  Number: 
  1 to 38 ("bed"). 
  Attack: 
  One bite that does an 
  initial 1-12 to 4-48, thereafter it's a steady 1-4 to 2-12 pta. of damage from 
  digestive acid. 
  It pulls in the leg as it eat~. Locka: 
  Giant land clams. 
  They 
  hide in the ground and qrab all who tread on them. 
  Those who are caught have a 
  3 chance per level of escaping 
  (even if dead, the jaws stay locked). 
  MOROS: 
  HD: 
  4+1. 
  AC: S 
  Speed: 
  9 
  \ Liar: 
  Nil. 
  Number 10-100. 
  Attacks: 
  Like 
  orres, 
  regenerate like trolls. like zo~bies they attack until dead. 
  Looks: 
  featureless, eyeless androids built by a long dead alien race. 
  Dull tan, sexless, 
  rough shark-like akin. 
  Use sound to track targets. 
  Immunities: Confusion/fear. 
  HOUTHARN: 
  HD: 
  6 to 12. 
  AC: 
  7 tO 5. 
  Speed: 
  6. 
  Number: 
  l to 6. 
  Attacks: 
  4 tentacles per 3' high, each paralyzes and can hit for 1-8 points. 
  The tentacles 
  are sticky, those hit have a S\ chance per level of getting away. 
  Looks: 
  HUae, 
  mobile anemone (amphibeous) red with pale blue tentacles. 
  6' to 12' high with 12' 
  to 24' tentacles. 
  
  55 
  NEW MONSTERS (con't) 
  NIGHT ~INGS: Also known as Black Winge. 
  HD : 
  ~ to 4+1. 
  AC: 
  8 to 6. ~peed: 12 
  to 20 . 
  Number: 
  10 to 330. 
  Attack: 
  1 bite (1 pt. to 1-4 pta . ) •nd 1 claw (1 pt 
  to l-4 pt a) or 2 wing buffeta (1 pt to l- 4 pta). 
  Looks: 
  Light blue-grey to coal 
  black giant bats with red or green eyes . 
  They have a 40\ chance of being rabid . 
  Bites cause 1 pt per hour infection . 
  Susceptible to all forma of sonic attack. 
  NINTBLA : 
  HD : 1 hit point. 
  AC: 9. 
  Soeed: 
  3", but it can leap 5'! 
  Number: usua-
  lly alone . 
  Tempermeot: 
  timid unless cornered. 
  Attacks : l bite. Its poison is 
  fatal to all under 12 dice (save•catatonic for 1-20 days). Looks: a 12-legged muta-
  ted spider. usually plum colored with orange eyes. It attacks like a 10-dice monst-
  er , although only pea-sized itself! It can I -port thrice daily up to 1 mile. 
  ORNS: 
  HD: 
  1+1 to 5+1. 
  AC: 6. 
  Speed : 
  20' turn (30' charge for 20 ~lees). 
  Attacks: 
  2 kicks (l-6 to 2-16) and 1 bite (only if l or more kicks landed. 
  ~r 
  1-4 to 1- 12). 
  Looka: 
  Like larae prehiatoric bird , approx. 7' tall. 
  Those 3 
  dice or bigger are rideable by humans and are trainable if raised from birth . 
  Straw camaflage color ed, green eyes . 
  ORONT: 
  HD: 
  6+1 to 9+1. 
  AC : 5. 
  Speed: 
  10" (15" charge). 
  Number: 
  l to 12. 
  Temperment: 
  Aggreaaive and mean. 
  Attacks: 
  1-3 horne (roll) for 1-8 to 2-16 
  each . 
  1 hit for 1-10 to 2-16 . 
  Can "stomp" those down for 1-8 to 2-16. 
  Looks: 
  Tri-horned Rhinoid form of minotaurs? 
  A pale tan ' grey. Chaotic evil for sure! 
  PRAND~LYON: 
  HD: 
  5+1 to 8+1 
  AC: 
  or 5. 
  Speed: 
  9" (12" charce). Number: 1 to 
  20. 
  Temperment: 
  Very curioua . 
  Attacks: 
  2 claws for 1-8 to 2-20. 1 bite for 
  1-10 to 4-24 . 
  Can "phase• in/out. 
  Looks: 
  Phase lions, bright blue with silver 
  claws and teeth . usually true neutral, cney like Dwarves for some weird reason. 
  OUARL: 
  4+1 t o 8+1 
  AC: 
  4 or 5. 
  Speed : 
  12" (18" charge). 
  Number: 1 to 20. 
  Temperment: 
  cunning and evil. 
  Attacka: 
  4 claws for 1-6 to 3-18 each. 
  l bite 
  for 1-10 t o 2-20 . 
  Looks: 
  Ebon, six-legged cat-like beast 
  with one red eye and 
  black tusks. 
  RAZOR SNAKB: 
  HD: 
  3+1 to 5+1 . 
  AC: 
  Number : 
  1 to 5. 
  Speed: 
  6" Attacks: It 
  wraps about ita victim doing 2-2 4 pta damage per turn, slicing it into oieces 
  small enough to eat. 
  Looks: 
  A silver, flat snake that has razor sharp eda~s. It 
  is always curled so it always cuts. 100\ impervious to all "cuts and chops. 
  RAZOR vrN~: 
  HD: 
  6-9 . 
  AC: 
  5. 
  Attacks: 
  When someone co~s within 3'-4' of then 
  they lash out . 
  They have a 50\ chance of entangling , but do no initial damage. 
  If es~ape roll is failed, they contract, doina 6-36 cutting damage per melee. 
  They can reach up t o 8-10' . 
  Looks: 
  Like any normal vine but have a continuous 
  razor blade in the core. 
  They ar e virtually undetectable from no~Al vines . 
  Immuni t ies: 
  100\ fire proof. 
  Cold does 50\ more damage. 
  RED DBATH: 
  HD: 9. 
  AC: 
  N/A. 
  Speed: 
  18 (air only). 
  Number: 
  l to 10. Att~cks: 
  It sticks to peopl e, converting the flesh to food at 6-36 pte. a turn. 
  What s 
  converted is gone forever. 
  Looks: 
  Fog-like red cloud that boils, moves, shifts 
  constantly. 
  (60' globe). 
  Immunitiea: 
  Impervioua to hita/fire . 
  ~ da~aqe from 
  lightning but cold doea double damaqe . Weapons just pass through it har~lessly. 
  THE RBD ROT: 
  HD : 
  N/A, fire or cold will kill it. 
  Speed : can blow in the wind. 
  Attacks: 
  4-2 4 initially then 1-12 per hour until death . 
  Body turns to red qoo . 
  Looks: 
  Disease cauaed by near ly invisible spores of the infamous red lotus. This 
  stuff is highly contageous. 
  Heal heavy wounds and a cure disease is what is need 
  ed to heal it. 
  56 
  NEW MONSTERS (con' t) 
  RIPPLER: 
  AC: 7. HD: 7-12 . Number: 1. Speed: 5. Looks: 
  Chameleon-like , a~rphous 
  lookina ameboid beast, it clings to ceilings, droppina on things below. Attacks: 
  covers a 20 by 20 foot ceiling section, s~thers a man in 3-5 melees. 
  ROCK~ORN: 
  HD: 
  8-12 . AC: 2+1 . Speed: 6 on land. Cannot enter water. \ Liar: 25\ 
  Number: 1-9. Looks· 9'-15' long, warty brown worm-like beast with a 3' wide mouth 
  ~hat acts like a 
  rotating diamond drill that sprays acid. 
  Bores throuah rock at 
  50' per minute. 
  Acid is 5+2 
  dice, and is a spray 25' long by 10' wide. 
  SHADOW TITANS: 
  HD: 
  as Titans. 
  AC: •. 
  Liar: as Titans. !lumber: l-12. Epeed: 
  15. Attacks: like a Blue Wraith! 
  Looks: 
  Titans through creat necromancy turned 
  to shadows. They still know their magik . 
  Immunities: 
  Impervious to all but 
  magik weapons. Usally Amoral or Chaotic Evil. 
  They hate ell life. 
  SHANSLER' 
  HD: 
  8-15. AC: 8. Speed: 3. Number : l-3. Attacks: Sticks to whatever 
  hits •t like 9lue. 10 
  chance of escape. Looks: a lumpy, gooey, mound of matter 
  resembling a pile of earth/trash. It then dJs•olve• its prey at 1012/melee turn: 
  SHYDRA: 
  HO: 8+1 per body. AC: 2+5. Speed: 10' turn. Dext: 16 to 18 . Number: usua-
  lly alone. Attacks: 1 spell and 6 attacks for 2-16 each plus by weapon tvpe per 
  body per turn. If it moves over a victim, it crushes for 4-24 for each body of 
  the Shydra. It uses magik equal to the ~Age who "loaded" it. Each head may store 
  3 spells. 
  Looks: 10' long for each body it has (5 heads •SO' length). P.ydra-
  bodied, with "Shiva-like" upper bodies in lieu of heads. ~ade all of aleaming 
  bronze, with eyes of real flame. The C-olem's Golem! 
  Immunities: 
  Charm, fear , 
  sleep, poison, venom, life level blastinq, life level drainina, sonics, confusion. 
  SILVER SLYTH: HO: no maximum. 15 dice per 50°. AC: cilia•2+5, face•2+1, body•2+1, 
  Speed: 6" per SO' (it never tires). 
  ~ttacks: 8-16 cilia (1-12 per 50') and one 
  bite (6-30 per 50 ' ) all eaten dissolve 2010. Looks: 50' to 300' lonq pulsing tube 
  with 15' - 45' cilia covering all of it--face? 
  Yarg! Notes: 
  It can rear up 3/4 
  its own length without support, 7/8 with. It can attack up to 1 taraet per cilia 
  each turn (the cilia paralyze all but hobbitts). It regenerates at 2/turn per 50 ' 
  in length. 
  It tracks warm-blooded beings first. Immunities: it is 100\ poison/ 
  venom proof. 
  Takes l/8 damage from slimes/acids . 
  Cuts/chops do l/4 damaqe. Fear/ ' 
  paralysis/charm proof. lt is extermely rare and feeds continually. 
  SKORPADILLOS : 
  HD; 3+1 to 7+1. AC: 5 to 2. Speed: 9 to 12. Attacks: 2 claw (l to 8 
  to 3 to 18) l bite for (l to 6 to l to 10). 1 stinq (l to 4 +ooison). The stinger 
  poison causes blindness in l-3 turns and 606 pta. Number: 2 to 16. Looks: C-iant 
  Armadillos with a wicked, scorpion-like tail. Usually rock colored/lookina. 
  SKORPOON: 
  HD: 5+1 to 9+1. AC: 6. Speed: 10"/turn. 
  Numner: 1 to 100. 
  \Liar: 99 
  Attacks: 2 claws for 1-8 to 3-18 each, l bite for l-6 to 2-16, and l sting for 1-2 
  to 1-6 plus venom equal in potency to the creature's HD. 
  Looks: 1' tall oer HD, 
  with bright green fur. 
  Tan to yellow belly and tail. 
  Deep ~reen, scorpion tailed 
  baboons, genetically engineered warriors, now wild, running in packs. 
  Blood-
  red fangs, claws, and eyes. 
  Notes: 
  Thia beast is nearly as intelliqent as a 
  human. 
  Will eat anything it can catch! Immunities: Fear. 
  SKY SCORPION : HD: 5+1 to 10+1. AC: 2+2. Speed: 15" to 18" 
  Attacks: 2 claws (1-8 t o 
  2-16), 1 bite (1·4 to l-8), sting is "A.0.9" (1-3 pta.). Looks: r~lden Ecorpion 
  with silver claws/stinger/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. Spaced 
  armor. 10' to 18' long. Soeed: 15" to 18". lmmunities: 50\ ~aqik resistant. 100 
  fear, confusion and acid proof. Lightning regenerates point for point. It is intel-
  lioent. 
  "O.A.9" is a m•nuf•ctured chemical that causes all injected with it to 
  lose their n• tur• l immunities! Thus their own stomach acid or other internal 
  goodies would slay them! 
  Very horribly I might add. 
  
  57 
  NEW MONSTERS (con't) 
  SLINE, BLUE: HD: 3. 
  AC: 5. Movement: 6. Number: 1. Attacks: corrodes wood, metal, 
  does 2 dice per turn damage to flesh. 
  Only lightning, fireballs, efreet and dra-
  aon fire kills it. It homes on heat auras/body heat. 
  SLINE, GOLD : HD: 3+1 to 18+1. AC: 2+5. Speed: 12" Attacks: Blasts ona life level 
  per each 3 dice in size, alao does 1-6 pta acid damage par those 3 dice {6 life 
  levels and 6-36 pta max posaible). Looks: like MOlten gold. It glows in the dark. 
  T-bolts add hit dice 1 for 1. 3' to 18' acroas. Number: 1-3 
  Immunities: life 
  level blasting, fire, cold, cute/chops. 75\ magik reaistant. Clerlcal "death 
  spell" does 10-100 pts. It homes on maqnetic fields of ll vi nv things. 
  SLINE, 
  ~Br~•• Also known as the White Witches Legacy. HD: 5+1 to 20. AC: 2+2 . 
  Speed: 10'. Attacks: dissolves (JrrevocebJy gone) 4-48 ota per turn (1-12' per 
  5 dice for psudopoda), and paralyszes (no slow if save ia made but must roll every 
  turn hit). Looks: puddle of what looka like (liquid) cream-of-wheat. 3' across to 
  20' acrose. 
  100\ acid, poison and venom proof. It can extrude 1-20 psudooods. 
  SNO~ GOLE NSo HD: 66 pointe. AC: 5. Speed: 7. Attacks: Breathea a 5-50 point cone 
  of cold. 
  1 hit, 3-18 (1-6 cold). Fires on a die roll of 9 or better on 206. 
  Looka: obvious. Notes: Chaos (80\), neutral (20\).ltinimal intelligence 
  SNO~ NAGGO~H: HD: 12+1 to 36+1. AC: 4. Speed: 18". Attacks: 1 bite • 4-48 (2 more 
  than needed to bit swallows). 1 butt•l to 12. Those swallowed diasolve at 2-20 
  per melee turn . 
  Looka: huge, white furred slug, looka like a snow bank. Uaually 
  5' long per bit dice, thus a 36 dice one•l80' lonq! It spite (inestead of bite) 
  a liquid that freezeseJJ Jt hJto, solid. If eave is made take 3-30 pta. Immunities: 
  100\ cold proof. It apita on a roll of 1-4 on 206. 
  SNO~ SNAK.S: HD: 5+1 to 8+1. AC: 3. Speed: lp". Attacks: 1 bite•l-4 to 1• 8 but 
  venom does 3-36 cold damage--conatrict at 2-20. If poi~on save is failed victim 
  is frozen aolid. 
  Looks: Pale, translucent blue-white anakes (look like icicles). 
  Notes: Neutral (10\), Chaoa (90\) . 
  SNO ~ GBOS~: HD: 5+1 to 8+1. 
  AC: 2+2 
  Speed: 33"(fly) 
  Number: 1 to 8 . Attacks: 3 
  per turn; 2 claws for 106 to 1012 each and 1 cold, howling breath ( a cone 18' long 
  by 6' wide ) that does 208 to 508 cold damage. Looks: Man-shaped little snowstorms 
  that wail and moan. 
  Immunities: 100\ cold, stoning, paralysis, fear and confusion 
  proof. 
  SPIN~H AAK: HD: 3+1 to 5+1. AC: Spines 
  2, body 
  6. Speed: 5" (ground), 3" (water). 
  Number: 1 to 4. Temperment: timid, shy. Attack : Can fire 2-20 spines (like light 
  bolt thrower) directionally or at random (120 spine• total) at will. 7' to 10' 
  long. Looks: a land, giant , spiny urchin. Chameleon-like color changea. 
  SUR attASf': HD: 
  9 . AC: 2 (arma), 5 (body), 7 (eye). Looka: 6 tentacles, huqe,gold, 
  glaring eye, fanged mouth, bright metallic red, Attacks: 1-6 tentacles (106 each) 
  Notes: 100\ fear, charm and confusion proof. 
  S~A R SPYD.R: HD: 20. AC: 2+4 (arma), 2+2 (body), 7 (eye). Speed: Teleport& only. 
  Dext: 17 to 20. \ Liar: unknown. Number: Always alone. Attacks: 1 osychic charm 
  person, 4-24 arma for 1-12 (impact), then 2-16/turn thereafter (conatriction) with 
  continuous suction (rever•• cyclone--all under 3+1 HD cannot resist it) each turn. 
  Those seized a.re dragged under its mouth, where victim' a body is consumed by radi-
  ation and heat in 2 melee turna. Those killed in thia manner are 100\ irrecover-
  able. Looks: bright light makes obaervation difficult. Notea: It abaorba eneray 
  from mass conversion which regenerates it at a 2 for 1 rate . When in danqer of 
  being killed, it teleport• away. Immunities: fear, confusion, poison, sonics, 
  sleep, cold, charm. 
  This creature ia so rare as to be only a dim leoend . 
  NEW MONSTERS (con't) 
  58 
  s~INK BUG: BV: 4+1. AC: 7 Speed: 6 (ground), 10 (air). NUMber: 3-30. Attacks: 
  If provoked it puts out a 60' cloud of stink (4 dice--pass out--8 dice--run!). 1 
  claw (1-3), 1 bite (1-4) . Looks: big, squashy looking bug, palid ~bite. ~eat 
  tastes so bad, even deomons won ' t eat! YUCK: 
  S~ORN BIRDS: HD: 5+1 to 9+1. AC: 5. Attacks: 2 wing buffets, 1-6 to 1-12. Plus 2 
  claws, 1-8 to 2-16 plua 1 beak, 1-12 to 2-24 plus electrical for 1-10 to 5-50. 
  Also can fan a wind like a Dj>nn to 2xDjinn wind. speed: 48 (fly), 96 (dive). 
  Looks: like brilliant blue eagles with electric blue feathers. Immunities: light-
  ning. 
  ~ damage from sonic and cold. 
  suN BEAR: HD: 4+1 to 8+1. AC: 4. Speed: 12 per turn (16 charge). 'ttecks: 2 
  claws for 1-6 to 1-12, 1 bite for 1-8 to 2-16, body heat does 1-8 pts, saliva 
  causes victims to buret into flame for 1-8 pts per turn. Cure disease and cure 
  serious wounds to extinguish. Looka: like a giant copper-gold Kodiak bear, with 
  brilliant yellow-gold stomach and gold claws. Immunities: 100\ fire proof. 
  suN BUG: HD: 1 hit. AC: 9. Number: 20 to 500. Speed: 8 (air), 3 (around). Attacks: 
  when hit it explodes in a 3+1 dice, 5' diameter fire~all. Also, all within that 
  burst must save vs blindness (flash). Looks: a small ruby colored beetle that 
  flys in swarms. It is harmless unless hit then it explodes. 
  ~A'VRBgN, HD; 3+1 to 7+1. AC: 8. Number: 1 to 20. Speed: 6 . \ Liar: 95\. Looks: 
  Aliens from another dimension. They look like tall (6' to 7'), blue-skinned hair-
  less men. They are totally impervious to this dimension's magik! and each has 
  technological weapons 
  (favoring blasters). They hate Thaelastra. 
  ~ELEPOR~-ROSE: RD: 6+1 to 8+1. AC: 2+2 . Speed: non-~obile. \ Liar: 90\, Attacks: 
  the thorns can be fired up to 20'/1-8 . 
  Ability to teleport any person or 
  object, anywhere up to 300 miles. Looks: 5 ft. tall black rose, very intelliqent. 
  A magikal creation usually conjured by a magician for a special reason. 
  ~HAELASTRA : HD: 1+1 to ??. AC: 8 (but wears a jumpsuit AC 5 equivalent). Speed:' 
  8"/turn . Dext: 13 to 18. \Liar: 65\ . Number:2 to 120 
  (never alone). Attacks: l 
  per turn with technological weapon. Looks: 7' tall, hairless ~ilky-skinned human-
  oid with areen double-pupilled eyes and Buddha-like ears. Notes: 'lien slavers, 
  formerly starfaring, now stranded; the Thaelastra use "tan9l ers," which project 
  10' wide, double-strength webs out to 60', and also use lasara that do 40 pts dam-
  age out to 100 yearda. Do not bell•v• in magik, and so vivisect all captured ~ages 
  to look for their "hidden technological devices.• Immunities: confusion. 
  THORG, HD: 4+1 to 8+1. AC : 6. Speed: 12 (18 charge). Attacks: 1 bite (1-10 to 2-16 , 
  4 claws Cl-6 to 1-12). Looks: r~lden, 6-legged cross between lion and tiger. Can 
  pursue prey at a steady run for 4-8 hours. Law (40\), Neutral (60\), 
  THRALLS ' All stats vary. NUMber: 2-120 . Notes: Used to hunt down the aliens quarry . 
  They wear a gold "collar of obedience• that will stranale it's wearer upon the 
  alien's command . Trained body guard . Gladiators of the Thaelastra.Can be •n~one. 
  THROON: HD: 4+1 to 9+1. AC: 5 to 3. Speed: 12"/turn (18"/turn cherge).Dext: 10-17. 
  Number: 1 to 100. 
  Liar: 35 . Attacks: 4 per turn for 1-10 to 2-20 plus by weapon 
  type. If it grapples, it can bite for 1-6 to 1-10. Looks: Blue-black, four-armed, 
  fang-mouthed humanoid, 8' to 12' tall, with yellow eyes. Dress: Yellow loin 
  wrapping and cross-chest belts of dragon hide with silver studs. Notes: Fierce 
  nomadic warriors with low intelligence in every area excepting warfare, in which 
  they are excelled only by Phraints and Saurigs. Tactics crude, but Throon tenacity 
  and ferocity unsurpassed. Usually eata captives. Immunities: fear. 
  
