TEXT: ~ 
  o~(j«;~~ 
  NON-PLAYER 
  \~~~ 
  ~$ CHARACTER RECORDS 
  At last, record sheets for non-player characters! ADVANCED DUNGEONS & DRAGONS NON-PLAYER CHARACTER 
  RECORDS are especially designed for ADVANCED DUNGEONS & DRAGONS". No longer will the DM need to wony about 
  lack of continuity or lost records on non-player characters, for these sheets provide the DM with easy-to-store records of the many 
  non-player personalities which populate his or her campaign. 
  These convenient referee aids contain all information needed to run each non-player character and his, her or its personal 
  background. The sheets have been organized under specific headings and important, oft-consulted information is boxed in 
  eye-catching, easy-to-find displays. These records contain information on the character's abilities, combat skills, description, 
  possessions and background. Compact, but complete, their small size proVides easy handling and more sheets. If you enjoy this 
  product you will want to discover AD & D PLAYER CHARACTER RECORDS and other quality products from TSR, those Game 
  Wizards. 
  Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, 
  Ltd. Distributed to the toy and hobby trade by regional distributors. 
  ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and AD&D are trademarks owned by TSR Hobbies, Inc. 
  ~~------""" 
  © 1980 TSR Kobbifs Inc. 
  All Riglrts Resened 
  PRINffi) IN U.SA 
  © 1979, 1981 TSR Hobbies, Inc. 
  All Rights Reserved. 
  TSR Hobbies, Inc. 
  POB756 
  LAKE GENEVA WI 53147 
  PRINTED IN THE U.S.A. 
  9030 
  
  USING THESE SHEETS 
  A major problem of many OM's is the creation and keeping of non-player 
  characters. Scraps of paper written on the spur of the moment do not work well 
  I and are often misplaced. These sheets have been designed to eliminate that 
  problem. Found here is space for the information necessary for AD&D non-play-
  er characters or special intelligent monsters and more space for other informa-
  tion useful in play. 
  The sheets have been printed 2 to a page and are perforated down the center. 
  The sheets may be separated (a straight-edge will help) and the front and back of 
  1 sheet filled out for each NPC. Or as an option, they can be used to present 
  information on a character side by side depending on the desire of the DM 
  whether to separate the sheets or to leave them as is. Their unique size allows 
  many advantages. The sheets will not be confused with player-character sheets, 
  they are compact, there are more sheets to a package, and all the information • 
  about one NPC may be put on one sheet. An information should be written in 
  pencil, so that the sheets may be altered. 
  Those items needing explanation appear below. 
  Number: It may be useful to divide NPC's by their special class, profession, or 
  monster type. Each group can then be numbered individually for filing purposes. 
  Class: This should include not only the normal adventuring classes such as 
  fighter, thief, or cleric, but also professions for craftsmen and expert hirelings and 
  monster types for special monsters that players might interact with. 
  Strength: The adjustments strength gives to combat, in hit and damage, appear 
  under the section headed "Combat Information." 
  Intelligence: The number of ianguages known is not listed here, but may be 
  placed under special abilities. 
  Wisdom: The magical attack saving throw adjustment should be listed under 
  saving throw adjustments. 
  Dexterity: The reaction/missile adjustment is for use in determining surprise and 
  "to hit" adjustments with a missile weapon. The dexterity adjustment to armor 
  class appears beside the shield under the heading "Combat Information." 
  Magic Resistance: Certain races and monsters have special resistances to speci-
  fic spells or, in some cases, all spells. These include, for example, an elfs 90% 
  resistance to sleep, or the 35% resistance of a pseudo-dragon to all magic. All 
  such as these and their exact conditions should be listed here. 
  Immunities: Unlike resistance, this spot is for complete immunities to various 
  attack forms. Some monsters are immune to charm and sleep, while paladins are 
  immune to disease. All these should be listed here. 
  Saves Adjustments: Adjustments to saving throws can be due to many factors 
  -wisdom. racial constitution adjustments, and magical deviCes, for example. 
