TEXT:  
  - 0 -
  Classic Dungeon Designer’s Netbook #4 
   
   
   
   
  OLD SCHOOL 
  ENCOUNTERS 
  REFERENCE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This unauthorized reference sourcebook contains everything the Dungeon Master needs  
  for designing encounters for 1st edition Advanced Dungeons & Dragons™ adventures 
  conveniently organized for online and tabletop use. Also compatible with OSRIC.  
   
   
   
  Written & Edited by B. Scot Hoover  
  kellri23@yahoo.com 
  Version 3 Revised (7.28.08)
  
   
  - 1 - 
   
   
   
   
  TABLE of CONTENTS 
   
   
   
  Prologue 
  2 
  Abbreviation Codes 
  3 
   
   
  Chapter I: Men 
  4 
  Chapter II: Demi-humans & Humanoids 
  50 
  Chapter III: The Underworld 
  66 
  Chapter IV: The Wilderness 
  81 
  Chapter V: Settlements & Civilization 
  103 
  Chapter VI: Treasures 
  113 
  Chapter VII: The Campaign 
  135 
  Chapter VIII: Forms & Appendices 
  144 
   
   
  Index 
  156 
   
   
   
  
   
  - 2 -
  PROLOGUE: On Designing Your Own Game 
   
  Non-player character generation will generally follow the method(s) used to create 
  PCs. However, there are necessary shortcuts and parcels of information included in a 
  carefully done game, or else the poor GM will be forever immersed in the morass of 
  finding out the precise nature of who his players meet, who opposes them, and the like. It 
  should not be necessary for the GM to roll dice to determine all the attribute scores of 
  every non-player character, for instance. The game must include provisions for defining 
  NPCs so that they can be generated quickly, but without causing every such character 
  to be a mirror image of every other one. Although it is a relatively short and minor part of 
  any game, this area is still interesting, for it will show just how well thought out the design is. 
   
  Opponents are the creatures and things that will generally be adverse, at best non-
  hostile, to the PCs. Enemy NPCs fall into this category but have already been considered 
  in the preceding paragraph. The flora and fauna of the game milieu, the detection 
  devices used to spot them, booby traps, enemy weapons, and the like are covered in this 
  broad area. Anything that can be encountered and must thereafter be dealt with should 
  be quantified in this section of the rules. How much damage does a certain creature 
  cause when it attacks, and how many hit points of damage can it absorb before it is 
  killed? Do certain creatures normally appear in groups, or singly? Is a certain creature 
  more likely to be found in one type of terrain or climate than another? If a creature or 
  character falls into a pit or is buffeted by an avalanche of rocks, how much damage 
  does the victim suffer? If a plant has leaves that are poisonous, what effect do they have 
  on a character or creature that ingests them? This area of the rules can be very, very 
  broad in a science fiction or fantasy game. In the AD&D game, three full-size books are 
  devoted entirely to brief descriptions of the plants and animals that may populate the 
  game world, and it is a fairly easy matter for someone familiar with the game to devise his 
  own creations to replace or supplement this roster. That is one of the charms of selecting 
  a genre that is not tied very closely to the real world; there is always a new alien beast or 
  race, a new monster to discover and deal with. 
   
   
  - Excerpt from Role-Playing Mastery, by E. Gary Gygax  
   
   
  
   
  - 3 - 
  ABBREVIATION CODES 
   
  Character Classes  
  F 
   
  Fighter  
  Cl 
   
  Cleric  
  MU 
   
  Magic User  
  Th 
   
  Thief  
  R 
   
  Ranger  
  D 
   
  Druid  
  Sg 
   
  Sage  
  As 
   
  Assassin  
  Pa 
   
  Paladin  
  Ba 
   
  Bard  
  Il 
   
  Illusionist  
  Bar 
   
  Barbarian  
  Cav 
   
  Cavalier  
  Ac 
   
  Acrobat  
  M 
   
  Monk 
   
  Ability Scores 
  STR/ST 
   
  Strength 
  INT/IN 
   
  Intelligence 
  WIS/WS  
  Wisdom 
  DEX/DX  
  Dexterity 
  CON/CN 
  Constitution 
  CHA/CH 
  Charisma 
  COM/CM 
  Comeliness  
   