  59 
  NEW MONSTERS (con't) 
  T~UKK• HD: 4+1 to 7+2. AC: 6. Number: 2-36. Speed: 7. ' Liar: 10•. Attacks: Imper-
  vious to this dimension's magik! 
  And each has technolo~ical weapons. Locks: Dress 
  as TA'VREEN,but were convict slave labor of the Ta'vreen that escaped (they hate 
  them!) they resemble bears with hands. 
  THUNDBR BUGt Also known as Bang Beetle . HD: 1 hit. AC: 9. Number: 20 to SOO. 
  Speed: 8 (air), 3 (ground). Attacks: As for Sun Bugs, but does 3+1 dice electrical 
  shock to person• h!tt!ng !t only. Looks: as for SUn 
  Bugs but a bright blue color, 
  with yellow wings. 
  THUNDBR DRUNNERSt (the sound of their attack) HD: 7+1 to 12+1. AC: 
  (tough old 
  wood) 3. Number: 6 to 36. 
  Attacks: 1-12 times per turn per tree doing 1-6 to 2-12 
  each hit(they attack all in the clearningl. Looks: a grove of 8ayan like trees, 
  usually in a group of 8-16 in a circle with a 20'-20' clearing. 
  TRBLVBS• 
  HD: as for Elves . AC: 4. Speciale: as for Elves. Attacks: one Javelin 
  of lightining or one winged Javelin or one weapon type (usually a scimitar) their 
  dexterity is always 16 or better. They are Elves of an alternate universe. Chaotic 
  evil. Looks: Dull silverqrey (matalic blue, pupiless eyes), humanoids. 6' to 7' 
  tall. They wear winged helms and use Javelins of lightning and winged Javelins (as 
  heavy but any range at 72" per turn and return! +1/+1). 
  They hate all humans. 
  TUNCN• (the name derives from the sound the beasties beak makes when it penetrates 
  flesh). RD: 4+1 to 6+1. AC: 6 or 7. Number: 3 to 36 unless encountered in a cave, 
  then it's 8 to 64. ' Liar: 90,. Attack: 1 special that drops 2 life levels per 
  turn. Looks: 6' to 9' win~ spread. Juat over large (but thinner proportionately) 
  stirges . Usually a sick billeous yellow color or a turd brown hue. They have ac-
  quired the resistance to acid of 40-60,. Soeed: lS (air), 3 (ground). 7S' neutral, 
  2s• chaotic. 
  &ee one on the cover of AG I. 
  TUNCH BBARS: HD: 3+1 to S+l 
  AC: 6. Number: 3-lS. ' Liar: SO' Attacks: attacks 
  with claws as biq bear and sucks blood as tunch. Looks: Crosa between Tunch's and 
  big bears . Their blood sucking ability and their ferocity ~aka them evil opponents 
  VOLOB• HD: 1+1 to 3+1. AC: 6 or 7. Speed: 6", 4" in water. Number: 1 or 2. Temper-
  ment: Cunning and evil. Attacks: 1 bite for 1-3 plus a poison that is 3 ti~s hit 
  dice size that also blinds (SO/SO permanent). Looks: a pearl arey snake with one 
  golden eye. 
  WHITB SNOW (ICB) riGBRSt 
  HD: S+l to 8+1 . AC: 3 or 2. Speed: lS" (20" Charqe) • 
  Attacks: 2 claws (2-8 to 2-20 each) 1 bite (if one or more claw hit) for 2-16 to 
  S to 20. Looks: like large tiger with translucent blue claws and fanqes and blue 
  saphire eyes. Immunities: 100' cold, paralysis proof. 
  +S save vs fear and con-
  fusion. Fire (heat) does double damage. Notes: Because they dislike heat they 
  are never found in climates witb temperatures over 40 degrees. 
  Since their fur 
  is so protective from cold, it is very valuable. 2s• chance of a 4-claw attack. 
  WOBRA• 
  HD: 1+1 to 9+1. AC: s . Speed: 6"/turn (ground), 12" to 24"/turn (air). 
  Dext: 14 to 19. ' Liar: SS •• Number: 4 to 48 . Attacks: 1 bite for 1-2 to 1-12 
  plus venom damaqe (but with 1-6 turn delay). They rspit" for range of 3' per HD. 
  Looks: Emerald green winged cobra with ruby red eyes. Notes: Usually found in 
  flocks like birds; tends to qo into attack frenzy like an Air ~ark. Immunities: 
  Fear Proof. Their venom is •Jv•y• double their own HD. 
  NEW MONSTERS (con't) 
  60 
  •x•: 
  No name known. HD: 8+1. AC: 9(brain), 3(tentacles), (lS' reach). Speed: 18. 
  Attacks: mindblast! 
  Save or die, if save roll is made roll to see if feeble-mind-
  ed. 13 tentacles, each paralyzes •ll and can crush for l-8. However those it cat-
  ches it drains intelligence 
  each turn . Looks: Glowing (blue-green) brain with 
  13 tentacles that floats in the air. It livas on brain eneray/life enerqy/intell-
  igence. Has a permanent antimagik shell. 6' across, 18' tentacles. Immunities: 
  have natural missle deflector (no missiles can hit it). 100• fear, confusion and 
  paralysis proof. It "eats" 1-3 (roll) intelligence points per••n•ntly per turn. 
  GYRON: HD: 8+1 to 12+1. AC: 3 (forequarters); 5 (hindquarters). Speed: 12"/turn 
  (ground); 24"/turn (air). Dext: 14 to 19. Number: 1 to 12. 'Liar: 7s• . Attacks : 
  1 bite for 2-16 to 4-24, 2 claws for 1-8 to 1-12, and 1 sting for 1-3 to 1-6 olus 
  venom equal in potency to the Gyron's RD. Looka: Scaled, Wyvern-like. Normally 
  has gold fur and silver-grey scales. Notes: ferocious beast whose two favorite 
  foods are horses and humans. 
  Its intelligence is generall greater than a normal 
  Wyvern . It is a cunninq ambusher. 
  Immunities: Fire. 
  CRUNBL~RS: HD: 1 to 3. AC: 2. Speed: 6 Attacks: Sonic vibrations given off in a 
  30' radius or 40' directionally. 2+1 dice or S dice. Looks: like piles of sand. 
  They move by "flowing•. They are a form of scavenqer and eat all (flesh to rock) . 
  Immunities: 
  Cold, fire, paralyais, confusion/fear. 
  WRAITH DRAGON• (general information) RD: add 2+1 to normal. AC: add 2 to normal. 
  Attacks: They also breath as normal dragons except it bl••<• 1 life level also! 
  Speed: 50\ faster. Immunities: 7S' magik resistance. Usually translucent. 
  
  AC 
  Fire 
  2+2 
  water 
  2 
  Air * 
  2+3 
  Earth 
  2+5 
  Wood 
  3 
  ~ 
  Fog/ 
  Mist• 
  HD 
  Range 
  9-11 
  8-10 
  6-8 
  Dex 
  Range 
  20-23 
  17-20 
  21-H 
  Movement 
  HO'/turn 
  90'/turn 
  280 ' /turn 
  TRUE ELEMENTALS 
  ~ 
  2 per turn for 206 to 
  2012 each. Each hit has 
  a 10\ chance of causing 
  flammables to burst in-
  to flames . 
  It "slams" its oppon-
  ants for 208 to 2012 
  then smothers and 
  drowns him (takes 1 
  melee round per victim'~ 
  cons t itution point to 
  do so). 
  3 per turn for 206 to 
  2010. 
  Description (Notes 
  can form itself into 
  walls, cylinders, pin-
  wheels, lines and the 
  like. 1012 damage to 
  pass through and up to 
  10' in size per HD 
  can "flow" into nearly 
  any shape and hold so 
  still it looks like a 
  stone wall, etc. 
  It can cause a wind 
  strong enough to bowl 
  over lHD per each HD 
  of its own size, com-
  pletely over. 
  10-12 
  15-18 **60'/turn 
  1 per turn for 306 to 
  506. All hit must save 
  vs stoning. 
  **It moves through the 
  earth at 90' per turn 
  and can cause •earth 
  quake" once every 10 
  melee rounds (3 per 
  day maximum). 
  5-7 
  ~ 
  2+1 
  16-19 120'/turn 
  HD 
  Dex 
  It can strike once per 
  turn for 1010 to 208 or 
  fire a "splinter" as a 
  heavy catapault but with 
  only a 120' range (once 
  per day per its own HD) 
  It is susceptible to 
  magik fire or normal 
  fire of 1006 or great-
  er strength (takes 
  double damage). 
  Range 
  Range 
  Movement 
  oescription(Notes 
  7-9 
  18-21 180'/turn One envelopment per 
  turn which blinds an~ 
  suffocates those inside 
  itself at a rate of one 
  melee round in time oer 
  constitution point of the 
  victims or 1 strike for 
  106 to 1010 
  It can resist being 
  blown away by winds 
  up to ~ its own HD 
  in power (size) and 
  retreats 10' per 
  turn per HD over 
  that . 
  ~ 
  "' 
  .... 
  Usually a 30' tall, 10' 
  diameter pillar of 
  roaring flame. 
  Usually a 30' square 
  15' high Tsunami type 
  wave. 
  A barely visible 
  whirling cyclonic col-
  umn of air, 30' tall, 
  10' wide at its base 
  and 30' wide at its tp 
  Vague humanoid , blocky 
  boulder-like, 10' to 
  12 ' tall and 7'-10' 
  wide. 
  A vaguely tree-shaped 
  thing about 15 feet 
  tall. 
  ~ 
  ~ 60' globular mass of 
  thick, cold, wet, whit-
  ish-grey oa. 
  Storm• 
  2+4 
  10-12 
  19-22 
  250'/turn One per turn of an~ one 
  of three types: 
  Lightning regenerates A 30' diameter, roilin9 
  it point for point 
  flashing, rumbling 
  1. 
  Wind (as per wind/ 
  cyclone spells) 
  2. 
  Ball lightning 
  (106 in power per 
  )I'D in size). 
  3. 
  Impact for 108 to 
  1012. 
  instantaneously (as 
  thunder-cloud of dark 
  fire does for the 
  and ominous aspect. 
  fire elemental). 
  Special: 
  All elemental& are 25\ maqik resistant and only magik weaponry can hit them. 
  They are capricious and will fight the conjurer's will constantly and forcibly. All 
  elemental& use a 10-sided die for size (and alw•~• get Full dice value). Thus an 8-die 
  elemental woul~ be 80 HP. Poisons and venoms have no effect on the~ and fear, paraly-
  sis and confusion don't faze them in the leaat . A Mage may con1ure one of each type 
  each month. 
  However three different Mages could conjure up three fire elemental& (if 
  enough flam£ was available) and fight one another, SIMALTANEOUSLY! 
  NOTE* only one of an~ of these may be conjured each MONTH, by an~ •ingle magik user. 
  Fog/mist, air, fire, water and storm elemental& are virtually impervious to chops, 
  cuts and bas~es from magikal weaponry, taking the "plus• value in damaae only (and 
  not the normal weapon damaqe)! Elementals are controlled only with the utmost concen-
  tration by the conjurer. For every intelligence point the conjurer has a 3\ chance of 
  control; plus 1\ for each eao point. 
  This control •ust be rolled for ••ch ••1•• round. 
  If control is lost it ··~ not be regained by that person, and the elemental immediat-
  ely attacks (the controller Eir•til Note, most amorphous-type ele~ntals can cover 10 
  cubic feet in area per each UD in size. The one exception being the foa/mist elemental 
  which covers twice that and the Earth elemental which is only 10 cubic feet in size/ 
  mass and the wood elemental which ia ten to fifteen feet tall and vaguely tree-shaped. 
  ... 
  "' 
  