  The + or - of each should be listed along with the conditions it affects (Le., 
  poison, mental attack, etc.) 
  Morale and Loyalty/Obedience: This can be used to keep track of the current 
  morale of the NPC toward his master. This may change during the course of an 
  adventure. Tables for loyalty and morale may be found on pages 36 and 37 of 
  the DUNGEON MASTERS GUIDE. 
  Detect Special racial detection abilities, those possessed by monsters, and 
  others given by special magic items may be listed on this line. 
  Armor Class: In the shield design should be written the final adjusted armor 
  class of the NPC. Next to it is a space for the adjustment due to dexterity and a 
  space for any magical adjustments. Base AC is for the armor class according to 
  the type of armor without magical bonuses. The line after it is given to write in the 
  type of armor worn. Creatures with natural armor need only use the first space. 
  Combat Adjustments: Here may be listed the + or -
  on the "to hit" and 
  damage rolls because of strength, dexterity, magical deviCes, racial adjustments, 
  or other special abilities. 
  Grappling, Pummeling, and Overbearing: The necessary information for wea-
  p<mless combat may be found on pages 72 and 73 of the DUNGEON MAS-
  TERS GUIDE. Certain modifiers may be figured ahead of time; these are 
  adjustments to the chance of making a successful attack, the adjustment to 
  damage done, and the adjustment to defense from like attacks. 
  Special Attacks and Defenses: This line is for those things that cannot be fit into 
  other sections or special abilities that an NPC may acquire during the course of a 
  campaign. It is also meant to be used for listing monsters' special powers. 
  Tactics: Through the course of play an NPC may develop standard or favored 
  tactics. This space has been allowed to note these, thereby allowing continuity of 
  play from game to game. 
  Special Abilities/Skills: Any special powers that can't be fit elsewhere and any 
  secondary skills that an NPC may have may be written here. 
  Social Class and Standing: Use of this is optional and is by no means required. 
  Thieving Skills: The percentages for each type of activity are to be listed in the 
  box. Any adjustments for dexterity and race may be noted in the upper comer. 
  Spells: The lines for spelVlevel allow the DM to note the number of spells that 
  can be memorized at each spell level. The boxed area below it is for listing the 
  spell in that NPC's books. The slashed off area is for the DM to mark the spells 
  memorized at any given time. 
  Debts/Obligations: This area is to be used to note debts of honor, obligations to 
  other characters, service required to one's lord, taxes due, installment loans and 
  other time payments. 
  Facts and Traits: Information concerning personality traits may be found on 
  pages 100 and 101 of the DUNGEON MASTERS GUIDE. Alternatively, this 
  information may be supplied from the DM's imagination. 
  Wages: Either the NPC's current agreement with his employer may be listed 
  here or his basic asking price if he is unemployed. Conditions can include 
  magical treasure, choice of selection and anything else that can be negotiated 
  between the NPC and the player. 
  Compatriots: This section allows only minimal information about each charac· 
  ter. More may be given on each person through the use of other NPC sheets. 
  Locales Frequented: This may be useful for noting where a particular NPC may 
  be found, where he drinks, or where he lives or lairs. It is also useful for noting the 
  condition of the character -asleep, drunk, or working, for example. 
  Employment Record: It helps to maintain an employment record so that past 
  employers may re-hire NPC's and so that good or poor treatment from previous 
  emloyers may be noted. These things may affect the attitude of the NPC to a 
  greater or lesser extent. 
  Obviously, on such a small sheet, not every detail can be allotted space. If, as the 
  campaign progresses, more information is generated and, if needed, a sheet of 
  notebook paper may be included along with this sheet It might become desir-
  able to develop a floor plan of the NPC's dwelling or to give a longer, more 
  detailed employment record. 
  Levels of NPC's also present a slight problem. High level characters may have a 
  great deal more information than can be listed here. Again a sheet of notelx>ok 
  paper should suffice. 