  Alignments 
  AL 
   
  Alignment  
  LG 
   
  Lawful Good 
  LN 
   
  Lawful Neutral 
  LE 
   
  Lawful Evil 
  NG 
   
  Neutral Good 
  N 
   
  True Neutral 
  NE 
   
  Neutral Evil 
  CG 
   
  Chaotic Good 
  CN 
   
  Chaotic Neutral 
  CE 
   
  Chaotic Evil 
   
  Statistics 
  LVL, Lvl   
  Level 
  Hp 
   
  Hit Points  
  AC 
   
  Armor Class  
  SL 
   
  Spell Level  
  Hmen 
   
  Henchmen  
   
  Class Abilities 
  PP 
   
  Pick Pockets  
  MS 
   
  Move Silently  
  HS 
   
  Hide in Shadows  
  #AT 
   
  Number of Attacks per round  
   
  Magic Items 
  M Items  
  Magic Items  
  P 
   
  Potion  
  A 
   
  Armor  
  R 
   
  Ring  
  Sc 
   
  Scroll  
  S 
   
  Magic Sword  
  OW 
   
  Other magic weapon  
  Sc 
   
  Scroll  
  W 
   
  Wand  
  M 
   
  Misc. Magic Item  
  SH 
   
  Shield 
   
  Coinage 
  Pp 
   
  Platinum Pieces 
  Gp 
   
  Gold Pieces 
  Ep 
   
  Electrum Pieces 
  Sp 
   
  Silver Pieces 
  Cp 
   
  Copper Pieces 
   
  Sourcebooks * 
  MM 
   
  Monster Manual 
  MMII 
   
  Monster Manual II 
  PHB 
   
  Player’s Handbook 
  DMG 
   
  Dungeon Master’s Guide 
  UA 
   
  Unearthed Arcana 
  RG 
   
  Rogue’s Gallery 
  MT 
   
  Monster & Treasure Assortments 
   
   
   
  A Note on System Conversion & Compatibility 
   
     Everything herein was written expressly for compatibility with the 1st edition of the Advanced Dungeons & 
  Dragons® role-playing game published by TSR, Inc. and closely relies on those rules as originally written. 
  Readers without access to the out-of-print sourcebooks should instead refer to the compatible OSRIC rules, 
  which are freely available for download on the internet at http://knights-n-knaves.com/ 
  
   
  4 
  CHAPTER I: MEN 
   
  Your Player Character
   
       Some inferences about the goals of a specific game system can be drawn from an examination of the 
  types of characters available for players to portray, and from a deeper look into the fundamental structure 
  for the selection and development of PCs. The different character types may be defined by profession, with 
  little or no crossover in skills from one profession to another. For instance, the fighter and the magic-user are 
  two of the character professions in the AD&D game. A fighter is unable to cast magic spells and relies 
  mainly on his strength and weapon prowess, while a magic-user is quite the opposite-a character who can 
  cast spells and whose skill in this area is far superior to his physical skills.  
       The AD&D game uses a character system based on profession, or “class.” In that game, the direct, highly 
  physical approach is embodied in the fighter and cavalier classes. The magic-user class offers the indirect, 
  possibly intellectual approach- a sort of mixture of artillery and super-science. Between these two extremes 
  lies the cleric class, with its mixture of direct and indirect action (being able to use both heavy weapons 
  and heavy magic). Finally, the thief class presents a manner of approach that is basically individualistic and 
  unobserved (as differing from indirect). Of course, other PC types and the nonhuman races add to the mix. 
  If the AD&D game has a single obvious shortcoming, it is the attempt to present so many facets of the 
  whole world to its participants that players lose sight of the reason for all these classes of PCs. Because the 
  game is so extensively detailed and reflects a fantasy milieu in world-scale terms, there is no meaningful 
  level of character success that is achievable with respect to the world community. That is, no matter how 
  powerful a PC becomes, the choices for the player are but two: Continue to use the character as an 
  adventurer, or retire the character from active play and have the figure become a tool for use by the 
  Game Master (GM). 
   