  63 
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  NEW LESSER DEMONS 
  64 
  TYPe: 
  ACID FIENDS: HO: 8+1 t o 10+1. 
  AC: 2+1. 
  ~peed: 10 (ground only, 12 charge) . 
  oext: 8-10 
  Attacks: 1-12 (roll) tentacles that do 2-16 (olua acid) and it can 
  spit acid in a 3' wide stream up to 60' for 4-48 pts. Normal metal weapons dissolve, 
  +1 have a 40\ chance, +2 have a 30 , +3 have a 20\, +4 have a 10 , and +5 have a 01 
  Looks: 
  Like huge (16'-20' die~ ter) globes of pale blue. Ameoba-like, it can ex-
  trude tentacles at will, slide under doors, through ~ey holes, etc. It needs no 
  atmosphere to live and is eaually at home in a vacum. 
  It loves to roll over vic-
  tims •eating• them and enjoying their dieinq struggles. 
  Notes: inmune to cuts and 
  chops, fear, confusion, and ac1d. Cold slows it (once only) and does ~ damage, fire 
  does ~. ligh~ing 3/4. Disinteqrate• regenerate it and stoning adds hit dice (size) 
  to it on a 1 dice per 1 level of caster ratio! 
  Its mere touch does 3-24 pts acid 
  damage! 
  Those •eaten• take 4-48. 
  Also known as Acid Demons . 
  Type: 
  THE CREEPING DOOM: 
  HO: 12•1 to 16+1. 
  AC: 2. Speed: 9 (ground only). Dext: 
  9. Attacks: 1-10 psuedopods for 1-12 plus it absorbs 1 life level and 1-3 strencth 
  points per hit. 
  Those covered smother in 1-2 minutes and are dissolved at 3-36 
  pts per turn (no other damage). Looks: A pulsing crawlinc carpet of livi ng purple 
  splotched qreen ooze that is up to 40' across and 3' thick. It can lie still and 
  look ond feel like solid rock or flow through the tiniest holes and cracks. It can 
  also take shape (mimic) and look like anything. Notes: immune to fire, fear and 
  confusion. 
  Chops do ~ hurt and cold does 50\ more. All poisons do no damaqe and 
  acid regenerates it . Paralysis hastes it (once only) but holy water does 4-48 pts 
  per flask to it! 
  Type: 
  FIRE FIENDS: HD: 8+1 to 10+1. AC: 2+1. Speed: 36, air. 24, ground. Dext: 
  17-20 Attacks: It attacks like a flaming blade barrier (7-70 olua 2-20 flame dam-
  ace) once per turn. Looks: Fiery pinwheels 7' across and 3' thick that roar and 
  crackle and •pit sparks in all directions (uo to 10' away). It pinwheels through 
  the air or rolls roaring across the gound, leaving a boiling melted track 4' wide . 
  Notes: Immune to fire, fear, confusion and paralysis. Normal metal weapons melt 
  when used to hit them, +l weapons have a 90\ chance, +2 have a 75\, +3 have a SO\, 
  +4 have a 25\ and +5 have a OS 
  chance. 
  All within 10' have -1 on their attack/ 
  defense due to the sound, swirling air/ sparks and heat. Also called Flame Cemons . 
  Type: 
  HELL CATS: 
  HO: 6+1 to 9+1. ~C: 2 to 2+1. Speed: 20, around (38 charqe). 
  Dext: 16-19. Attacks: 2 claws: 2-16 plus 1 life drain and 1 bite: 3-18 plus 2 life 
  level drains. The claw/bi~e wounds are so painful, all hit lose -1 off attack and 
  defense thereafter. Looks: large (lion-sized) felines apparently made of shadows 
  with eyes of green bella df fire and claws of red cracklinc flame (and teeth of 
  silver moon bftams). 
  They look like charactures of halloween witch's cats. Their 
  yowl is like a lsuper fear spell (all up to 12th level must save or be paralyzed 
  in fear) save and run! 
  Notes: 
  I~une to fear, cold, confusion, paralysis and acid . 
  0 oisons do ~ but Clerical light spell does 1 pt 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 sioht. Also 
  called Demon Cats, or Ooomtiqers . 
  Type: LIGHTNING "ELEMENTALS" (BLACK): HD: 12+1 to 18+1. AC: 2+3. Speed: 72 (air 
  only). Dext: 18-24 (can haste the~selves at will for 1 hour daily). Attacks: 2 
  hits for 4-48 plus 2 life level blasts (save vs magik and still lose 1 level-roll 
  each time). Or they can "sight in" and only hit once for 4-48 buc they reach •into • 
  the target and hit the heart or brain. Looks: Cracklino blacklightning in the shape 
  of a humanoid about 7 1 tall. 
  Powever thev move so fast, that all people usually 
  see is a black blur. Notes: Immune to confuaion, fear, li9htninq, acid and paraly-
  sis. Fire only does ~ and poisons have no effect. Those •lain by ita life blasts 
  crumble to dust !cced!oteJ y and their souls are immediately freed. 5o a raise 
  dead fully must be used within 5 minutes or it's gone. 
  
  65 
  NEW LESSER DEMONS 
  Type: SI!EDEMONS: liD: 8+1 to l2+l. l\C: 2. Speed: 2l (qroWid only). Dext: l7-2l. 
  llttacks: 2 hits !or 2-16 and i! they embrace and "kiss• a victim they can suck 3 
  life levels !rom him. It takes storm qiant strenqth to break that embrace. Looks: 
  tall, voluptuous women with the heads of skulls (lonq flowinq hair) like Pell 
  Maidens. Their eyes are lambent qreen flame. 
  They can however, put a •mask on 
  their face and look like beautiful but normal woman. They have no belly buttons. 
  Notes: lmmWie !rom confusion, !ear and paralysis. SOl maqik resistent . They can 
  become qaseoua, walk on any surface, and pass wall at will. They can use up to 5th 
  level maqik ( 5 spells per level) and sometimes carry maqik daqqers, mirrors, wands, 
  etc. They seem to glide over the aroWid when movino all out. 
  Type: STl\R DEMONS: liD: 10 to 14+1. l\C: 2+5. Speed: 48, air. 12, qroWid. Dext: 18-22. 
  l\ttacks: 2 claws: 4-40, thrice an hour it can also fire a 7-70 point prismatic 
  blast from their eyes (it knocks down cubes of force, anti-~aoik shells and oll 
  prismatic walla, its damaqe will not reqenerate except normally. 
  Notes: ImmWie to 
  fear, confusion, acid, cold and paralysis. They are 75l maqik proof and use uo to 
  6th level maqik. The body qlow ia radiation, all within 10' take 1-3 pta radiation 
  poisoninq (non-reqenaratable), per turn. They ere natural "spell turners• and can 
  haste themselves at will (die roll of 9 or better on a 12-sided die). ~ebs slip 
  off them and poison qas or poison has no effect. Looks: humanoid, 15' tall, winqs 
  of rainbow colored liqht, bDdys of what looks like smooth, translucent black dia-
  mond. 
  Their eyes are pools of qolden flame. They are incredibly beautiful. They 
  have a faint qolden qlow and where the heart should be is a faintly visible ball of 
  qlowinq fire that pulses. 
  Type: STORM DEMONS: liD: 11 to 13+1. l\Cl 1+4. Speed: 48, air. 10, qroWid. Dext: 17-
  21. l\ttacks: 2 clava, 2•16 plus• l bite, 1-12 plus electrical shock of 2-24 
  plus save vs paralysis (all). 
  Looks: Electr1c 
  Diue , winos of blue liqhtnino, scaled, winqed, fanqed, erect, 10'-12' tall. 
  Clava 
  are a qlovinq violet aa are ita 3 eyes . SOmetimes accompanied by air elementals, 
  stormbirda, or personal meteor storm "shields". Notes: ImmWie to liqhtninq, paraly-
  sis and fear. They are SOl maqik resistent. They can use spells up to 4th level, 
  (up to 6) and can put up a meteor storm (electrified for SOl more damaqe), shield 
  thrice daily for l minute each time. 
  Type: SUCCUBI: liD: 2-10. l\C: always 8. l\ttack: l plus special. By weapon type and 
  l life level per "kiss.• Notes: like vampires, can charm people. 20-80l maqik 
  resistant . Note: They try to seduce and only fiqht if forced. Charisma is 17+ 
  Type: SUN DEMONS: 
  liD: 7 to 9+1. l\C: 2+2. Speed: 36, a1r. 9, qroWid. Dext: 15-20. 
  llttacks: 2 claws: 3-18 plus 2 wino buffets: 1-10 and l biteJ 1-12. They spit molten 
  metal up to 15' that does 3-30 pta initial, 2-20 next turn then lDlO the turn after 
  as it cools. It also poisons 1 pt par turn thereafter. Looks: winged, fanqed, tail-
  ed, clawed and bird beaked, about 8' tall. They look like qlowino 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 -l on all their attacks/ 
  defense. They smell like molten metal-acrid-tanay. Notes: lmmWie to fire, fear and 
  confusion. They take no damaqe from sonic weapons and lightnino reflects off them. 
  (Roll for direction) doinq ~ damaqe. Stoning reoeneratea them and cold does SOl 
  more damage. They love lava and molten areas and their mere touch does l-10 pts 
  heat damaqe. 
  Type: 
  SWl\MP DEMONS: liD: 7 to 11+1. l\C: 2. Speed: 9, land. 9, water. Dext: 9-12. 
  l\ttacks: l-13 tentacles for 2-16 plus, it can bite for up to 2-16. Constriction is 
  4-24 pta. l\ll hit rot l-6 pta immediately and l-3 per melee turn Wltil a bless and 
  cure disease is done. Looks: Muahy qrey, polyp, wart covered, vaquely man-shaped, 
  very nasty funqoid, 8'-10' tall being. 13 eyes on vari-length stalks at random 
  about the "head," and 7 •mouths" at random there also. 13 lonq pulpy tentacles 
  NEW LESSER DEMONS (con't) 
  66 
  (usually 13' lonq) at random around the body. Notes: immune to fear, sonics, acid 
  and rotting. SOl magik res i stant. They can "throw• (detach) their tentacles up to 
  45', which then attack independently like a boa constricter. Cuts/chops seal up and 
  Lf pressed they can exude a 45' diameter cloud of opaaue rottinq (2-24) gas. 
  't' 
  <S-· ,. 
  
  67 
  GREATER 
  DEMONS 
  Greater or •Name• demons are the lorda of their own particular "hells,• and 
  are the abaolute power within their relm; the "gods" of those hells as it were. 
  The statistics given are for their incarnation• out•lde of their home universe, 
  and only give a bare hint as to their real power . Because they ere less powerful 
  elsewhere, they seldom leave their own areaa, and when forced to do so by conjur•-
  tlon or other meana, they are understandably v•rv •ngry. 
  Greater demons deteat mortal (and lesser immortala) so much that they don't 
  consider them anything more than excrement to be destroyed or ignored as opportun• 
  i ty dictates . 
  They will command leaaer denizens (or demons) from their own plane, and will 
  frequently send those minions in their place when thev are conjured. ~owever, the 
  conjurer haa the option of 4•••nd1ng that they return and ••nd thelr ••• t•r as it 
  was him/her who was called, and the lesser entitya (it 1ntell1gent) MUSt do so 
  immediately (although th•y will try to persuade the conjurer otherwise, or even to 
  slay him) . 
  The DM must use his or her wits when Greater Demons are involved so as not to 
  jo the easiest (and most logical) thing: •l•y the con jur• r. Thia kind of thinkina 
  negates the real value ot terror in a game. A player •houJ d riahtly fear and dread 
  =onjuring up a Greater demon, but should not feel resiqned to 100\ certain death 
  if he/she does so. Play on the horror of the unknown, ad lib, ~eke up your own 
  •name ~ demons, be a true guide to the •outer liMits• of your own 
  ·~wiliqht zone.• 
  HARGRAVE ' S DEMON LORE 
  GREATER (Nl\ME) DEI'ONS 
  OF" THE ARDUlNIAN CYCLE 
  68 
  N••e: ABADDON; 
  HD : 23; AC: 2+3; Hovement : 12' ground; De•t : 15 spells . 13, body. 
  Att•ck V•lue : 4 per turn, for 3-36 pts each. 100' Im•une to: Gas, poison, veno~, 
  confusion, lightning, ~ damage from cold. Number of "Pets•: See ~on Locusts. 
  Looks: Brown, . hairy, 4-armed, one-eyed, s~er toothed, humanoid (eye is like the 
  head light on a train--a deep red beam of (x-ray vision also) liqht 90' long to 
  10' wide) He has bright yellow fangs and claws and a ~onkey like tail; Notes: 
  ~e 
  can use 8th level magik but without reaard to Mana Points (as all deoona). Rides 
  the largest deomon Locust (it takes +2 . or better magik weapons to hit him) called 
  "BEL" (10 dice-20' lon9. F"lys at 20" runs at 10"-Dext 12, lnt 7, AC 3). P.e carrys 
  and throws to 240' 20 Iron darts (6-36 pta hit) with +3 accuracy. 
  P.e also carrys 
  a lance of Living Lightning that does 4-48 pts damage and is 20 feet lonq. His 
  bite (does 4-24 pta) injects a virus into the body that first ~aralyzes, then kills 
  then dissolves the victim. (l minute, then 3 minutes, then l m1nute--5 minutes 
  total). If he bites he does not •strike" that melee turn. The Locust Lord. 
  N•ae : AMON-RA; 
  HD: 20; 
  AC: 2+3; Novement: 24' ground, 24' air; De•t: 16, body . 
  12, spells1 Att•ck V•lue: 2 par turn, 4 to 48 pta plus bite: 3-18 pta. Att•cks 
  JOO' raaune to : Fire-cold-poison, ~damage from lightning. Number of "Pets•: 24 to 
  120 wolves or wargs or 10-20 were wolves. Looks: 15' tall, huqe erect wolf bodied 
  (silver fur) snake headed (gold scales) with eaqle/roc's wings (bright red), with 
  claws of blue steel. He breathes (8xday) paralysis gas (size of green draaon's 
  cloud) and his snake venom does 6-60 pts damaoe (he can •spit" it 80'): Notes: He 
  can and does use ••p to 4th level maaik (preferrina fire or cold spells) . He is a 
  neutr•J demon! 
  He is the •god" of the wargs and wolves (and were-wolves). About 
  10\ of the wargs/wolves that appear with him are wraithes. He hates roes/eagles, 
  etc. and wages a constant war upon them. He can get down on all fours and run with 
  "his people.• He can appear either as a simple wolf/warg or snake and quite fre-
  quently dose so. His wolves, etc. that accomoany him c•nnot be effected by either 
  fear or confusion. He detests Elves and goes ne•rly berserk when fighting them (add 
  +3 to his attack). 
  N•••: APHARO£: 
  HD: 20; AC : 2+2 
  Novement : 18' air, 10' ground; De•t: 18, spells. 
  18, body; Att•ck V•lue : 2 per turn (cold or hit) 3 to 18 pta. See notes . Att•ck• 
  lOO' Immune to : ttoning, cold, ~damage from fire ' lishtning. Disintegrate does 
  2-24 pts, acid does 1/3 damage, poison does \damage. Number of "P~TS": A swarm of 
  100 to 1,000 Tangs or 100 to 300 Freeze Bees if in normal shape. Looks: 7' tall , 
  beautiful. ("All men" have a 50 
  chance of falling immediately in love!) Buxom, 
  tall woman. women are usually (50\) jealous and hate her. 
  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 (her choice). Notes: She 
  can and does use up to 9th level maaik. She is a neutr•l demon! 
  She can split fire 
  and move like Elves or stand fast and not move and ~~t double attacks. She has been 
  known to seduce men then literally "drink" their souls while kissing them (t akes 
  2 melee turns). 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. TEL-~ATllis her arch-foe. 
  ~he 
  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 and have a sinale child, then 
  depart taking her demi-demon offsprino with her. She prefers Elves for this but 
  will "bed and wed" any suitable Lord. 
  