  It is to the OM's advantage to have a special3·ring binder or section 
  of one to maintain a file of characters, both those of players and 
  NPC's. This product, combined with the AD&D'· PLAYER 
  CHARACTER RECORDS will make a quick and easy reference 
  work. 
  TSR Hobbies, Inc. 
  P .O . Box 756 
  Lake Geneva, WI 53147 
  © 1980 TSR Itobt!ies Jnc. 
  All Ricllts Resenecl 
  
  Abilities:
  S
  I
  W
  D
  C
  CH
  strength
  intelligence
  Wisdom
  dexterity
  constitution
  chArismA
  Open
  DOOrs
  BenD Bars/
  Lift Gates
  %
  % Know
  Spell
  Min
  Spell
  Max
  Spell
  Spell
  BonuS
  Spell
  Failure
  MiSSile adj.
  reaction
  adj.
  SySteM
  ShocK
  reSurrect.
  Survival
  Max
  hench
  loyal
  BaSe
  react
  adj.
  Non-Player Character Record Sheet
  cAmpAign
  #
  tM
  number
  present employer
  nAme
  clAss
  hit die
  type
  level/
  hit dice
  rAce
  Alignment
  religion
  pAtron 
  deity
  move
  speciAl move
  mAgic resist.
  immunities
  poiSon
  petriFy
  rodS, et al
  Breath
  Spell
  sAving
  throWs
  sAves Adjustments:
  psionics:
  disciplines
  Atk. str./def. str.
  –
  Atk/def modes
  condition
  condition
  condition
  condition
  +/–
  +/–
  +/–
  +/–
  vision
  listening
  loyAlty/obedience
  morAle
  detect:
  lAnguAges:
  Ac
  *COmBat*
  Armor  Worn
  bAse Ac
  mAgic Adj.
  dex. Adj.
  const. Adj.
  dex. Adj.
  Wounds
  reAr AttAcks Adj.
  surprise
  WeAknesses/feArs
  rAte of fire
  # AttAcks
  hit points
  combAt Adjustments:
  condition
  +/–
  +/–
  +/–
  condition
  condition
  pummeling
  grAppling
  overbeAring
  –
  –
  –
  –
  –
  –
  Atk. Adj
  Atk. Adj
  Atk. Adj
  dAm. Adj
  dAm. Adj
  dAm Adj
  def. Adj
  def. Adj
  WeApon
  mAg.
  Adj.
  room/
  rAnge
  speed
  10
  9
  8
  7
  6
  5
  4
  3
  2
  s-m/l
  dAmAge
  ghAst
  Wight
  shAdoW
  ghost
  speciAl
  lich
  vAmpire
  ghoul
  Zombie
  spectre
  skeleton
  mummy
  WrAith
  turning
  undeAd/good:
  speciAl AttAcks:
  speciAl defenses:
  tActics:
  speciAl Abilities:
  Age
  mAgicAl Age
  sex
  hAir
  eyes
  height/length
  generAl AppeArAnce
  sociAl clAss (if Any)
  stAnding (if Any)
  Weight
  hAtred/enemies
  desires/loves
  AdvAnced
  d & d
  thieving skills:
  pick
  pockets
  open *
  locks
  remove/ *
  find trAps
  move
  silently
  hide in 
  shAdoWs
  heAr
  noise
  climb 
  WAlls
  reAd
  lAnguAges
  *try once only per lock or trAp
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  SpellS/levelS:
  speLLs
  fActs & trAits:
  mAgicAl items/
  components:
  debts/obligAtions:
  possessions
  sAnity
  tendencies
  personAlity
  disposition
  intellect
  nAture
  thrift
  mAteriAlism
  energy
  morAls
  honesty
  brAvery
  piety
  interests
  item
  item
  item
  locAtion
  locAtion
  locAtion
  Wt.
  Wt.