  - Excerpt from Roleplaying Mastery by E. Gary Gygax 
   
   
   
  The following chapter is divided into several sub-sections that are designed to allow the Dungeon 
  Master to quickly and completely detail one or more Non-player or Player Characters. Below are 
  instructions for using each type of table: 
   
   
  Pre-generated NPC Assortments by Class: The DM can either select an appropriate character or roll 
  randomly. The lists also note magic items possessed by the character which should generated 
  separately. The listings include the following: Clerics, Druids, Fighters, Paladins, Rangers, Magic Users, 
  Illusionists, Thieves, Assassins, Multi-class Characters, Bards, Monks, and Sages.  
   
  NPC Details: The DM can use these tables to generate additional details for certain NPCs as needed. 
  These are entirely optional, and the DM may use or ignore them as required.  
   
  NPC Experience & Progression: These tables offer a simple method for NPC progression over time. 
  Specific instructions for using the tables are provided on page 26.  
   
  Boons & Disabilities: Good and bad qualities for further detailing of NPCs. The DM should refer to this 
  table as directed by the NPC Experience and Progression results.   
   
  NPC Motivations: Simple cross-reference tables for generating basic character motivations. Roll on the 
  motivation column once to determine the primary motivating factor. Roll again and cross reference to 
  find the motivating action. (Ex: First roll 12 (Location) and second roll 9 (Keep). The character is 
  motivated to keep or protect a certain location (probably a lair).    
   
  Human Groups: Generation tables for groups of humans and their equipment as per the descriptions in 
  the AD&D Monster Manual. For additional information, refer to CDD#1 – Old School Monster Statblock 
  Reference. The listings include the following: Bandits & Brigands, Berserkers, Buccaneers & Pirates, Border 
  Patrols, Caravans, Guards, Pilgrims, Watchmen, and Normal Men. Finally, there is an assortment of pre-
  generated NPC adventuring parties. In most cases, several possible party alignments are noted for 
  flexibility of use in-game.  
   
  Spellbook Assortments for NPC Magic Users: Pre-generated spellbook assortments by level are provided 
  for fleshing-out NPC spell-casters on the fly. For additional information see CDD#2 – Old School Spells 
  Reference.  
  
   
  5 
  CLERICS 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  SL 
  Hmen 
  M Items 
  1 
  Human 
  13 
  M 
  N 
  12 
  10 
  14 
  9 
  6 
  13 
  50 
  4 
  5 
  2-5 
  OW 
  2 
  Human 
  7 
  F 
  LE 
  13 
  11 
  10 
  5 
  12 
  7 
  36 
  7 
  4 
  1-3 
   
  3 
  Human 
  3 
  F 
  NG 
  8 
  12 
  14 
  7 
  11 
  12 
  7 
  5 
  2 
  1-4 
  P 
  4 
  Human 
  1 
  M 
  LG 
  8 
  10 
  11 
  7 
  9 
  10 
  7 
  7 
  1 
  1-4 
   
  5 
  Human 
  10 
  M 
  N 
  8 
  9 
  17 
  11 
  9 
  6 
  45 
  4 
  5 
  1-2 
  A,R 
  6 
  Human 
  9 
  M 
  LG 
  10 
  10 
  17 
  10 
  12 
  10 
  57 
  5 
  6 
  1-4 
  R 
  7 
  Human 
  2 
  M 
  CN 
  12 
  9 
  16 
  15 
  10 
  14 
  10 
  7 
  1 
  1-6 
  A 
  8 
  Human 
  6 
  M 
  CE 
  12 
  10 
  18 
  10 
  6 
  13 
  28 
  3 
  3 
  2-5 
  SC 
  9 
  Human 
  11 
  F 
  LG 
  10 
  3 
  13 
  10 
  14 
  9 
  40 
  6 
  5 
  1-4 
  A,W 
  10 
  Human 
  13 
  F 
  CE 
  8 
  8 
  8 
  11 
  11 
  10 
  7 
  2 
  2 
  1-4 
   