  69 
  IIARGRAVE ' S DE!'ON LOPB 
  GREATER (NAME) DEMONS 
  OF THE ARDUINIAII CYCLE 
  (continued) 
  N•m•: 
  ARIOCB1 HD: 25; AC: 2+5 (eye•2+2); Novement: lJ.s• on foot; Dert: 18, spells. 
  16 , body. Att•ck Value: 2 per turn, 3•36 each. Att•ck• 100' Im•une to: Paralysis, 
  disintegrate. He takes 50\ from cold and finger of death (4-40 pta). He is regener-
  ated by lightning (1 for 1) or by acid rain (1 for 3). Hueber of "Pets• , 6 to 12 
  8+1--9+1 dice Skorpoons or 4 to 40 Giant Skorpions • 8-12 HO. 
  Looks ' 18° tallo 
  black furred (like an otter) humanoid with one huge eye like a many faceted ruby 
  (shines with an inner light), He has t~o thumbs and 4 fingers and retractable talons 
  His arch enemy is the demigod "NODENS." Not••' He can (and does) uoe uo to 8th 
  level magik (4 of each level). He prefers attack spells but will also use the 
  crimson banda of CYTORAKK quite frequently( SO\ ). Be is "patron• of the Scorpions 
  and messenqer of the RGreat Scorpion r~" SKUG-MIGGURATB. He can control en~ number 
  of scorpions regardless of size. He has a v~ire-like charm person. His mere touch 
  causes 3 pta per melee turn of acid-like damage (starting on the 3rd melee turn 
  after hit). His talons extrude a scorpion- like venom (3-36 pts) but he hits with 
  extended talons only about 35\ of the time. He does not fly, but can teleport •t 
  will every 3rd melee turn. He can leap 45° horizontally or 30' straight up. He 
  can also make 6 mirror images. His intelligence is 18 and he has an agi lity of 15. 
  Name: BOAX; HD: 10; AC: 2+2; Nov•••nt : 48' air, 36' ground; Dext : 18' Attack V•lue: 
  2 hit, bite per turn. 2to 24 and 3to 36 pta. Att•cks 100' Immune to ' Acid, gas 
  proof and takes ~ damage from fire, lightning, cold and paralysis. Stone does 3 to 
  36 pta. Looks: 15 1 long. Huae, ebon, flame (red) eyed creature that resembles a 
  metal, scaled warhorse. It breathes a chlorine gas cloud like a green drpaon (4 to 
  48 pts) and his bite does 3 to 36 pta poison damage. He can run up walls and acroaa 
  ceilings. Not•• ' Not a real greater demon but listed here because it is always with 
  one. Cimmeries steed and loyal companion, he gallops through the sky without wings, 
  and hates •pegusi" but his arch enemies are Griffons and Lammasau. Those will al-
  ways attack h~m regardless of fear. His beat "friends" are Black Draaona and he is 
  sometimes seen "playing" with them. He c•nnot be polymorphed, in fact if it is 
  tried it doubles back on whoever trys! In time of dire or mortal need he can tele-
  port himself and any rider (once per day). 
  ~e can also "Pell Ride" between di~en­
  sions or Hells. He c•n be ridden. He has an intelligence ~f 10, and an ego of 20! 
  N•m•: BOREAS; HD : 22; AC: 2+4 ; Novement: 25 1 air, 15' around. Dext : 12, body. 15, 
  spells. 16, breath. Attack V•lue : 4 per turn, 4 to 40 pta. Att•cks JOO' 1mmune to : 
  Cold, stoning, paralysis, ~damage from disintearate (2-20 pta) finger of death 
  bounces back to caster. Number or •pees• : 2 to 6 Ice Demons 
  or 12 to 48 wraithe 
  Sk~ith Hounds. Looks' 18' tall. 4-armed, winged, scalee, tailed hUM~noid all froaty 
  blue-white with eyes so black they look like deep space. A 60' diameter aura of 
  4+1 dice damage cold radiates from him. He can breathe once per minute a blast of 
  cold (120' x 40') that does 8 to 96 pta damage (all beings 5 dice and below are 
  immediately frozen solid). He can conjure and control the "north wind" which is 
  like a .Djinn wind and Ica Storm combined (3 times a day for 5 minutes each time) 
  or once per day at double strength! Not••' He ~ay use up to 7th level magik and 
  frequently does. His intelligence is 17. Lord of the Ice Demons, sometimes called 
  the "Winter Demon" 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 fanqs of ice. Yes, 
  Virginia, URANDOS does also claim to be Lord of the Ice Demons, so who do you be-
  lieve? But it sure makes for interesting arquments between the 2 of them! Pis touch 
  does 3 to 36 pts cold damaqe and it will paralyze all humans. He loves blue sap 
  phires and sometimes hides in•Jde one. 
  111\RGRI\VE 'S DE/ION LORE 
  GREATER (NAME) DEHONS 
  OF THE ARDUINIAN CYCLE 
  (continued) 
  70 
  ~·~• : BRYGHAUL; HD: 15; AC: 2+1J Nove .. nt : 18' air, 12' qroundJ Dext : 16, spells. 
  17, body. Att•ck V•lue : 2 per turn, 2 to lO. Att•cks 100' Immune to : Polymorph, 
  ralysis, confusion, 
  ~ d~aoe from fire. Number or ~Pets~: 1 to 4 Succubi. Looks : 
  ~· tall, classi c, handsome, tailed, horned, devil but with blue eyes and bright, 
  satin-smooth yellow skin. His smiling charisma is like a full 18+7 or 25 total. 
  speci•l AbilltV•' He has a +3 vampire charm spell equivalent, he can polymorph at 
  will, he can jump 20' up or across, and can speak any langua~e. Pe gives off a 
  very pleasi na odor and is attractive to women. Notes' He can use up to 4th level 
  ~aaik and usually wields a +5/+5 "pitchfork." His pitchfork/trident also causes 
  the victim to burst into flame (l to 10 pta per turn until dispell magik is used). 
  He can create "Djinn Silver• that lasts 3 days. P.e is the "Leader• of the Succubi 
  but will ocassionally appear riding a wraith yellow draoon. 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 all in love, if he kisses one the chances are 
  9!\! 
  ~e flys without wings. 
  InteJJJvence : 15. The Great Deceiver. 
  N•~•: CALYANDAGG; HD : 18; AC : 2+2; Nove~ent : 21" ground. Dext: 14 for all. Att•ck 
  V•lue: 2 per turn, 3 to 36. Att•cks JOO' Immune to: poison, venom, acid, parlaysis, 
  ~damage from lightning. Number of "Pets •, 1 to 16 5+1 to 9+1 dice Fpiaas. Int' 16 
  Looks' huge, white, furry spider with 13 eyes like glowing red rubys. He emanates 
  a double strength fear spell for 60' around hiM and his mere touch causes paralysis 
  in all but insects. ~e usually attacks all Clerics on siqht. Pe hates 'em! Specl•l 
  Abllitles ' P.e can spit (60') or spray (30 " ) a 6+1 dice acid as often as he likes, 
  he can weave and cast (up to 120') a 30' diameter "eb (>•ill hold even storm Giants 
  for 5 minutes) that is fire proof. Tt takes 2minutes to weave.He can do this thrice 
  daily. Notes ' He is "king• of the insects (it takes +2 or hetter weapons to hit 
  him) and can command •nv number up to 5+1 dice, 10 up to 10+1 dice, 5 in nUMber up 
  to 12 dice, 3 in number up to 20 hit dice and one of anv lar9er types. P.is favorite 
  food is female Elves, Amazons, or humans. It is friendly to hell hounds, sometimes 
  allowina packs of them to run with him (25\ chance). He will hit twice and bite 
  once each turn (9+1 poison) and can leap 60' horizontallv or run up walls and 
  across ceilings. His body fur will break off and if on bare skin, work its way 
  into the host body and become a giant I'AGOTT, eat inn the person to death frol!' the 
  inside out (takes 3 days). 
  N•••· CIMERIES; HD : 15; AC : 2+4; Hovement : 12" 9round. Dext : 24, spells. 22, body. 
  Att•ck V•lue : 3 per turn, 2 to 24 pta. Att•cks 100' 
  Immune to : turns away •ll 
  missiles, manik or otherwise. Paralysis. 
  ~ damage from lightning, fire. Number of 
  •Pets": His ~Horse• "SOAK." Look•: 
  7~' tall, verv handso~, eben, silver-eyed human 
  grossly male and very nude. P.e and his ~ount can passwall at will and when ridin~. 
  they move l i ke a Cleric does/ wind walkinq. His charisma is 18+4 (22 total). Int,l7 
  speci•l Abi l l t l••' He can jump 25' across or up to 20' veritcallv. He can hypnotize 
  any single being he can concentrate on for 3 melee turns. He also usually carrys 
  a 25' long whip of Balrog leather that does 3-18 pts da~aae but aives excruciatina 
  pain to all undead. They really fear this whip! Not••' He is "Lord of the Undead" 
  and can control any number of wraithes or lesser types, up to 20 spectres, up to 
  10 vamoires or up to 6 liches or other greater undead. 
  ~e carrys 
  a +5/+5 flaming 
  Black Sword (2-hand for Portals), it is amoral, opens all locks, doors, maaikal 
  enclosures, detects traps, secret doors, good, evil undead, and treasure (type 
  amount). It gives true sight, ESP, clairaudience, clairvoyance, X-ray vision, 
  and can shoot a disintegrate spell thrice daily. Eoo-18, Intelligence•l8. The 
  wielder can "Gate• to any one of the 21 planes of Hell known. It speaks all lan-
  guaqes and its purpose is to kill! It must have ot l••• t one life per day or it 
  kills it's owner. It paralyzes all r.lerics 22nd level and below and disrupts undeac 
  The sword is called "the Key of Hell" or Hell Key." 
  
  71 
  PJ>.JIGRAVE ' 5 DEMON LORE 
  GREATER (NAME) DEI«>NS 
  OF THE ARDUINIAN CYCLE 
  (continued) 
  .V•me: OAGONOS; HD: 20; AC: 2+2; Nove•ent : 40 " air, 12" qround. De•t : 15, body. 12, 
  spells. Int' 15; Attock Volu•' 3 breaths plus 2 claws (4-48 pta e ach ) or bite 4-48 
  (instead of breath). Attock• Joo• I•aune to' fire, liohtning, ~damage (4-40 pta) 
  from stoning/disintegrate. All death spells bounce back on sender. Number oE Pets' 
  1 to 8 dragons (red, blue, green, black or white). Look•' Looks like a 3-headed 
  Dragon with scales of alternate silver and gold, quite beautiful. 90' wing span, 
  30' tall. Each head has 3 eyes, 2 sapphire blue and 1 (middle) ruby red. The talons 
  and fangs are dull black. The dorsal fins running down its neck/back are silver/~old 
  Spec! ol Ab1l!tl••' Each mouth can shoot either a 180' x 20' T-bolt (10-100 pts) 
  or silver ' gold fire (12-120 pta) for 90' x 30' every other melee turn. Up to-3 
  fire and 4 t-bolts per heod can be fired daily. It's touch does 6-36 pta shock hurt. 
  tnt: 15. Note•: known aa the "great dragon" or the "demon draaon." Pe breed• dragons 
  and likes to cross-mutate them. Pe can control ony reptiles up to 40 dice in size 
  and/or number; up to 8 dragons (regardless of size) or 12 Balrogs or 4 lesser de-
  mons . He is the arch enemy of the King of the 
  Good dragons and the master/lover 
  of the Queen of the 
  Evil 
  Dragbns. Any who look at his eye(s) must roll vs magik 
  or be charmed (if s ave is made suffer 1-6 melee turns of confusion. Prefers defen-
  ~ive spells (can use up to 8th level magik, 4 of each level). 
  N•me: GOROK; HD: 21; AC : 2+3 (clawa•2+5) Nov•••nt : Ground only, 20". De•t : 9, spell~ 
  12, body. 16, tongue. Attock• 100• I•mune to' all magik does only l/3 damage except 
  weapons 
  (~), his Acid coat destroys all but Adamantite. Nu•b•r oE "P•t•"' none. 
  Looks' Like an erect, cross between a lobster and tyranasaurus with 9 fiery red 
  eyes on his head. Inside the pincers are secondary nouths so on the 2nd turn held 
  the victim is eaten (36 pta turn per mouth). His skin has an acid sliMe coat (1-12 
  pta) . Spec!ol Ab1l! t 1••' His tongue Cftn lash out to 60' doino 2-12 pta plus it 
  injects a dissolving acid into the vic tim (down on 2nd nelee turn after hit, diss-
  olved on 6th melee turn after hit) if seve is made, does 2-20 pta. Not••' 12 spells 
  per level) he can and does use uo to 3rd level magik . Called "The Run~ry One" 
  this demon wil attak ALL it sees, devourino its victims alive. F.e can mi~~c perfec-
  ly the voice of all he devours thus luring· others to a like fate. 
  HP usually 
  appears wreathed inside a roaring column of flame (20' diameter, 60' tall) that 
  will melt all missiles entering it and all +l magik weapons (+2•50\ chance, +3• 25\, 
  +4•15\, +5•1\), The flames do 6-60 pta or 4-48 pta damage (if save is rolled). He 
  attacks out of the flame without leaving it. Uses up to 7th level ~aoik. 
  N•me: GROAK; HD: 19; AC : 2+5; Hov•••nt: 20 1 ground, cannot fly. Dexc: 14. tnt: 14 
  Att•ck V•lue: 2 per turn, 2 to 20 + special, plus spittina. Acc•ck• l00' ra•une co: 
  acid , poison, paralysis, atoning, 
  ~ damage from fire, liohtnino. Number of "Pets•, 
  See notes. Usually l to 4 swamp slimes and 1 to 8 swamp thinoa. Looks ' 15' long, 
  huge, toad-like body, with what appears like a Giant Sea Anenone for a head (two 
  of the tentacles are 20' long vhen extended.) 
  Hia colorino is like very rough, raw 
  emerald crystals or fractured green jade or rock. Spec!ol Ab!lltles' Pe can leap 
  60' horizontally or 35' up. 
  ~is touch causes intense aaony (all 5 dice below oo 
  insane with pain) and does 6+1 dice acid damage (except his Ane~one tentacles which 
  paralyze •ll and can constrict for 4 to 48 pts). The lesser tentacles do 3 to 36 
  pta apiece (there are 12 and they are 6' lono.) 
  Notes' Lord of the Pwa~a, he can 
  spit a slimy acid up to 90' (covers 10') or spray it up to 45' (covers 30') that 
  does 10 to 60 pta da~ge. If left untreated it will cause 6 points of poisoning 
  damaoe per melee turn (after a 3 minute delay). 
  ~e can turn a 90' ~iemeter rea to 
  muddy swamp like terrain around himself 3 times a day (takes 3 minutes). He can 
  polymorph to look like any swamp land thing (rock, tree, etc. or even allioator, 
  etc . ) . He can also teleport at will and can command all swamo creatures (l0x20+dice, 
  30xlO+dice, 60x5+dice, l20x2+dice unlimited sMaller ones). Pecan use up to 4th 
  level magik, but seldom does so. 
  P.M>r.RAVE' ~ DEMON L<'P.!': 
  GREATER (NAME) DE~'O!I~ 
  OF' THE AADU IN IAN CYC'LE 
  (continued) 
  72 
  .v •• e: KAPONG; HD: 17; AC : 2+2: .'fovecenc: 20', air. 15' , ground. Dext : 15, boc!y. lS. 
  spells. 18 , 
  ~eves.~ Int: 15. Att•ck v•lue : 2 per turn (olus 3 eves) 2 to 24 pta. 
  Atc•ck• l00' t••une to : paralysis, stoning, 
  ~ danaqe fr~ fire, cold. Number cf 
  "Pees• , 1 to 12 of the varied ~lires, etc. (randol" roll). Looks' Dull, blacl<, 
  scaled, tailed, wingod , 10' tall h~an id with 3 eyes (red, yellow, areen, left ~o 
  right). Fe has a 10' rad1ua oaralvsis aura shout hiM (it only effects Elves/Orca--
  all others have 1 to 6 melee turns of confusion). His touch cau~es rottina danaae 
  like his yellow eye. Speci.•l Ab1l1t1es: ris eye'S can shoot ravs (120' x 5') every 
  ~elee turn. Red does 3 to 36 pts heat damage; vello~ does 2 to 24 pta rottino dal"-
  aoe (+3 points per melee turn thereafter) and the green turns whatever's hit 1nto 
  areen sli~e (Up to 48 pts worth then the sliMe eats the rest). 3 taroets cr 1. 
  .\ot•s: Lord of the Slimes/Oozea, etc. Pe can telelrineticallv throw uo to 60' • nu of 
  his oets each turn lnste•d of h!tt!na. Pe can apoear (polyror~h) as 4ny oF those 
  gooey goodies and while so, he can do their type of damane. H1s bite (once everu 
  J melee turns) does 3 to 18 nts but injects a vi rus that turns the victi~ into 
  one of his pets (random roll as to type) in 1 minute. It takes a cure disease •nd 
  a cure heavy wounds ~ithtn the 1st JO secon ds (5 melee turnft) in order to work 
  after that it's touch cookies! 
  He has a vamoire-like charm and can leap 35' 
  straiaht or 20' up.He can,and does, use up to 4th level magik(3 of each level spell 
  '•"'•: KAVRING; 
  HD: 16; AC: 2+2; o'fovecent: 30 1 air. 18, ground. De1tt : 18 1 body. 17, 
  soells. rnt: 14. Att•ck V•lue: 2 per turn, 3 to 24 pts or see notes. Att•cks lOD' 
  I••une to: fire, paralvsis, ~ danaae froM liqhtninq or fro~ stonina (2-20 nts) . Nu= 
  ber of "Pets": 4 to 24 sala~anders or fire fiends. Looks : Like a huqe carven r~y, 
  10' tall, that alows from within. Winced but otherwise verv ruch hu~anoid. He rad-
  iates a 2+1 dice aura of heat around h~. Pis touch also does 5 to 30 pts daMage . 
  His winos look like ruby flames. Specl•l Abilities: Pe can creat~ a triple wall of 
  fire every 5 minutes or shoot 1' diareter, 30' 
  ~lanes fro~ his index finaers (in-
  stead of hittino) that does 4 to 24 ots damaoe (after 10 shots he nuat recharae for 
  3 minutes) he has a vampire-like charm. llote., He is the lord of the SalaManders 
  and wants to be the lord of the Fire Denons also, cau~ina an onaoina war. Pe can 
  d1mension door at will and can oolyrnorph to ao~ear (onlv) a~ a fire demon, sala-
  Mander, oheonix or fire elemental 
  or Red Draaon. He can Melt throuah 10' of stone 
  or 1' of steel per minute with his hands. 
  ~e ~ometi~es will apoear as a ball of 
  fire and speak in a voice like thunder. f'e loves to create hun8 fires (forrests , 
  etc.) from which he draws added strenath. His Favorite food is hobbitt meat.Heuses, 
  to 3rd level spells (6 from each level l . 
  Y•ae : ~OLOCH; HD: 15; AC: 2+ 4; Dext: 18, spells . 17, body . lnt: 18. Att•ck V•lue: 3 
  oer turn, 4 to 40 pts. Att•cks lOO' tm•une to: ftll of the ones fire de~ons are i~­
  mune to plus polymorph and It da..maqe from all enerqy loss daf"'.age. Nuaber ot •Pe t••: 1 
  to 4 lesser Fire Demons. Looks: Looks like a very l•rae~ 13 ' fire demon, hut his 
  eyes are like molten oold. Pe can literallv walk throuoh rock (by reltino a path) 
  at 5' per minute or iron at 1' per ~inute. ~e has a tendency to appear as a fiery 
  star when conjured. Specl•l Abllltles: Beina the 
  rch Lord of the fire demons, he 
  has all of their capabil~tiea but increased by SO\ oluft he can throw permanent (3 
  ti~es daily) blindness and there is a double strenqth fear snell (30' radius) enan-
  atinq from him. He can melt ~tal objects 
  hro~n ot hiM at will . Not••' Pecan 
  speak the lanquaqes of Ba1roaa, Ffreets, Pheonixs, falamanders, and draoons. 
  Pe freouently carry• a +5/+5 sword (7' lono) of livina flaMe that does 4 to 48 
  pts 
  da~aqe and uo to 6 javelins of flane (throws the~ 140') that explode in a 10' dia-
  Meter fireball on contact doina 10 to 60 ots dal"aoe. re hates nioht de~ns and at-
  tacks them on siqht and is the arch enemv of AB~DDON and his "locusts." His very 
  favorite food is unicorn meat or flesh of youno virain Elf oirls. He is also known 
  as •The Bane of Elfdom . ~ 
  