  Wt.
  left side
  right side
  center or bAck
  copper—
  str. Adj.
  cApAcity vs.
  move rAte:
  –
  –
  –
  norm
  heAvy
  loAded
  mAx
  totAl cArried
  WAges:
  monthly
  Adventure
  bonuses
  conditions
  silver—
  electrum—
  gold—
  plAtinum—
  gems—
  jeWels—
  misc—
  Weight:
  totAl:
  WeaLth:
  experienCe pOints:
  treAsure . . .
  combAt . . .
  other . . .
  totAl
  encumbrAnce:
  compAtriots: (followers/hirelings—Associates/relatives)
  nAme
  nAme
  rAce
  rAce
  clAss
  clAss
  level
  level
  #
  #
  locAles frequented:
  employment record:
  nOtes:
  Where
  notes
  nAme
  time/condition
  dur.
  
  ADVAICED D6D" 
  Non-Player Character Record Sheet 
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  NOTES, lIAs 7fII{EN nE 1'R~CAllT10" TO ~cN T1I(f{~I.1>;S 
  AMoR - - IH.TAnNS A N/fIEUNG FIGHTER. UNnL HE 
  GETS A SURE CHNICE TO ~fSmoy AND ~ 
  THE 
  ?U,'J; OF ArHELGrIlN 01 ]Un-R CJIImArJ'E'P,). 
  
  This item is only one of the many popular playing aids for ADVANCED DUNGEONS & DRAGONS'· Fantasy Adventure 
  Game produced by TSR Hobbies, Inc. Other playing aids for the AD&D'· game system currently include: 
  Players Handbook (everything the AD&D player needs to know) 
  Dungeon Masters Guide (the essential reference work for DMs) 
  Monster Manual (over 350 monsters, with full explanations and many illustrations) 
  DEITIES & DEMIGODS'· Cyclopedia (over a dozen pantheons given in AD&D terms to aid the DM in expanding a 
  campaign) 
  AD&D Dungeon Masters Screen (combat tables, saving throws, psionics, and many other valuable reference tables for 
  DMs and players) 
  AD&D Dungeon Masters Adventure Log (contains many tables not found on the DM Screen, as well as illustrations of 
  many armors and weapons, and pages on which to record all information needed about a party of adventurers) 
  AD&D Non-Player Character Record Sheets 
  AD&D Player Character Record Sheets 
  AD&D Permanent Character Folder and Adventure Record Sheets 
  Rogues Gallery (hundreds of pre-rolled characters, usable as player characters or NPCs) 
  WORLD OF GREYHAWK'· Fantasy World Setting (two full-color continental maps, with complete descriptions of 
  history, geography and legends. Approved for use with the AD&D game system) 
  Dungeon Module Al (Slave Pits of the Undercity) 
  Dungeon Module Cl (Hidden Shrine of the Tamoachan) 
  Dungeon Module C2 (Ghost Tower of Inverness) 
  Dungeon Module DI-2 (Descent Into the Depths of the Earth) 
  Dungeon Module D3 (Vault of the Drow) 
  Dungeon Module GI-2-3 (Against the Giants) 
  Dungeon Module Ql (Queen of the Demonweb Pits) 
  Dungeon Module SI (Tomb of Horrors) 
  Dungeon Module S2 (White Plume Mountain) 
  Dungeon Module S3 (Expedition to the Barrier Peaks) 
  Dungeon Module Tl (Village of Hommlet) 
  Other releases of additional items related to the AD&D'· game system are planned for the future. TSR Hobbies publishes a 
  complete line of games, playing aids, and gaming accessories available from better hobby, game, and department stores 
  worldwide. If you desire a complete catalogue, write to: TSR Hobbies, Inc., POB 756, Lake Geneva, WI 53147 
  The designation "TM" is used to refer to other trademarks owned by TSR Hobbies, Inc. 
  ISBN 0-935696-65-2 
  394-51549-8TSR0500 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1st Edition/Accessories/Non-Player Character Records.pdf