  11 
  Human 
  11 
  F 
  LG 
  10 
  8 
  13 
  10 
  12 
  6 
  58 
  2 
  5 
  1-2 
  P 
  12 
  Dwarf 
  8 
  M 
  N 
  10 
  12 
  17 
  12 
  12 
  7 
  30 
  3 
  4 
  1-3 
   
  13 
  Elf 
  7 
  M 
  N 
  6 
  15 
  15 
  9 
  8 
  11 
  33 
  6 
  4 
  1-4 
   
  14 
  Gnome 
  7 
  M 
  LN 
  12 
  9 
  15 
  8 
  10 
  9 
  34 
  3 
  4 
  1-4 
   
  15 
  Human 
  11 
  M 
  LN 
  7 
  7 
  17 
  12 
  12 
  6 
  44 
  3 
  6 
  1-2 
  P,SC 
  16 
  Human 
  1 
  M 
  N 
  11 
  11 
  14 
  7 
  12 
  13 
  6 
  5 
  1 
  0-5 
   
  17 
  Human 
  3 
  F 
  CN 
  9 
  10 
  16 
  11 
  18 
  9 
  19 
  4 
  2 
  0-5 
   
  18 
  Human 
  7 
  F 
  CG 
  6 
  10 
  13 
  12 
  11 
  12 
  40 
  6 
  4 
  1-10 
   
  19 
  Human 
  1 
  M 
  CN 
  8 
  11 
  17 
  5 
  6 
  8 
  4 
  4 
  1 
  1-4 
   
  20 
  Human 
  10 
  F 
  CE 
  7 
  11 
  12 
  12 
  12 
  9 
  38 
  7 
  5 
  1-3 
  W 
  21 
  Human 
  11 
  M 
  NG 
  10 
  8 
  14 
  7 
  12 
  13 
  33 
  4 
  5 
  1-5 
  M,A 
  22 
  Human 
  4 
  M 
  CG 
  12 
  6 
  16 
  11 
  18 
  9 
  26 
  2 
  2 
  1-4 
   
  23 
  Human 
  9 
  F 
  CN 
  10 
  12 
  13 
  12 
  11 
  12 
  47 
  3 
  5 
  1-5 
  P 
  24 
  Human 
  9 
  M 
  NE 
  14 
  6 
  17 
  5 
  6 
  8 
  36 
  6 
  5 
  1-3 
   
  25 
  Human 
  5 
  F 
  NG 
  10 
  9 
  12 
  12 
  12 
  9 
  19 
  2 
  3 
  1-4 
   
  26 
  Human 
  11 
  F 
  N 
  11 
  11 
  14 
  9 
  10 
  9 
  31 
  3 
  5 
  1-4 
  A 
  27 
  Human 
  5 
  M 
  NG 
  9 
  9 
  16 
  15 
  14 
  11 
  25 
  6 
  3 
  1-4 
  SC 
  28 
  Human 
  5 
  M 
  N 
  13 
  9 
  14 
  8 
  8 
  10 
  22 
  5 
  3 
  1-4 
   
  29 
  Human 
  10 
  M 
  NE 
  8 
  7 
  15 
  10 
  15 
  10 
  53 
  4 
  5 
  1-4 
  SC,SC 
  30 
  Human 
  7 
  M 
  NG 
  6 
  9 
  12 
  10 
  11 
  6 
  47 
  5 
  4 
  1-2 
  A 
  31 
  Human 
  13 
  F 
  CE 
  7 
  6 
  18 
  7 
  6 
  11 
  34 
  3 
  6 
  1-4 
  P 
  32 
  Human 
  8 
  M 
  LE 
  10 
  13 
  13 
  7 
  13 
  10 
  29 
  2 
  4 
  1-4 
   
  33 
  Human 
  4 
  M 
  CE 
  11 
  15 
  13 
  5 
  17 
  7 
  34 
  4 
  2 
  1-3 
   
  34 
  Human 
  6 
  M 
  CG 
  8 
  13 
  16 
  11 
  15 
  13 
  45 
  6 
  3 
  1-5 
  P 
  35 
  Human 
  6 
  M 
  N 
  8 
  11 
  11 
  9 
  11 
  9 
  30 
  4 
  3 
  1-4 
   