  73 
  P]'RGIU\VE' !' DEMON LORE 
  GREATER (NI\ME) t'EI'ONS 
  OF THE l\ROUINIAN C~LE 
  (continued) 
  ~"~••• : NAGANDAS; HD : 18; AC: 2+4(6) Jtov•••nt: 18•/tu.rn water, 12•/turn land. Int : 18 
  Attock Volu•• 1 breath per head, l tail lash, l bite , all in one turn. ]'ll within 
  20' save va random prismatic wall! Att•ck• JOO' Ic•une to: paralysis, pris~atic oow-
  er , (all), takes~ damage from all acid , poison, venom and fire. (cold does double 
  damaae). He can regenerate all life level drains at 1 per 10 Melee turns uo to 18 
  per day and regenarate 6 pts per turn. Look• • 33' long. Tail does 4-48 (can con-
  strict for 6-72) bite does 2-24 plus 3-36 paraly ina poison Ke looks l ike a pr i sma-
  tic scaled serpent with 3 heads (each with 3 eyes of black fire), that glow wi th 
  eye hurting prismatic liqht. His 33' long triple tongue is sticky (-5 on escapes) 
  and does lDB hurt .It can also put its tail (only once per week) in its ~outh ana 
  whirl into a Hell ~iral and travel. No<•• • Lord of the ~ea !'eroents (and clai~s 
  sovreignty o 
  r the sea deMOns also!) He can bec~e 10 tines his n rral si ze at 
  will but his attack stays the same. The Breath is a 60' x 15' cone (Sx when s i zo 
  increased) . Pis hit dice only double when he is enlaraed hut he can do thi s for 
  only 1 melee turn per hit dice then must return irrmediately to ~. ell to rest! !'is 
  arch enemy is the Demon VORCA~. Pe has a secret friend (?) and helper (???). Pis 
  temperment ia oenerallv cunning/cruel. Pe uses 3 soella Der level to 
  he 5th. 
  N••• : NANTA; 
  HD : 28; AC: Double zero only hits. Nov•••nt : no real Move~nt. Nanta 
  can teleport ot w1ll every eeloe turn but u•ually T-ports only if hi s i llusion fail· 
  ed. Dert : 18, spells. 24, T-port. Int: esti~ated to be 20 or ~re. At t•ek V•l ue :? ?? 
  Att•ek• l00' I•a une co : fi re, cold, ~ damaqe from liahtninq. 2-20 pta for ~toning . 
  3-36 pta for Finqer of Death. 4-48 pta or Disintegrate. ~eoenerates 1 for l for 
  acid, gas , poison, etc. ~agik weapons do douhle damaae. Look• : 
  ho~e that oet with-
  i n 30' of the creature must roll vs ~aaik or be charmed into believino the i llusion 
  but an 18-19-20 (lD20 dice roll) muat be rolled to save thuslv. Those within 20 ' 
  waver and fade out in 1-6 melee turns. Devoured? Thos e saved after 1 ~lee round of 
  wavering are Ghouls forever, after 2 rounds wiqhte, after 3 rounds wraithes, 4 
  rounds spectres, 5 rounds ohosts. 'LL maoik weapons that oet within 10' of N]'NTA 
  LOSE one plus (+3 to +2 etc.) eoch ••l•• turn . When all +'s are qone it disi nte -
  qrates. People rescued before death are confused 2-20 melee turns, and aoatheti c 
  for an ADDITIONAL 2-20 melee turns. No<•• • called "The Faceless One• or "The Fi end 
  Without a Face." No one haa ever aeen his true shape or form. l:!e always will aopear 
  as a loved one or friend. If he drops his visaae of a loved one, he rost frequently 
  appears as a floating, blue hrain with dozens of writhina tentacles ••aving all 
  about him (75\ ) or as a roiling, constantly Moving areen cloud (glohular) of aas, 
  lit from within (both about 18'-25' diAJI\Bter). All within 30' lose one level of 
  strenqth/life each melee turn . Pe is believed to be a demon near deni-aod status or 
  a demi-god "sent down• as •pennance.• 
  Truely a fearsome being! 
  N•m• : PHROALGOEA; HD : 15; AC : 2+3, Hoveaent : 18 , air. 12, qround. Dext : 12, spells. 
  14 , body. Int: 14. Att•ck V•lue : 2 per turn, 2 to 24 pta. Att•ek• 100' 
  ! •aune t o: 
  Stonina , poison, venom, acid, cold. ~damage from !ire. Number 
  o~ • p•e• • : 1 to 4 
  silva~ GoleMs (or 4 to 8 Iron). Look• • 10' tall, silver scaled, tailed, winned 
  sabe r 
  tooth~d humanoid. Pe has 20 clear (like olass) seines on each wrist, they 
  can be f i red like heavy crossbow bolts and have 8+1 dice poison that turns Flve•/ 
  Orcs to silver! His eyes are like flaming emeralda and he can "eharrn• like a vam-
  pire. spec1•l Ab1l1t1e• : He ia •xing of the r~le~s· and e~and~ any kind he en-
  counte rs or creates, but usually: 
  16 stone, or 24 flesh ones. (OP unlimited 
  Homonculi). 
  He can also see invisible. 
  Note• • He attacks twice plus one bite 
  per turn (if he fires a spine , it's in lieu of a str1ke). His bite ~oes 3-36 pta 
  and injects a venom that causes the victim to dissolve in 1;6 melee turns if save 
  vs poison is failed. He is the Arch Enemy of RALKULL. 
  His fav-
  HARGRAVE' ~ DEI'ON LORE 
  GREP.TER (NAI'E) DFI'('INS 
  OF THE APDUniiAN CYCLE 
  (continued) 
  74 
  orite food is Dwarf or Gnome meat. The toueh of his skin on Dwarves;r~omes eausea 
  them to suffer l-8 points rotti ng darraae and then 1 pt therea ter per ~inute until 
  cure disease is used. Re ean animate statues, boulders, ete. at will and eould even 
  take mental control of unintelligent metal weapons if allowed to concentrate. Pe 
  can soeak to all Chaotic or Neutral tyoes. l'e can use up to 6th level maaik and 
  does so quite frequently, 
  avo ri ng •flesh to stone" type spells. 
  ~a•e 
  P~KULL; HD : 16; AC : 2+3; Hovecent : 15, air. 12, around. Dext : 12, body. 14, 
  spells. I nc: 14. At t • ck V• lue : 2 to 20 each arM, see notes. Att• ek• 100' 
  Im•une to: 
  aralvsia, liahtnino, ~damage from fire, eold. ll umb•r o ~ '" Pet• • : 6-48 mUD'IIlys (40t 
  are uSually fire proof). Look•: ~lotchv, oiebald, rr~m, orev, black, white, qen-
  erallv humanoid but very knobby and anarly, 12' tall. One laroe orange eye and 
  nearly elephantine s i ze ears and nose. His 4 arms work in p • 1 red unison thus strik-
  ina 2+2x2 per turn. Speci•l Ab1 1 1 t ie•: He ean aoceftr as an aced and bent old man or 
  wo~an or even as a eorpae or skeleton and in fact will usually appear (when eon1ur-
  ed) as a huae black skull wreathed in flames (red) with areen flarres for eyes' larg 
  black wings . No t e• : He is the DeMon Kinn o 
  aoe and of corruption. Pis ~ere touch, 
  aaes the victi m 10 years. Those killed ~y hi m ~ecome n~ys under his command. His 
  bad odor causes all 1+1 dice and below to go into ~• t • 1 convulsions, those uo to 
  3•1 dice flee retching and s i ckened, and those up to 8+1 dice are so effected that 
  they lose 2 on their attack/defence, and their eyes water so badly that there is a 
  40 
  chance each ~elee turn that they cannot see to •iaht (within 60' radius). P.e 
  can jump 20' up or horizontallv. He can use up to 3rd level Maoik but seldom does, 
  preferring to just •bash i t out.• He loves rotted and putrid meat. 
  Y•••: SHABALETH; 
  HD : 20; AC : 2+4; Hovement : 24, air. 12 , qround. D•zt : 17, S?ells. 
  l5, body. 16, breath. tnt • 16. Attock Volue , 2 per turn (3 to 36 ots) +1 tail (3-36) 
  Att•ek• 10 0' 
  Immune to : dra~on fire, liahtnina, stonino , ~ d~aoe from fire, acid, 
  cold. Disinteorate does (1-12 ota). Number o~ • pee•• : 
  ~especial notes. Looks: 
  Winaed, tai led, scaled, draaon-headed, erect, 12' tall, beinq wi th huqe bril l iant 
  purple eyes (4) that appears/ feels as if it is nade of solid aold. Pe is usually 
  all wreathed in silver/golden flAMes and will occasionaly aopear as an Elf in gold-
  en a 
  r. Sp e e1• 1 Ab 1 l i t 1e•: He c:anPolymorphor passwal at will, has a vA.l"pire-like 
  charm spell and can breathe draaon fire 10 times a dav and he can tr i ple his size 
  (but not power) to fioht real hiaaias. Onlv +2 magik weaoons hit him! Not•• • he is 
  the Lord of Reptiles (NOT wyverns or draoons or great wurms , 
  etc.) and will have 
  unlimited 2+1 dice reptiles, up to 48 5+1 dice, un tn 24 7+1 dice, up to 12 10+1 
  dice, or up to 6 20+1 (or larae~) di ce reptiles with him . He speaks all reptillian 
  lanauaqes and is the arch fo~ of all draaon kind, and the friend (if demons can 
  have them) of URANDO~ whom he will occasi onally aid (and vice-versa). Pis tail can 
  also arab and constrict (4-48 ots ) if he scores a hit 2 ots hiaher (or more) than 
  required to hit. He can leap 35' horizont~lly or 20' verticallv. ijis favorite -·-·-
  illian pets are Hydras and Tyrannasaurua'/allosaurus'. 
  Pe ean, and does use u~ ~o 
  6th level spells (he favors stonina and fi re soells). 
  ~•me : SL'YTH; HD: 20; AC : 2+4; Jtoveaent : ground , q•. Dert : 9 rnt: 10 Att•ek V•l • : 
  per turn plus special touch dissolves 
  lesh , 4-48 pte/ turn. Att ock• 100' I•••n• 
  t 0 ' disinteqrete, death, stoni na, etc. Cold does~ damage, fire does norMal, but 
  1
  1Qhtnina reaeneratea it. Fire/cold onl y hi t. Nu• ber of •Pet•• : 1-4 awacp slime or 
  -6 black slime or l-10 lesser oozes , e tc . Look•• The livin~ manifestation of Evil 
  a~d niqhtMare. So horrible to look upon all lOth level and below who wt - it run in 
  ~r~olute fear (i f s ave is hit) or di o of f r ight 
  (8th for Clerics ). To~ally indes-
  bably ~gly. UGH! 
  S peciol Abi l i<i • •• It can project& 240'x30' heam of 6-60 pt s 
  
  7S 
  HARGRAVE' f. DEI"'N LORE 
  GREATER (NAI'E) DEMONS 
  OF TilE ARDOIN IAN CYCLE 
  (continued) 
  sound or 60' radius of sound the same way. 
  All 8th level and below (even Clerics) 
  who smell it must save vo poison or take 1-12 pta damaoe on d flee in sick panic. 
  (It can •extend" a •pa~p· 40' to hit. Not••' It can project fear/ confusion over a 
  240' radius that effe~ts oll up to 12th level (a save still causes -2 on dexterity , 
  -2 attack -2 intelligence. To save is a -3 on those). It can pick a target (sin~le) 
  up to 6o''away and literally psychicaly "suck" the flesh off his bones and ingest 
  it (2 con••cl tl ve turns of psychic attack where save vs maqik is failed). Thus he 
  can attack 3 times a turn: hit--sound--psychicaly. 0h--all hit by him dissolve 
  thereafter at 1-6 pts/melee turn. >irtuallv imoervious to magik of all tvpea. All 
  metal disintegrates in 1 ~urn after contact. Maoik natal has a SO\ chance of sa 
  doino . 
  To stoc those hit from dissolving, the wound must be washed in holy water. 
  N•met TEL-KROATH; HD: 25; AC: 2+5; ~ove•ent: 36, air. 18, g round . De•t : 15, spells. 
  18, body. Inc: 16 . Att•ck V•lue: 2 per turn, 3 to 36 pta . Att•ck• 100' 
  I •• ~n• to:. 
  fire , lightning, stoning, acid. 'dama~e from disinteorate (2-20 pts) and energy 
  weapons . Number 0 ~ •pees•: 12 to 36 qtas• lions or silicone cats. Looks : Like a 
  huoe, 13' tall, eyeless/wingless nearly transparent alas• gian . Even feels like 
  cool, slick, smooth glass. When he flys, radiant lioht beams 
  (fan shaped) appear 
  like wings from either side of his body. He is nearlv invisible when he is motion-
  lass because of his claritv. Speclol Abllltl••' His touch (save vs s tone - 3) turns 
  all to glass. He can emit a ray of gr een light from the area where his eyes would 
  normally be (120' lona--30' wide at far end) avery 3rd melee t ur n acts like his 
  touoh. Not••' There is a 30' diameter full confusion spell e~anating from him at 
  all times . He can shoot any spell o f any level he chooses but once each only each 
  day ! 
  Only +3 or better magik weapons effect him, +2 weapons have a SO\ chance of 
  shattering and +1 types have a 90\ chance. And 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-gravi t y spell. 
  N•m•: TP~GUMOKX; HD: 16; AC : 2+4; Noveaent : 20, ai r. 12, ground . De•t : 14, scells. 
  18, body. rnt: 16. Att•ck value: 3 oer turn, 4 to 40 pts. Att•cks l00' 
  !•mu n~ t o: 
  . 
  polymorph, poison, ac~d. gas.~ damage f rom lightning, fire . Nuaber of Pe t • ' ,1 to 
  12 sun devils. Look• ' Dull copper colored, eyeless, winged, tailed, scaled, 12 
  tall humanoid. Its color goes ·~olten" looking when he's anary and cases a \Cay-
  li9ht circle of light 60' across. His tail has three separate ends like a trident . 
  s pecl;l Ab 1l 1t1••' He can spit (3+1 dice) acid up to 30' (cove r S' x5' ) or breathe 
  out a 40' diameter cloud of 16+1 dice poison gas once every 3 minutes for ••ch. P.e 
  can jump 40' horizontally or 25' up . Not••' He usually carrys around "green slime 
  grenades (3+1 dice), up to 12 in number which he can throw with +2 accuracy up to 
  180'. If he bites or breathe/spits he does not strike that turn. The bite does 1-12 
  pts but acts like a Sun Devil bite. His mere touch paralyzes Pobbitts, Kobbitts, 
  Kobolds and Goblins. It can colymoroh at will, and loves to sneak around looking 
  like a small mangy looking dog or scruffy cat. His favorite food is ~bb~tt. etc., 
  neat . He can use up to 4th level Macik, but seldom does, acorninq it as 
  weakling s 
  work." He is th- "Patron Demon of all r~blin kind . " 
  Y•m•: THYMORG: HD: 15; AC : 2+2; lfov•••nt : 18 , qround. 12, gaseous . 
  Leg , 
  L2. Dext: 15, spells. 15, body. Int: 15 . Att•~k V•lue: 2 per turn, 2-24 pts. Att•ck• 
  100' Imaune to : acid , poison. Is damage from li9htnina. Nuaber o r '"Pets'": 1-12 sha-
  dows. Looks' Purple, leathery, lumpy, warty skin, stooped,9~' tall , 3-eyed(yellaw)that 
  cause confusion to anyone gazing into them within 10' of him. ~e can take gaseous 
  torm at will, or become invisible. specl•l Ab1l 1t1••' While in gaseous form he can 
  "suck" 1 life level from those he envelopes per melee turn. Those thus 
  ki lled be-
  come shadows under his control. He can jump 2S' in any direction. Can use 3rd level 
  P~Rr-RAVE'S DE 
  N L~PE 
  rREATER 
  (N~E) DE 
  N!' 
  OF' THE .. RDl!INIJIN CYCLE 
  (continued) 
  71o 
  aik. Not••' He usually carrys a 30' whip o 
  inkv black "shadow• that blasts 1 
  llfe level pe r hit (or i f save i s made it does 3-18 pts da~aae). The touch of his 
  skin (it exudes an acid) causes 1-6 ~o ints pe r melee turn ' thereafter or unti l a 
  cure disease heals it. He also has with him (on a mithril chain around his neck, 
  ralue 8,000 G.P.) •the Eye o f Agamat" which allows hin to "look" •nyvhere in what-
  ve e universe he ' s in. l"e is the arch enemy of BPYGHA.L'L. 
  ~me : UPANDOS: HD: 18; AC: 2+5; Hovement: 24, a i r. 10, qround . Dext: 15, spells. 
  12, body. I n t : 15 . Att•ck V• l ue : 2 per 
  urn, 2+24 pl us cold. Att•ck• lOO' Imaun~ t o 
  -old, lightning, atoning does (2-20 pts) , disinteorate does (2-20 pta) , l iahtninq 
  11 
  9 l/3 damaqe. Nueber o f 
  '" Pe t s '": 1 to 4 ice demons . Look s: r~ne rall y ~an shaoed 
  u with large bat winos and a skin-like crinkly tin-foil and 3 larae (glowing) 
  aolden eyes. · He is usually wreathed in a ~ r igh t silver ~is t (15' radius) that does 
  J•l dice cold damaoe if t ouched or enter ed. Specl•l Ab l lltl••' Pis touch does 5 
  d1ce cold damage and freezes solid all bei nQS S dice and below, 10 tiMes a day he 
  can breath like a white d r aa~n. He can create iavelins of Ice ' Cold (1 oer minute) 
  hat do 4-48 pts damage and can throw them 180' very accuratelv. No t es' Kinq of the 
  lee Demo~ s and arch ene~ of '~ON-PA. 
  ~e can creat a triple wall of ice avery 3 
  ~inute s or can cause 120' di~ete r ball of fog (visibility is 3' to S') with a tem-
  rera ture of zero degrees every S ~inutes (it lasts 30 ninutes ). Pe will freauently 
  ~ ear as a polar rear or even a warrior ~alden with silver hair and eyes, milk 
  w te skin and armor and weapons of clear blue white ice. Pe can also cast a double 
  lee Storm spell S times a day to triple ranae. He dra ~s power f rom cold and i ce/ 
  snow. He can polymorph at will and has a vamoire-like charm person aura. re is 11' 
  tall and can use up to 4th level manik and does so fraauently t o oood effect. 
  .Y•r.:e: VATHAKK; HD: 16; AC: body is 2+2, tentacles are 2+5. lfovement: 20, air. 12, 
  ground . De xt ' 18, spells . 16 , body. Int' 17. Attock Vol ue' 2 per turn, 2-20 ots. 
  Att •cks 100' Immune t o ' 
  liqht~ing, paralysis. ~ d~aoe fron fire (disintearate 
  onlv does 2-20 pta dama.;e and cold does I( damaoe). Vumbe r of "Pee.•' 2-16 6+1 to 
  8•1 dice Giant Trolls (usually in class 2 a~r with weapons). Looks' Cyclops-eyed 
  (black-gold ver ticle slitted pupil) , gr ey-skinned (rough like a shark) generally 
  hUJ"anoid shaped but ••i th two 8' lone tentacles (no sucke rs but end ina in thee • fin-
  aers") instead of arms. llis 9' tall body generates electricity that oive his tenta-
  cles an extra 4-24 pts d~aae per turn. Specl ol Ab1l1t1os' If you touch him, the 
  elec r i citv that will give 1-12 pta shock (unless vou hit the tentacles, then it's 
  as above). Pe frequently wanders about polynorohed to look like a Sl'\811 cave troll 
  (he can polvmorph at will). P.e has wings but seldom flys, preferr~ng to dimension 
  door (tr iole ranqe) which he coes at will. Notes ' Pe is the "nod" of all Trolls and 
  as such will sometimes cor'! 
  t:c their aid un•sked (1 
  chance or if asYed the .~• is a 
  90 chance). His tentacles can extend out to 30 ' o t w1ll and this is a tactic he 
  uses in combat when his enemies think they ft re a safe distance away, he then snatch-
  es them. The trolls in his retinu are usuallv wraithe trolls . He also has doub 
  Q 
  strength vampire "charm" and can command up to 6 lesser o r 2 greater Ear~h Demons 
  (S\ chance ttey 'll appear). ~can use up to 3rd level spells and w~ll 11eq enely 
  do so to great effect . 
  ~l•me: 
  VORCAS; 
  HD : 20 ; AC : 2+4: Ho v•m•nt: 24"/ turn in wate r, 10"/ turn on land, drop~ 
  nino 1" per minute . Int : 10; Att•ck V•l ue : 2 claws for 3-36 and 1 stina or bite 
  (see notes). Att•ck• 100' 
  I mmune to : venom/poison. Pe takes Is damage from electri-
  city and cold but SO 
  more frcm heat . Pe regenerates all life level dra i ns at 1 per 
  3 ~elee t urns up to 20 oer dav . 6 pta/turn in regeneration . Numbe r of "Pet••, 2-16 
  (air) Sharks and/or 1-4 (ai r ) ~uids,even 1-10 killer Whales ridden ~y Sahauqin at 
  rare ti~s. Look• ' 
  ~hiny, wet-lookina, s~ooth black skin, sea areen eyes (3--oupil-
  leas) 'lith webbed , 8 taloned feet/clawed hands and 3 shark-like fins vertically 
  down its back . It has a shark-like head with briqht red inside mouth and qreen 
  
  Cltv of t'ain 
  Pesldence 
  '!'alismonde 
  Talismonde 
  Nythaarna 
  ~lkalund 
  Khurahaen 
  Khurahaen 
  l<hurahaen 
  Talismond 
  Near Nythaarna 
  Khurahaen 
  Khurahaen 
  Vorlnyaas 
  Nvtharna 
  ~1elkalund 
  l'elkalund 
  Nvthaarna 
  vorlnyaas 
  Talismonde 
  Near Talis-
  monde 
  Nythaarna 
  Talismonde 
  ~ 
  ~ 
  ~ 
  ~ 
  e 
  ~ g 
  PRINCIPLE NOBLE FAHILYS OF ARDUIN 
  Present F~rn1.lv feads 
  1st Name in Parens 
  F'aJTI.ily Narnc 
  ('(1-larco) 1\rchom 
  K(Galen) Alabaanth 
  O(Starklal Asmodeion 
  D(Kuthbertl Borthos 
  K(Harquis Vance) 
  Balda,.ian 
  J(Chaena, f) Cllly-
  ctvrth 
  D(Viscount Barden) 
  narkoth 
  D(C.hen) Flkaramon 
  C(Dorsai) Paendrahl 
  3 ( Samcha) Gelso 
  O(Horaa) C~ttradru~g 
  K(Dorian) llawknoon 
  K(Lycas) Iskhander 
  K(Sindra, f) Jarle · 
  non 
  Type of 
  ~ 
  Keep 
  Keep 
  Large Stone 
  House 
  Keep 
  Large Stone 
  House 
  Larqe Stone 
  House 
  Keep 
  Keep 
  Elven Horne 
  Large Stone 
  tJouse 
  Keep 
  Keep 
  Keep 
  Keep 
  J(Shandi) Kimbra 
  Large Stone 
  House 
  O(Skorhyl KhroathlA 
  Large Stone 
  llouse 
  O(Tanasta) Lazirus 
  Large Stone 
  House 
  K(Koster) 1-lar-C~len 
  Castle 
  J(Korden) Noskallion Elven Home 
  ¥(Aethelstan) 
  Othmark 
  t<(Findrahla, f) 
  Pyrosa 
  Keep 
  Larqe Stone 
  House 
  House Color(s l 
  Black ' Silver 
  Gold ' Blue 
  Black, Silver, Red 
  Green ' Gold 
  Red ' Brown 
  Violet ' Yellow 
  Black ' Red 
  Red ' Blue 
  Red ' Green 
  Green ' Yellow 
  Grey ' Blue 
  Silver ' Dark Blue 
  Gold ' Silver 
  Purple ' Gold 
  Grey ' Yellow 
  Maroon ' White 
  Red ' White 
  White ' Gold 
  Cyan ' Silver 
  Green ' Brown 
  Blue ' White 
  SfO.O 
  •:z:~,.o,,......,,. 
  ..... :~,.. .... oc: .... oN• 
  •1•t<~•n11nt<~ -• 
  0 :S .... :tn:~·Utt:g. 
  ...... :JO••• 0.1:7' 
  .. 
  no.:~ 
  ."" .. _ 
  :- ~ s- • ~ n 
  ~ e o~ ~ 
  • o." o t • n .Qio ... ,.. 
  ,.o,. .... ,.t;,.•"";;;:• 
  o :»:r~ •::s•••• 
  ,. .... ~,,,.e,&.;!..~ 
  ~j:-~:0~~~~~ 
  "i~ ..... :l"'i~:·ae 
  ~ l!. iii}!}:~ :g.~ 
  :r 
  z,.z•~ 
  ..,t 
  ;;-g)ll .. )ll •• ~"',.o. 
  n ~ h~S'Il ~h~ 
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  rt'Ot.ni~n 
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  ~i~;;=:~=-=~~ 
  : .. ~ ;!~: h:;''!!.:;' 
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  ..... ~ i~ i'2 :r• :;• 
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  f1:JO:•jN• 0. 
  "0; ~s~ =-~ .. ;;fl)~ 
  ~g ~,. i',..:l~ Q~ 0 
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  wo 
  ct:JO,.~-J..-•:r 
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  ~-~~~· (;'~ .... OP!:~ 
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  ~'<: 3 :;";!..,.i ~ • 
  ..-o 
  -< 
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  ::r 
  O.H11f~;r0.f1Nif: 
  ,. •• ttOP3 ...... 
  ::r .... ::~,., 
  • 'M n OP 
  It ......... M .... COCIH~I 
  3 
  ,.o..... 
  ::~ .... 
  ..... ::rc: .... •a• o 
  .... Cl. 
  • .... tr :I 
  :c,., 
  a,. .... a. ..... \Q 
  •• 
  ftC:"""' 
  .... ft Doll 
  !'? 
  Ba&P 
  Rac1.al 
  !il"~ 
  >fi:l 
  iP' 
  [~~~ 
  ,.cz·, 
  ;;-!;!;.:"' 
  C:H6Jr"3 
  B~~ 
  ~ CIZ 
  0"' 
  "'~S 
  ~~i:l 
  !'iqel/Crost 
  ~ 
  2 Headed !'lack Raven 
  (Winns !'pre11d) 
  C~lden Winoed Lion 
  l'iery Winqed Scimi-
  tar 
  Golden Bull, Pa~pant 
  Rerl Sun Di~k (behind) 
  Grrat Boar 
  3 Vellow ~un~ on ~ 
  Violet Field 
  lllack 13 l'e11ded t•vdra 
  Blue Waso, 
  ~tinoino 
  Pair of Red !'erpents 
  (For~ino a CirclP) 
  A Winned Chariot 
  Wheel 
  ' Grev St8llion, 
  Rearinq 
  !'oarina Silver toawk 
  Three !'ilver T-holts 
  A golden nouble Axe 
  ~rev ~anticore, Pam-
  pant 
  A White Boar, Crowned 
  (010ld) 
  A White TrP.e, ~blaze 
  A C~lden Draqon, Pam-
  pant 
  A Pentaqra~ of Silver 
  f\rrow~ 
  A Mighty Oak Tree 
  Leapina White Poqusus 
  l'urnan 
  1-'uman 
  ., Ore 
  HUI'\an 
  HUJ!Ian 
  Centaur 
  liUI"'lln 
  ""lf 
  Flven 
  HUJ!Ian 
  Hull'lan 
  .. Elf 
  Hwnan 
  lfuman 
  .. Flf 
  Hwnan 
  Weirdlinq 
  .. Elf 
  P.lven 
  l'uman 
  f'uman 
  ... ... 
  ... ... 
  
  City of Jo'ain 
  Residence 
  Famil:t Name 
  Near Talismonde 
  3(Khent) Rokkanon 
  I' lkalund 
  !<(Fire Eyes) 
  Silver lock 
  Near Vorlnyaaa I<(Balwyn) 
  Thunderfist 
  Nythaarna 
  I< (Joclunahr) 
  Umbaast 
  Near Talismonde 
  3(Camber) Var-
  lusian 
  Talismonde 
  !<(Turlock) 
  wandering 
  Vorlnyaas 
  O(Mordian) Xothun 
  Near Melka lund 3 (Chars tear) xal-
  orcs 
  Near Melka lund I<(Gaerris) Yalan-
  del 
  PRINCIPLE NOBLE FAMILYS OF ARDUIN 
  (continued) 
  Type of 
  Domacile 
  He use Color(s) 
  Keep 
  Blue & Yellow 
  Castle 
  Silver, Red, Black 
  Dwarf Hold 
  Iron Grey & Gold 
  Large Stone 
  Lavender & Yellow 
  House 
  Keep 
  Black ' Scarlet 
  Hobbitt Hold 
  Brown ' Yellow 
  Keep 
  Red & Pale Blu 
  Laroe Stone 
  Black & Orange 
  House 
  Elven Home 
  Silver & Scarlet 
  fiacl/Crest 
  A Blue Elephant, Trum-
  petino 
  A Red Leopard, Rampant 
  (silver Spotted) 
  An Iron Mailed Fist 
  Grasping 3 T-bolta 
  4 Lavender Roses 
  (form a cross) 
  A black Unicorn, Ram-
  pant 
  4 Legs Around a rom-
  pass 
  A nreat, Ped, Soaring 
  Condor (black-outlined) 
  A snarling Wolf's Head 
  Base 
  Pacial 
  ~ 
  ... 
  "' 
  W irdling 
  Is Elf 
  Dwarf 
  Is Pohbitt 
  Weirdling 
  Hobbitt 
  Human 
  Weird ling 
  ~n 8-pointed star, (ail-
  Elven 
  ver) 
  Near Melkalund O(Barones• l<horyala, 
  Keep 
  Pink & White 
  A Heart, Winged & 
  HUman 
  f) Zirin 
  Cro\omed 
  o- ueen' s su port~ re 
  K•King' s 
  ~pporters l•Jrd Party or Neutrals 
  f•Pemale 
  Weirdlings • Human plus UnknO\om mix 
  I'Of'T WANTED 
  lfiC.HW~YMPN • RRIC';MDS Itl ARDUIN ' ITS ENVIRONS 
  Level 
  (Jn r.old 
  Number 
  and 
  SovArional 
  l:n 
  Alliqn-
  ~ 
  Name 
  ...!!.!!!2.... 
  ~ ~ 
  Di~cription[Notes 
  ~ 
  Human 
  Morgen Ravenswina 
  Lone 
  40 
  18th 
  An 
  tllu~i~nist of some 
  50,000 
  N 
  repute (lHh level). He 
  dresses in black, has 
  silveor hair, violet eyes. 
  Very sC\IT\b~r. Carrys a 
  "~aa ikal" heat weapon. 
  Human 
  :tephan DeLorraine 
  31 
  38 
  17th 
  6'' 175 l'>s., handsome, 
  A5,000 
  NE 
  liaht t-ro•4n hair and Py~s 
  S~iles a lot. Na ty drrs-
  8 r, uses a crys al bl d-
  ed ra ier ' daaqcr. 
  ~ nrc 
  Braqoa Sea Devil 
  40 
  40 
  15th 
  U?ly, yellow-eyed with 
  37.000 
  !Corsair) 
  c 
  prominent qold-capped 
  fanas . Carrys (and uses) 
  cutlasses in either hand 
  (both ma9ikl. About 5'8" 
  tall. 
  ~Elf 
  Paneth Noidahl 
  39 
  45 
  16th 
  Dresses all in qrey-blue, 
  4 0,000 
  A 
  has briqht blue eyes and 
  a ready qrin. Uses a 
  flamina rapier that dances 
  (and sinqs ! l in combat. 
  Is Ore 
  Stundle Kraphle 
  30 
  38 
  Hth 
  About 5 ' 7" tall, with a 
  30,000 
  c 
  h.odv that glows a stranqo 
  pale green. Uses a 2-
  handed flail t:hat roars/ 
  flames (qreenl in combat. 
  Ore 
  Nanga Doom Spear 
  28 
  40 
  12th 
  Uruk l'ai (6'4" tall), 
  311,000 
  rE 
  wears no armor and has 
  blood red siqels/~esiqns 
  all over his body. He 
  u se~ a 2-handed ~aoik 
  Battle l'xe. 1'1ls Giant 
  Strenath 
  "' 
  0 
  
  MOST WANTED HIGHWAYMEN ' BRIGANDS IN ARDl'IN ' ITS ENVIRONS 
  (continued) 
  Level 
  In Gold 
  Nurnher 
  and 
  Soverians) 
  In 
  Allign-
  ~ 
  ~ 
  Band 
  ~ ment 
  Discrietion~otes 
  Reward 
  Amazon 
  Wildra Wolfsister 
  24 
  31 
  12th 
  6'3" tall, single weist-
  28,500 
  N 
  len9th brdd (red heir, 
  are en eyes) . Rides a huge 
  War<! (8+1 HD), stark naked 
  and uses a magik composite 
  bow, broadsword, shield 
  and spear. 
  Ogre 
  Gruesam Bloody Jaws 
  18 
  46 
  11th 
  A known cannible (he ate 
  25,000 
  CE 
  h1s brother), 9'10" tall, 
  has a huge (8' tall) skull 
  emblemed shield and a 6~' 
  lon<! maul (both magik). 
  Loves babbitt meat. 
  Dwarf 
  l'ilda Brass Jaw 
  21 
  53 
  lOth 
  Flaming red hair, grey 
  21,500 
  N 
  eyes, carrys a magik war 
  hammer, shield and wears 
  magik armor, ell of black 
  ' gold. The shield sigel 
  is a Red Dragon. 
  Dworc 
  Gwando Dortol 
  20 
  37 
  lOth 
  A former Druid (4th level) 
  20,000 
  ( ~ Ore-Dwarf) 
  CE 
  who still uses magik. He 
  Female 
  Human 
  Tvpe 
  Centaur 
  Phraint 
  Gnall 
  Human 
  carrys a 6' twisted oak 
  staff as well as a magik 
  Golden Sickle and •• ars 
  qrey rohes over armor. It 
  is suspected he has Giant 
  Strenath. Bentlam user. 
  vanyella Taerl 
  11 
  30 
  9th 
  s ·a·, short blonde hair, 
  18,750 
  c 
  qrey eves, could be very 
  beautiful if she tried 
  (she doesn't) so is man-
  nish, wears beautiful ail-
  ver scale mail (magik) and 
  uses a ma<!ik spear , scim-
  itar and short bow. 
  MOST W.IINTEI' PICI'WAYI!EN ' 
  ORIC"JIND~ JN 1\RDifiN ' 
  ITS ENVII!ONS 
  (continued) 
  r..evel 
  Number 
  and 
  In 
  Alliqn-
  Na""' 
  Band 
  ~ ~ 
  Brokk Urgrakk 
  16 
  45 
  9th 
  cr. 
  S' Kreer 
  20 
  40 
  9th 
  I! 
  Zalag Yargoe 
  28 
  38 
  8th 
  C"E 
  Norden Tellwhon 
  Lone 
  31 
  8th 
  Discrietion~ates 
  A raqing, half mad ber-
  serker. He uses a huqo 
  (mftqik) 4' lona steel-
  soiked club (maul) and 
  wears qolden horseshoes 
  of speed . He takes no 
  hostages. 
  Beautiful si lver dusted 
  !'letallic blue, 8~' tall. 
  Pe u5es a Therb in his 
  left "hand• and a broad-
  swar1 in the ather. l'e 
  usually also has at 
  least one Javelin of 
  liqhtning and a slaver's 
  net . 
  Uqly, black (red eyed) 
  s•e• Gnoll that wears 
  red plate armor with a 
  red shield (bath magik) 
  that has a golden eye an 
  it. He uses a maaik bat-
  tle axe and magik cross 
  bow 
  (heavy). Moves at 
  haste. 
  7' tall, very muscular, 
  shaved head, purple eyes, 
  lena scar down left aide 
  of face, all his teeth 
  are steel! SOmetimes 
  called •tron Fan9." He 
  wears magik leath r ar-
  mar and has a magik 2-
  handed sward. 
  (In r.old 
  Soverigns) 
  18,500 
  17,500 
  15,000 
  15 , ~0~ 
  "' ... 
  co ... 
  