  36 
  Human 
  10 
  F 
  CE 
  16 
  11 
  17 
  11 
  15 
  13 
  55 
  6 
  5 
  1-5 
  P 
  37 
  Human 
  10 
  M 
  NE 
  9 
  9 
  15 
  11 
  11 
  14 
  43 
  2 
  5 
  1-6 
  W 
  38 
  Human 
  9 
  F 
  NG 
  8 
  10 
  12 
  10 
  7 
  9 
  40 
  3 
  5 
  1-4 
  P,P 
  39 
  Human 
  12 
  M 
  CE 
  9 
  6 
  14 
  8 
  11 
  15 
  41 
  5 
  5 
  1-7 
  OW,W 
  40 
  Human 
  8 
  M 
  NG 
  18 
  17 
  18 
  18 
  17 
  18 
  59 
  2 
  4 
  1-15 
  M,A 
  41 
  Dwarf 
  7 
  M 
  NG 
  11 
  13 
  16 
  5 
  13 
  12 
  32 
  4 
  4 
  1-5 
   
  42 
  Human 
  1 
  M 
  CE 
  10 
  10 
  13 
  12 
  11 
  8 
  8 
  7 
  1 
  1-3 
   
  43 
  Human 
  6 
  M 
  CN 
  12 
  7 
  12 
  12 
  10 
  10 
  22 
  5 
  3 
  1-4 
   
  44 
  Human 
  8 
  F 
  LN 
  9 
  10 
  12 
  5 
  8 
  9 
  30 
  2 
  4 
  1-4 
  A 
  45 
  Human 
  2 
  M 
  LG 
  9 
  6 
  10 
  7 
  10 
  10 
  13 
  3 
  1 
  1-4 
   
  46 
  Human 
  6 
  M 
  CG 
  8 
  9 
  12 
  9 
  8 
  9 
  26 
  5 
  3 
  1-4 
  A 
  47 
  Elf 
  2 
  M 
  CE 
  9 
  11 
  13 
  7 
  13 
  11 
  5 
  3 
  1 
  1-4 
   
  48 
  Human 
  4 
  M 
  NE 
  10 
  9 
  15 
  8 
  12 
  12 
  26 
  3 
  2 
  1-5 
  P 
  49 
  Human 
  10 
  F 
  CE 
  7 
  11 
  18 
  5 
  16 
  12 
  60 
  4 
  5 
  1-5 
  P 
  50 
  Human 
  4 
  F 
  N 
  11 
  11 
  17 
  10 
  6 
  7 
  13 
  3 
  2 
  1-3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Continued on next page 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
  CLERICS continued 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  % Roll 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  SL 
  Hmen 
  M Items 
  51 
  Gnome 
  6 
  M 
  NE 
  10 
  8 
  17 
  10 
  10 
  11 
  20 
  7 
  3 
  1-4 
  SC 
  52 
  Human 
  4 
  M 
  N 
  6 
  8 
  14 
  12 
  15 
  10 
  25 
  2 
  2 
  1-4 
   
  53 
  Human 
  6 
  M 
  NG 
  6 
  12 
  15 
  11 
  16 
  8 
  47 
  2 
  3 
  1-2 
   
  54 
  1/2 Elf 
  5 
  M 
  CE 
  12 
  12 
  15 
  6 
  7 
  13 
  11 
  2 
  3 
  1-5 
  A 
  55 
  Human 
  4 
  F 
  N 
  6 
  12 
  14 
  10 
  10 
  6 
  20 
  5 
  2 
  1-2 
   
  56 
  Human 
  10 
  M 
  CE 
  12 
  12 
  16 
  14 
  11 
  16 
  42 
  5 
  5 
  1-10 
  OW 
  57 
  Human 
  10 
  F 
  CE 
  7 
  11 
  14 
  7 
  11 
  10 
  45 
  3 
  5 
  1-4 
  OW,P 
  58 
  1/2 Orc 
  2 
  M 
  NE 
  8 
  12 
  14 
  6 
  13 
  11 
  8 
  3 
  1 
  1-4 
   