  MOST WANTED HIGHWAYMEN ' DRIGANDS IN I'JIDUIN ' 
  ITS ENVIRONS 
  (continued) 
  Number 
  In 
  Band 
  Level 
  and 
  Allign-
  (In Gold 
  Soverigns) 
  Human 
  Georqaen Ironfist 
  10 
  (Negro) 
  Human 
  Yellowhair Bloodyknife 
  36 
  (Corsair) 
  Human 
  Tranton Balzira 
  27 
  Female 
  Auri Wirinnaen 
  20 
  !sElf 
  ~ ment 
  36 
  29 
  28 
  38 
  8th 
  LE 
  8th 
  c 
  7th 
  A 
  7th 
  c 
  Discritpion(Notes 
  6'8" tall, left forearm/ 
  15,000 
  hand is of silver chased 
  iron. Carrys a strange 
  magik weapon that thund~ 
  ers and flaqhes and bores 
  holes in his enemies! 
  Usually wears maroon and 
  qreen clothes. 
  Waist length yellowand red 17,500 
  braid, bare chested, car-
  rys a large round (silver) 
  magik shield and a magik 
  broadsword. Has a red 
  patch over his left eye 
  and has a criss- cross har-
  ness holdinq 2 dozen 
  throwing knives. 
  A black Cleric (7th level~ 16,250 
  wears black magik robes 
  and has a m gik shield and 
  morninqstar. About 6' tal4 
  portly, one eye is egg-
  whi te but apparently isn 't 
  blind. Possibly has Giant 
  Strength. 
  Rides a flying carpet, 
  15,000 
  uses a maqik composite bow 
  and rapier and wears magik 
  yellow scale mail. Also 
  known to be an insatiable 
  lover. 5'7", night black 
  hair , smokev grey eyes, 
  extremely beautiful! 
  ST WJ'.J.ITJ-;0 
  1-'H':IIWI\~t:N 6o BPIC;I\NDF IN 
  ~RDUlN • 
  ITS ENVIRONS 
  (con inued) 
  A~azon 
  ~hardra the Castrator 
  Amazon 
  r-ameth Sorrowblad 
  (Corsair) 
  Ore 
  One Thumb Skullcrakcer 
  female 
  Gandy Five Trees 
  Is C";nome/Amazon 
  lunbcr 
  In 
  ~ 
  21 
  (All Female.!. 
  39 
  26 
  20 
  ~ 
  26 
  27 
  49 
  29 
  Level 
  and 
  Allian-
  mcnt 
  7th 
  CE 
  6th 
  N 
  6th 
  CE 
  5th 
  N 
  Discription(Notes 
  Fhe castrates (and eats 
  it!) all men and rapes 
  all women. 6'6" tall, 
  very beautiful, buxom. 
  Green eyes, red hair. 
  \l'lears no armor but has 
  criss-cross harness of 
  tanned aalo skin. Giant 
  strenqth? maqik 2-hand axe. 
  Wears r'!d "'Shorts" and 
  knee lenath boots with a 
  matching baldric to hold 
  her ~aqlk cutlass. ~he 
  also us~s a magik shi ld 
  and can walk on water? 6' 
  tall, v~ry shapely, waist-
  length ~londe hair, green 
  eyes. 
  Uruk Pal. Left hand has no 
  thumb. lie uses a maqik 
  ~rninqRtar/shield/boo s 
  of spee•l. Is a known bent-
  lam user. Loves to coll ct 
  the skulls of his victims 
  and gilrl them in gold lea' 
  ge~ the eyes , etc. etc. 
  5'6", black, nice face but 
  built very muscularly. 
  Short. Has blonde hair, 
  brown eyes. Wears plate 
  armor/shield (maqik) and 
  uses ,a magik mace. 
  (In r.old 
  ~v rions) 
  lS,QOO 
  13,975 
  12,500 
  10,01)0 
  .. .. 
  
  MOST WANTED HIGHWAYMEN & BRIGANDS IN ARDUIN ' ITS ENVIRONS 
  (continued) 
  Hawkman 
  Yree Wreer 
  Amazon 
  Thara Brightblade 
  Saurig 
  Gresshaa 
  (Corsair) 
  Human 
  Termon Faloway 
  ~ Ore 
  Xadreth Xorgrim 
  Number 
  In 
  Band 
  Lone 
  17 
  25 
  Lone 
  9 
  Level 
  and 
  P.llign-
  ~ ment 
  33 
  5th 
  A 
  22 
  5th 
  Ne 
  35 
  5th 
  NE 
  28 
  4th 
  N 
  24 
  4th 
  c 
  (In C"-.old 
  Soverigns) 
  Discription(Notes 
  ~ 
  Typical Hawkman, wears 
  10,000 
  pale blue harness and uses 
  throwing darts, net and 
  short spear 
  ( 4~' ) that ' s 
  probably magik. Can become 
  inviable. 
  6'5", striki ng (but not 
  9,500 
  beautiful) brown hair/eyes, 
  uses an eye-hurting bright 
  glowing broadsword (magik) 
  and golden scale (magi k) 
  armor/shield. Also believed 
  to be able to fly (uncon-
  firmed l 
  Typical Saurig (12' long, 
  8,850 
  5~' high) that uses a 
  briqht silver magik tri dent 
  He is a known "Eater of 
  Men" and hates Elves fore-
  most. 
  6' tall, r ed hai r, blue 
  7,500 
  eyes , aood looki ng , can 
  haste himself at wi ll. 
  Wears a di s placer cloak 
  and uses a magi k rapi er 
  and dagq~r. Can be invi s i -
  ble . 
  Wears br•ss pl a t e/shield/ 
  6, 850 
  draaon h~ad he lm (magik) & 
  uses a magik broadsword. He 
  also has several magik 
  "balls" ~e throws causing?? 
  t ST WANTED 
  P.Ir ~~~FN ' 
  BPir~DS I~ ~gDUIN • ITE ENVIRONS 
  (con t i nu!'d) 
  ~ 
  ~uma n 
  Sterlee Minozy 
  Hu.,an 
  (lUarry Vill enel v 
  Human 
  Marten Arkwan 
  Number 
  In 
  Band 
  12 
  lA'! vel 
  and 
  Ill lion-
  ~ noen t 
  Discription(Notes 
  26 
  4th 
  P clone of Sterling Mynsee 
  r 
  the ~aqe but is now a near 
  berse rk War rior doing on l y 
  occasional maqik. Wild-
  eyerl. 6 ' tall , brown hair/ 
  eyes . 
  r~atee# uses a 2-
  handed (maqik?) battle axe. 
  22 
  3rd 
  P black P•ladin, wears 
  NE 
  hl ack maqik pla t e with a 
  s~ u l l hel m and skull em-
  hoRsed ~a;ik shiel d. eses 
  a maai~ lance , broadsword 
  & has ~i a nt Strengt h. 
  25 
  Jrd 
  l'as clot h!!s of ble nding , 
  N 
  uses a ma~i k longbow and 
  aprarantly has the powe r o f 
  Has t e at Wi l l . Good looki ng 
  sandy haired, 6 ' ta ll, wo-
  mani zer. 
  (In ~old 
  ~ ve riqns) 
  5 , 000 
  3, 875 
  3,000 
  N(Neutra l ) C(C'haoti c) A(AmOral) CE(Chaotic Evil) NF (tleutral Evil ) LE (Lawful Evil) u (Un- aligned) 
  .. 
  "' 
  CD 
  Ul 
  
  87 
  Where 
  Located 
  (in Arduin) 
  Talismonde 
  Talismonde 
  Talismonde 
  Talismonde 
  Talismonde 
  Talismonde 
  Talismonde 
  Talismonde 
  Talismonde 
  Talismonde 
  l<hurahaen 
  Khurahaen 
  Khurahaen 
  Khurahaen 
  l<hurahaen 
  ~elkalund 
  Melka lund 
  Melka lund 
  ~elkalund 
  Vorlnyaas 
  NOTEABLE DENIZENS OF l\RDUINIAN "UNDER CITIES" 
  !!!:!!!! 
  Aqwyn Maldread 
  Rowyna Crowfoot 
  Thanda SWiftaword 
  Grekk Taatokk 
  Mnelqa Wexex 
  Moren Malstrae 
  Yazaad Uroeth 
  !:kroni Wi11awaw 
  Trephka Cystent 
  l'urshka Valoch 
  Trenq Xorenq 
  Shalzad Gelvord 
  Zachariah Sorboe 
  Koryck Varster 
  Yanda saherhand 
  Atalar Vilaya 
  Kruawena Malabar 
  Scharumen Silmara 
  Fornoe Darden 
  Sobol Py ronqo 
  ~ 
  56 
  40 
  38 
  64 
  88 
  48 
  41 
  39 
  56 
  32 
  45 
  36 
  34 
  37 
  29 
  27 
  28 
  38 
  38 
  so 
  19th 
  13th 
  14th 
  11th 
  13th 
  15th 
  17th 
  12th 
  17th 
  lOth 
  13th 
  lOth 
  lOth 
  12th 
  11th 
  9th 
  11th 
  lOth 
  12th 
  16th 
  Alliqn-
  ment 
  Man 
  Female 
  Human 
  Amazon 
  (k Ore/Is Dwarf) 
  Dworc 
  (Pell'ale) 
  CE 
  (' 
  c 
  CE 
  Is Elf 
  A 
  Human 
  c 
  Human 
  LE 
  ~ r.nome/Han 
  CE 
  Is Elf 
  A 
  "orphadite 
  CE 
  Han 
  Man 
  A 
  ~an 
  C 
  ~mazon 
  C 
  Female Puman 
  CE 
  Fei!'Ale Human 
  C 
  Female Is Elf 
  A 
  Hwran (neoro) 
  A 
  Is Gno11/"an 
  CE 
  Bl•ck ,..age--
  Barred from 
  the colleqe rf 
  Maqes. 
  Aa l'bove. 
  warrior Lead-
  er for hire 
  (148 men). 44-
  28-40 5'11", 
  155 lb. Waist 
  lenqth, blond 
  piq tail. Owna 
  a Eireme Call-
  ed W•v• snake 
  As ahove, 
  leads Orcs/Is 
  Orcs (70 +) 
  Alchemist--
  barred from 
  the colleqe 
  Guild-outlaw 
  Assassin 
  Guild-outlaw 
  Thief 
  Guild-outlaw 
  ~laver 
  Defrocked 
  Catholic Pat-
  riarch. 
  Black Paladin· 
  -warrior Lead· 
  er (30 men) 
  Black Maqe--
  barred from 
  co11eqe 
  Defrocked 
  HOon Lady 
  Priest 
  Guild-outlaw 
  Assassin 
  Guild-outlaw 
  Thief 
  Warrior Lead· 
  er (60 men) 
  has a ship--
  corsair 
  Black "ace 
  Guild-ouelalf 
  Thief 
  Warband Lead-
  er (3 9 men) 
  Black Illu-
  sionist 
  Slack l'laqe 
  Nhere 
  LOcated 
  (in Arduin) 
  Vorlnvaas 
  vorlnyaas 
  vorlnvaas 
  Nythaama 
  Nvthaarna 
  Nythaarna 
  Nythaarna 
  ~t Laroe 
  At Laroe 
  Vf> 
  Constantlv, 
  Oitto 
  88 
  NOTEABLE DENIZEN!; OF ARDUINIAN "UNDER CITIE~" 
  (continued) 
  Aldo Waterbrook 
  40 
  Moidark Athaenas 
  26 
  Shiren fhirakku 
  30 
  Yoster Baelu 
  33 
  Gillian Novenda 
  32 
  Hanoa Elzahl 
  26 
  Tharqo Skull Breaker 50 
  Grader Zachara 
  37 
  Nioel Polchoster 
  53 
  Ibn Ben Wazid 
  45 
  Toris~l r.orthoe 
  36 
  Ath 
  9th 
  13th 
  lOth 
  13th 
  7th 
  7th 
  lOth 
  16th 
  lOth 
  14th 
  Allion-
  ~ 
  robbitt 
  N 
  Guild-outlaw 
  Thief 
  ~rnhadite 
  A Guild-outlaw, 
  I'UII'an 
  Alchel!'ist 
  Human 
  ~ue ~onk, sol 
  id color eyes 
  (yellow) 
  Is l'lan/unknown 
  r. 
  Black ~aae 
  FemalP HUMan 
  N Guild-outlaw, 
  Thief 
  Hu~an 
  NE 
  Guild-outlaw, 
  Slaver 
  Oqre 
  CF 
  Warrior Leader 
  (51 J!'en) 
  Man 
  A Guild-outlaw, 
  Assassin 
  ~~an 
  CF 
  Black l'aae 
  Human 
  c-E 
  Defrocked "os-
  lem Patriarch 
  {and sla~mr) 
  HUman 
  N Guild-outlaw, 
  Thief 
  Co Chaotic A• Amoral N• Neutral LE• Lawful Evil CE• Chaotic Evil NE• eutral.. Evil 
  "NACCDRYM RAID" 
  