  59 
  Human 
  10 
  F 
  LE 
  8 
  11 
  16 
  9 
  9 
  6 
  26 
  2 
  5 
  1-2 
  P,A 
  60 
  Human 
  3 
  M 
  NG 
  11 
  11 
  18 
  5 
  6 
  11 
  8 
  7 
  2 
  1-4 
  A 
  61 
  Human 
  4 
  F 
  CG 
  6 
  8 
  11 
  8 
  7 
  9 
  15 
  4 
  2 
  1-4 
   
  62 
  Human 
  10 
  M 
  NE 
  9 
  6 
  12 
  8 
  11 
  9 
  40 
  4 
  5 
  1-4 
  SC 
  63 
  1/2 Elf 
  3 
  F 
  N 
  9 
  14 
  17 
  13 
  8 
  9 
  12 
  2 
  2 
  1-4 
   
  64 
  Human 
  1 
  M 
  LN 
  10 
  9 
  12 
  8 
  7 
  6 
  8 
  3 
  1 
  1-2 
  SC 
  65 
  Human 
  10 
  F 
  CG 
  10 
  8 
  15 
  6 
  7 
  14 
  53 
  4 
  5 
  1-6 
  OW,SC,A 
  66 
  Human 
  12 
  M 
  NE 
  9 
  10 
  13 
  12 
  8 
  12 
  47 
  6 
  5 
  1-5 
  M 
  67 
  1/2 Orc 
  1 
  M 
  CN 
  7 
  8 
  14 
  9 
  14 
  6 
  4 
  4 
  1 
  1-2 
   
  68 
  Dwarf 
  6 
  F 
  LG 
  8 
  11 
  12 
  10 
  12 
  9 
  30 
  3 
  3 
  1-4 
   
  69 
  Human 
  12 
  F 
  LE 
  11 
  8 
  13 
  13 
  14 
  10 
  55 
  4 
  5 
  1-4 
  OW,P 
  70 
  Human 
  8 
  M 
  CG 
  9 
  11 
  13 
  13 
  11 
  6 
  39 
  3 
  4 
  1-2 
   
  71 
  1/2 Elf 
  1 
  M 
  LE 
  6 
  10 
  16 
  6 
  13 
  12 
  3 
  2 
  1 
  1-5 
   
  72 
  Human 
  1 
  F 
  LG 
  9 
  8 
  14 
  11 
  8 
  13 
  5 
  4 
  1 
  1-5 
   
  73 
  Elf 
  5 
  F 
  CE 
  12 
  11 
  14 
  7 
  8 
  8 
  25 
  6 
  3 
  1-3 
   
  74 
  Human 
  8 
  M 
  LE 
  11 
  10 
  14 
  12 
  9 
  11 
  30 
  6 
  4 
  1-4 
  A 
  75 
  Human 
  7 
  M 
  LN 
  11 
  11 
  14 
  11 
  13 
  11 
  32 
  7 
  4 
  1-4 
   
  76 
  Human 
  7 
  M 
  LG 
  11 
  9 
  15 
  6 
  8 
  7 
  24 
  4 
  4 
  1-3 
  R 
  77 
  Human 
  5 
  F 
  NE 
  13 
  13 
  14 
  13 
  15 
  11 
  30 
  5 
  3 
  1-4 
   
  78 
  Human 
  9 
  M 
  CE 
  12 
  13 
  15 
  8 
  16 
  8 
  53 
  6 
  5 
  1-3 
  P 
  79 
  Gnome 
  4 
  M 
  CG 
  10 
  7 
  12 
  12 
  9 
  9 
  16 
  2 
  2 
  1-4 
   
  80 
  Human 
  5 
  M 
  CN 
  10 
  11 
  13 
  10 
  12 
  8 
  18 
  2 
  3 
  1-3 
   
  81 
  Human 
  1 
  M 
  CG 
  10 
  7 
  14 
  8 
  16 
  12 
  10 
  6 
  1 
  1-5 
   
  82 
  Human 
  5 
  M 
  NG 
  11 
  10 
  14 
  11 
  8 
  9 
  19 
  4 
  3 
  1-4 
  P 
  83 
  Human 
  9 
  M 
  NG 
  13 
  8 
  15 
  12 
  6 
  9 
  34 
  5 
  5 
  1-4 
   
  84 
  Human 
  5 
  F 
  NG 
  11 
  12 
  14 
  4 
  14 
  13 
  29 
  5 
  3 
  1-5 
   
  85 
  1/2 Orc 
  4 
  F 
  CE 
  10 
  13 
  14 
  13 
  13 
  12 
  20 
  3 
  2 
  1-5 
   
  86 
  Human 
  4 
  M 
  N 
  10 
  6 
  15 
  13 
  13 
  9 
  12 
  3 
  2 
  1-4 
   
  87 
  Human 
  10 
  F 
  CN 
  9 
  8 
  16 
  13 
  15 
  9 
  46 
  6 
  5 
  1-4 
  SC,A 
  88 
  1/2 Elf 
  4 
  F 
  NG 
  6 
  8 
  16 
  10 
  12 
  10 
  23 
  6 
  2 
  1-4 
   
  89 
  1/2 Elf 
  4 
  M 
  LG 
  14 
  10 
  14 
  11 
  16 
  10 
  35 
  2 
  2 
  1-4 
  SC 
  90 
  Human 
  10 
  M 
  N 
  9 
  12 
  15 
  15 
  13 
  9 
  44 
  2 
  5 
  1-4 
  P 
  91 
  1/2 Orc 
  1 
  M 
  N 
  13 
  13 
  14 
  13 
  15 
  9 
  7 
  2 
  1 
  1-4 
   
  92 
  Human 
  2 
  M 
  NG 
  12 
  8 
  13 
  5 
  6 
  7 
  8 
  2 
  1 
  1-3 
   
  93 
  Human 
  9 
  F 
  LN 
  11 
  7 
  11 
  7 
  9 
  8 
  49 
  6 
  5 
  1-3 
  P 
  94 
  Human 
  5 
  F 
  NE 
  10 
  13 
  17 
  8 
  10 
  13 
  20 
  6 
  3 
  1-5 
   
  95 
  1/2 Elf 
  5 
  M 
  NE 
  10 
  6 
  15 
  11 
  10 
  7 
  29 
  3 
  3 
  1-3 
  A 
  96 
  Human 
  3 
  M 
  N 
  10 
  8 
  14 
  10 
  7 
  8 
  12 
  2 
  2 
  1-3 
   
  97-00 
  Multiclass NPC (c.f) 
   
  
   
  7 
  DRUIDS 
   
  d% 
  Race 
  Lvl Sex AL STR INT WIS DEX 
  CON CHA 
  Hp AC 
  SL 
  Hmen 
  M Items 
  01-02 
  Human 
  6 
  M 
  N 
  12 
  6 
  13 
  6 
  7 
  15 
  32 
  7 
  4 
  1-7 
  R 
  03-04 
  Human 
  5 
  M 
  N 
  10 
  13 
  13 
  14 
  18 
  16 
  29 
  7 
  3 
  1-8 
  P 
  05-06 
  Human 
  10 
  M 
  N 
  7 
  7 
  15 
  11 
  11 
  16 
  47 
  7 
  5 
  1-8 
  W,P,P 
  07-08 
  Human 
  4 
  M 
  N 
  12 
  6 
  14 
  10 
  13 
  15 
  12 
  7 
  3 
  1-7 
  S 
  09-10 
  Human 
  9 
  F 
  N 
  11 
  6 
  13 
  11 
  8 
  15 
  32 
  7 
  5 
  1-7 
   
  11-12 
  Human 
  10 
  F 
  N 
  13 
  9 
  14 
  6 
  11 
  15 
  48 
  7 
  5 
  1-7 
  SC,OW 
  13-14 
  Human 
  2 
  M 
  N 
  8 
  6 
  17 
  12 
  8 
  15 
  8 
  8 
  2 
  1-7 
  P 
  15-16 
  1/2 Elf 
  6 
  M 
  N 
  8 
  10 
  13 
  10 
  13 
  15 
  23 
  7 
  4 
  1-7 
   