  89 
  liOTEABLF C I'~JUICTERS C\f' TI'E APDUUJII>.N CYCLE 
  90 
  NOTEAIILE Cl!l\AAC'l'ERS OP TI'E l'RDUINIAN CYCLE 
  (continued ) 
  Hit 
  Hit 
  !::!.!!!. Aae 
  ~ 
  ~ ~ 
  ~ 
  Notes 
  Leve l 
  ~ 
  ~· 
  Points 
  ~ 
  ~ 
  ~ 
  16th 
  40 
  Faradir Aurion 
  68 
  Trader 
  ~an 
  Known as He• re o t 
  16th 
  39 
  Yalney Gyre fa1con 
  66 
  Slaver 
  I' an 
  Called The Desert 
  the 7 Co lden Vo y-
  '•leon (some say 
  •g••· 
  ulture) 
  20th 
  28 
  Tamra Shadowfire 
  80 
  Illusionist 
  t,Elf 
  Called ~he Sh • dow 
  18th 
  32 
  Tor ell Stagg 
  85 
  Ranaer 
  l /3 f'lf 
  Called De er s t • l k 
  11•1 de n or D•rk 
  er bv all. 
  S t • r 
  14th 
  35 
  Delamond Blacksh1e1d 
  78 
  Warri or 
  ~an 
  '!'he Bas tard son 
  17th 
  33 
  Aurloch Draltken 
  56 
  ,...aoe 
  " 
  Triton 
  Part of the a•••t 
  o f a Bas tard 
  Shield B• nd 
  kina' s son. 
  2lat 
  49 
  Phanton Bellatrix 
  68 
  Alchemist 
  ~n 
  Known as Old Thun· 
  15th 
  30 
  SWifton ~ilve r awo rd 
  70 
  Thief 
  Jo'an 
  somet i~s called 
  der Bot tle• 
  Asph•nd 
  18th 
  30 
  l'orden Orion 
  65 
  Psychic 
  Jo'an 
  Also called !'he 
  18th 
  30 
  Lioneves Fi respear 
  117 
  Barbari an 
  I' an 
  Leader of the 
  Smil 1n g rtol f 
  Be•s t Shi eld B• nd 
  17th 
  36 
  Ba.ron Brass 
  110 
  Warrior 
  I' an 
  Penowned defender 
  14th 
  28 
  ~~ ite be ar Thunder axe 
  83 
  1\arbari an 
  /'an 
  A mentler of Above 
  of God ' s Bloo d 
  16th 
  38 
  Thorval d C\akaplittPr 
  99 
  Warri or 
  I' an 
  Deposed king of 
  G•p 
  Zarthordra 
  33rd 
  52 
  Kharia Solaria 
  118 
  Cleric 
  !<an 
  Known as The e yes 
  20th 
  36 
  Tyra Ni ghtflowe r 
  80 
  I' age 
  ~Elf 
  Called !'he Bl•ck 
  o f Anubl• 
  Lo tu• by most 
  18th 
  29 
  Symon Temphlar 
  107 
  Witch Hunter 
  !<an 
  Known as rhe N••· 
  15th 
  30 
  tl&lmua the Blue 
  60 
  I' age 
  P.UPl&n 
  Called the Viper 
  1sJ s o f che Bl • ck 
  of Virulandia 
  P•ntheon 
  14th 
  28 
  Lion Heart Silver 
  98 
  Barbarian 
  I' an 
  l'ember of the 
  Spear 
  Be•st Sh Jeld B• nd 
  12th 
  26 
  Moonwolf Crimsonclaw 
  87 
  Barbarian 
  I' an 
  As Above 
  20th 
  30? D'Allon De La Mort 
  90 
  Assassin 
  I' an 
  Known as ~he Sh•-
  dow or t'he lf• n 
  Jtho H•• No F•c• 
  15th 
  27 
  Silverlock Snowtyger 
  89 
  Barbarian 
  f'e,.ale 
  2nd in Command of 
  the •eut Sh 1 eld 
  JJ•nd 
  14th 
  26 
  Pirewolf Wingaxe 
  8l 
  Barbarian 
  !<an 
  l'emher of Above 
  16th 
  32 
  Samson Ironhand 
  11)2 
  t~arrior " 
  Oare 
  Fx-Leader of the 
  Khorsarian I • •or-
  t•l• 
  23rd 
  44 
  Balathon Blackwind 
  120 
  Druid 
  Man 
  Part of ~h• ae•st 
  Shield B•nd 
  21st 
  37 
  Skyder Stormbird 
  118 
  Monk 
  I' an 
  Known as The ltf•n 
  tiho Spurned • 
  Crown 
  33rd 
  33? Chessylca Pireatarr 
  7l 
  ,_.aae 
  l/3 Elf Arch enemy of Tam-
  ra l'hadowfi~ 
  9th 
  23 
  Moonbird Skye* 
  33 
  Druid 
  Human 
  They can work 
  as a linked Triad 
  9th 
  23 
  Sunbird Skye* 
  33 
  ~qe 
  Human 
  (called !'he rrJn1-
  c 11 or 2"he J Jewels 
  9th 
  23 
  Firebird Skye* 
  33 
  Psychic 
  I'Ur!lan 
  of 24th level of 
  any sinole type 
  or 13th level corn-
  bined. 
  17th 
  40 
  Ban>n Pleidaa 
  93 
  Wll~;r:ior 
  ,..an 
  Ca,lled Brother 
  Sl•!l•r 
  17th 
  38 
  Talbot True heart 
  97 
  Paladin 
  Man 
  Slayer of !'he 
  JJl•ck P•lad1 n of 
  'l'hr•l• 
  18th 
  36 
  Dunson Grayhawk 
  69 
  Thief 
  Were-l'awk Known also as 
  "h1•p•rfeet 
  • Triplets all women. 
  
  .. 
  l 
  • 
  • 
  ·" 
  -
  -
  -
  -
  --
  -~-
  -~
  -----
  ~----~~
  ~--~
  ~~-~--
  PRINCIPLE "WILD" TRIBE~ OF TPE 
  "ARD~TNJ~N NEXU~" 
  Racial Stock 
  Mixed 
  Caucasian 
  Asiatic 
  Aryan 
  Eurasian 
  Caucasian 
  Celtic 
  Mixed 
  caucasian 
  Hawkmen 
  Hobbitts 
  Insect 
  lj (and 1/3) 
  Elves 
  Nordic 
  Caucasian 
  Throon 
  Tribal Name 
  The Blue Barbarians 
  The Tuchuk Horde 
  The Saka's 
  The Mingol 
  The Picts 
  Me n of Rhun 
  The Pawkmen 
  The Dart People 
  (Wild Hobbitts) 
  The Phraints 
  The Exiles 
  The Talar Men 
  The Roo-anai Tribes 
  The Chanqlinas 
  The Snow Fiends 
  Fantastic or 
  "True Earth • 
  Eauivalency 
  (Aprroxb•ate) 
  The Franks 
  The Huns 
  The Parthians 
  The l"onaols 
  R.E. Howard's Picts 
  Tokein ' s "Rhuai" 
  None--Medieval 
  Live Like Bantu Pyomys 
  As on "c;or" 
  None--Neolithic 
  Viki nqs 
  None--Bronze ~9e 
  None--Bronze Aqe 
  None--Neolithic 
  Primary Location 
  N. of Ghorfar to Coast 
  N/E of Azelka but W. a 
  "Orn Country" 
  N. of Saast , w. of Az-
  elka, s. of the Picts 
  N. of Bossalia, w. of 
  Pherekk 
  N. between Bossalia ' 
  Azelka 
  N. of the Great Grass 
  of Forever, E. of the 
  Tuchuks 
  N. of t he Great Green 
  Wall, S. of Vingalon 
  E. of Azelka (close) 
  North edge of the Gre~ 
  ~and ~a into Great 
  C:ra s11 Sea 
  The Contested Lands 
  Isles of the Silver 
  ~ a and its coast 
  The Mountains of Mad-
  ness 
  The C:ibberinq Mountai 
  The W~ite Wilderness 
  Mixed 
  Lycanthrope& 
  Laroe, Ot-
  ter like be-
  inas 
  Haooorym 
  Orcs 
  The Eaters of Men 
  Like i nsane Neanderthals 
  Each tribe has i ts 
  Tolkein's Ore tribes 
  own "name" 
  Caucasian 
  Lati n 
  The Panthex Cor sairs Latin (Italian) PiratPS 
  small Islands i n the 
  Draqon Sea 
  PRINCIPU: "WILO" TRJBBII OP TJIJ' "IIDUIIII'\11 IIBXU!I" 
  (continued) 
  Racial Stock 
  Tribal N"""' 
  Mi xed, all races The Taragalan Free-
  but usually Sem- booters 
  e tic 
  As above but 
  usually Aryan or The Shing Privateers 
  Aryan/Asian 
  Dwarves 
  The ~tone Makers 
  Asiatic 
  The Ralabar Tribes 
  Mixed 
  Caucasian 
  The Bo range Tr ihes 
  Mixed 
  The Dragon Masters 
  Caucas ian 
  Caucasian 
  The Aqamman Horde 
  Ge rmanic 
  Mi xed Semetic The Styrii 
  and Nearoid 
  Negroid 
  The Champa ' s 
  Sauri.9s 
  The Ssithiri 
  Mi xed 
  The Brachae Peoples 
  Caucasian 
  l'ixed 
  The Windri Tribes 
  Amerindian 
  Fantastic or 
  "True Earth" 
  P.nuivalency 
  (Aoproximate) 
  Illyrian Pirates 
  Primary Loca t i on 
  ~all I s l es in the Ce ~ 
  ullean Sea 
  Malay Pi rates 
  ~mall Isl es in t he Ra i ~ 
  bow £e a 
  Necolithi c Tolkein Dwar•tcs The Agorian Mountains 
  IThounh Asi atic--cultur- The Margaat Mountai nu 
  ally they 're) The Gauis 
  The Iherians 
  The Chaladoth Mountai ns 
  !lone--Medieval and 
  Technological 
  The Gennanians 
  Nubians/Berbers 
  Zulu's 
  None--Neolithc 
  The Dacians 
  Amerindians 
  Dragon Valley 
  The 
  Pylomere Mountai ns 
  The SOuthern Unexplored 
  Areas , W. and s. 
  As Above but centrally 
  located 
  As a?ov but centrally 
  located 
  As A~ove but in the i n-
  terior Mounts (central) 
  As A?ove but on the 
  Sout 11 coastal areas 
  N•North 
  S•South E•East W•West 
  N/P.-North East 
  Approximate 
  l'aximurn 
  .Fiqhtinn 
  Force Avail-
  ahle to Finht 
  50,000 
  65,000 
  30 , 000 
  50 , 000 
  80 , 000 
  15,000 
  10, 000 
  10 , 000 
  12,500 
  13,500 
  15,001') 
  8,000 
  5 , 651') 
  28,000 
  49, 750 
  56,500 
  9,501') 
  Jlpproximate 
  ,_.axi mum 
  Pi qhti nq 
  Force Avai l -
  able to Finh t 
  9 ,800 
  10 , 500 
  11 , 50 
  39 ,500 
  27 , 650 
  9,500 
  36, 500 
  58 , 000 
  25 , 001') 
  25,000 
  40,000 
  35,000 
  "' 
  .... 
  
  TPE PECOPDED AREAS !'F T PI',a ~ l'RE i'JID DF .. Til 
  WITHIN THE .aRDUINI.aN BORDFPF 
  M'e Of Location 
  * Skull Tower 
  • Iron Wall 
  * The Broken Tower 
  • Tumble Walls 
  • The Abbev on fpider 
  Isle 
  * The Cavern of the Kin~s 
  (Kino ~olomon's ~ines) 
  • The Burnino Tower 
  (Flame rang) 
  • The Crystal Caverns 
  The Tower of the Beast 
  The Tower of the Black 
  Bishop 
  Forqotten Tower (Grey 
  Nose) 
  • ... thaelstone 
  • The ~ailino Tower 
  (Gri~ 
  -"ound) 
  • Cloud Castle 
  * The P.owlina Tower 
  • Thunder Pole (The Cite-
  del of Thunder) 
  • Rift Fang 
  • Teliboe The Forgotten 
  (The Lost City Of) 
  Worm Hole (An entrance 
  to The Great Wo.rm Road l 
  • 
  ~aelshyra, The Temple 
  of Set 
  Te~ole of the Wanderino 
  floon 
  Temole of the Red Moon 
  Temple of the Winds 
  Temple of the Sun 
  • Fort Blood (The Ruined 
  Fort) 
  The Bones (Khorainnion 
  the Eaten) 
  • The ~Jhi te Roc Inn 
  • Cavernof the Ancients, 
  Cavern of the Time Lords 
  or T~tis t Time Towex 
  • Hell House (The £ouse 
  That Eats Men) 
  Where Located 
  In Bonewood Forrest 
  In the Wee!'ino ~oods 
  In ~oon Wood near woon ~at~r 
  In Rot Boa near The sentry '• 
  In the Lake of -"ists 
  In the Yvhaas ~ountains 
  In 'l'h e Jturn 
  In the Micklehack Mountains 
  In the Fens of Fear 
  In -"aggot Trees near The r.reat 
  Rift 
  In Bone "'ood near 
  o "lane ~'llMD 
  A'top Hid~en ~muntftin near Fkv 
  trees 
  .a' top r.ri~ -"ound ~ountain 
  p 'top Broken Tooth t'ountain 
  !'n Roarino ~ock in the Jake of 
  -"ists 
  Behind 1000 Thunder Falls. 
  In the C:reat Rift 
  The Valley of the Dead 
  ~t the edge of The Burn 
  In Bone Bog in the l·'eerino oioods 
  In ~oon Water on an islend 
  ConMentA a nd No t es 
  The 
  l ~ t dis covere d . 
  Bui lt ell of i r on. 
  Parti ~ lly colla!'sed. 
  !=eldC'II"' heard o ~. 
  ~ci der i nfes ted. 
  Fxtr~~l y danoe rous. 
  SeldOM vi s ited . 
  Very har~ to fJnd. 
  l"eldol!' vi s i.te~. 
  Jln unknown '!uanti t y. 
  Nearlv urhe~rd of. 
  KnO\o'n for it~ Techno 
  H•a i. k . 
  Seldor there as it 
  di~ensionelv • hlft • • 
  ~idden bv fOg/Mists• 
  Its entrance ~asked 
  by a dimensi onal C"dt e · 
  The last known cita-
  del o~ the Kthoi ex-
  iatino. 
  .l\poel'rs onlv on Fol-
  stices and F~u i noYes, 
  frof!" dusk to da"'n. 
  The ~st ~anoerouR ot 
  all thp known 
  area~ . 
  Peavil~ ouarded. 
  Jearly unknown 
  In the l~ke o~ the 3 r~ds, as above 
  On the shore of the ebove lake. 
  ~ldOM visited. 
  ils ahove. 
  On an island in the above laFe 
  On Blood Mountain near Weird Wood 
  In the -"ic~le~ack ~ountains 
  In Whisper Trees on the Old Poad 
  In the Great Rift 
  In the Weeoino Woods 
  /is above. 
  Hard to exolore· 
  ,. citv literally eat-
  en bv the hordPs ~f 
  ~ell. 
  •·as an evil reouta-
  tion . 
  Sealerl ~y the Rune 
  l-leavers thou~ands of 
  vP.ar,. ano, with 
  s.-.pll ftnd fear . 
  ,. known haunt of the 
  undead, and osvchic 
  hanpenino of all 
  tynes. 
  94 
  TI'E RECORDED AREAS OF TPEI\FURE JI"'D DFATH 
  WITHIN THF ARDUINl.oN BOPDFP~ 
  (continued) 
  NaJ!'e of Location 
  • shadow Guard 
  The Gaol (Formerly the 
  ~elkalund city prison) 
  • Elf Hill 
  The Dragon's Throat 
  ~ idwich the Abandoned 
  The Lair of The Spider 
  ~other 
  Poaue • s Roes t 
  !'ell Spire 
  • The Pause of The Axe 
  (The Flauohter House) 
  • The Foxfire Caverns 
  • The t untain Uruk 
  (Pooue) Hold (Nalmazi 
  Tribe) 
  • Ardwyr the Sunken (Moss 
  Windows or Moss Mouth) 
  Star Tooth 
  Epin Devil ~ire 
  The l'rk 
  Caliban 
  Where Locatt>cl 
  On the edoe of The creat Rift 
  -"Dvino about The Tremblino Lands 
  Near The Creeo 
  In Dead ~·atch Mountain 
  On an old road in Bone Wood 
  In Crack Face Mountain 
  In The SciMitar Hills 
  ln the Devil's Foot Print 
  On the edoe of Lost Lake in ~o 
  fJa""' SwaM 
  In FOX -"OUntain in FOX>'Ood 
  On the Tentacle (River) in ~ire 
  Wood 
  Co!"U"8nts and tlotes 
  Supposed horre of Tlll"'-
  ra ~hadowfire and 
  other legendary char-
  acters . 
  Never in one ~lace 
  lona. 
  l' huge burial ~und
  • 
  ~ known Draoon abode . 
  A real rnysterv. 
  No known survivors , 
  ever. 
  J\ known outla•• hide-
  away . 
  Virtually unknown to 
  ell. 
  All who have venture~ 
  within have died hor-
  ribly. 
  The Tree of Light and 
  Shadow guards the wav 
  in, 
  l'eldom Visited. 
  Between Black Boa and ,.-oon \ofater 
  Faa a reputation of 
  the wo rs t sort 
  Inside ~tar Tooth ~ountain 
  Totally unknown. 
  It l s 
  ~in Devil -"'untain (~pire) l's above. 
  Inside Gandoloh 1 s Rest l'ountain 
  As ak>ve. 
  An area that appears at random intervals and inside 
  randon dungeons, caverns and the like . It is also known 
  as The Chalice of Chance or Random Heart. It has app-
  eared in Arduin only twice in all of the kno••ledge of 
  Elf or man. 
  • Indicates an operating (~apped/stocke d ) area, but do•• not indicate whether it 
  has ever been visited before. 
  
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  ~PECIAL MESSAGE TO F'ANS Of' JI.ROUIN 
  Th••• three volumes are in the~~elves a complete and playable gane systen. 
  four years of hard work, ~any tears and hundreds of new found 
  "dreams and hopes of ~ life are poured into these pages, as well as the 
  of my soul. 
  This trilogy represents, for me MY 110\JliT.aiN, my insurmount-
  Well I have climbed my ~untain and have seen the joyous vistas of new 
  with rne as I deuign new games (some of which I've been researching 
  for nearly two years now) and oo for\lard to new things, new 
  worlds. Together we will travel on. 
  all of you who have known ~. either in person or through my work • 
  forget you or these years of my life. You have been TP.E BEST . 
  continue to run the Ardu~nian Multiverse for all who wish to venture 
  1 look forward to decades of death and glory therin! 
  Up Arduin ! 
  to financial cor.siderations, I have sold the rights to these three books 
  t o someone I trust as • true friend) . 1 hope you will give the new 
  all of the support you gave me. Rest assured , he will maintain the high 
  I
  1 ve set. 
  my fir•t NEW G~ sometime •fter March of 1979, with •• le••• one 
  shortly thereafter • 
  to you all, and may Our lady of the Silver Moon watch over your every 
  David A. Hargrave 
  October 1978 
  Concord, CA 
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SOURCE: textdata/thevault/Arduin/The Arduin Grimoire Vol 3 The Runes of Doom.pdf