  17-18 
  Human 
  2 
  M 
  N 
  11 
  10 
  13 
  8 
  9 
  15 
  7 
  7 
  2 
  1-7 
  P 
  19-20 
  Human 
  2 
  M 
  N 
  11 
  7 
  13 
  12 
  8 
  15 
  15 
  7 
  2 
  1-7 
   
  21-22 
  Human 
  9 
  M 
  N 
  13 
  10 
  14 
  6 
  12 
  16 
  49 
  8 
  5 
  1-8 
  M 
  23-24 
  Human 
  3 
  M 
  N 
  11 
  12 
  13 
  7 
  12 
  15 
  15 
  7 
  3 
  1-7 
   
  25-26 
  Human 
  10 
  M 
  N 
  8 
  10 
  13 
  9 
  10 
  15 
  44 
  7 
  5 
  1-7 
  P 
  27-28 
  Human 
  2 
  M 
  N 
  10 
  8 
  12 
  7 
  8 
  15 
  11 
  8 
  2 
  1-7 
   
  29-30 
  Human 
  1 
  F 
  N 
  10 
  9 
  13 
  11 
  12 
  15 
  6 
  7 
  1 
  1-7 
   
  31-32 
  1/2 Elf 
  8 
  F 
  N 
  13 
  12 
  14 
  13 
  6 
  15 
  25 
  8 
  4 
  1-7 
  S 
  33-34 
  Human 
  6 
  M 
  N 
  9 
  10 
  12 
  10 
  6 
  15 
  17 
  7 
  4 
  1-7 
   
  35-36 
  1/2 Elf 
  1 
  F 
  N 
  12 
  6 
  14 
  9 
  8 
  15 
  1 
  7 
  1 
  1-7 
   
  37-38 
  Human 
  10 
  F 
  N 
  7 
  9 
  13 
  8 
  13 
  16 
  48 
  8 
  5 
  1-8 
  A 
  39-40 
  Human 
  1 
  M 
  N 
  11 
  8 
  12 
  9 
  11 
  15 
  5 
  7 
  1 
  1-7 
   
  41-42 
  Human 
  4 
  M 
  N 
  10 
  9 
  13 
  8 
  9 
  15 
  19 
  8 
  3 
  1-7 
   
  43-44 
  1/2 Elf 
  4 
  M 
  N 
  12 
  6 
  14 
  8 
  14 
  15 
  16 
  8 
  3 
  1-7 
  A 
  45-46 
  Human 
  4 
  M 
  N 
  9 
  8 
  14 
  8 
  9 
  17 
  13 
  7 
  3 
  1-10 
   
  47-48 
  Human 
  9 
  F 
  N 
  10 
  13 
  13 
  11 
  6 
  15 
  41 
  7 
  5 
  1-7 
   
  49-50 
  Human 
  2 
  M 
  N 
  10 
  11 
  14 
  10 
  13 
  16 
  9 
  7 
  2 
  1-8 
   
  51-52 
  Human 
  7 
  F 
  N 
  7 
  11 
  16 
  9 
  11 
  15 
  37 
  7 
  4 
  1-7 
   
  53-54 
  Human 
  11 
  M 
  N 
  8 
  12 
  18 
  10 
  11 
  15 
  44 
  7 
  5 
  1-7 
  SC,P 
  55-56 
  Human 
  1 
  M 
  N 
  11 
  6 
  14 
  10 
  9 
  15 
  5 
  8 
  1 
  1-7 
  A 
  57-58 
  Human 
  5 
  M 
  N 
  12 
  10 
  17 
  8 
  17 
  16 
  27 
  8 
  3 
  1-8 
  M,S 
  59-60 
  Human 
  8 
  M 
  N 
  8 
  11 
  12 
  9 
  6 
  16 
  24 
  7 
  4 
  1-8 
   
  61-62 
  Human 
  1 
  F 
  N 
  11 
  9 
  13 
  8 
  8 
  15 
  5 
  8 
  1 
  1-7 
   
  63-64 
  Human 
  1 
  M 
  N 
  10 
  10 
  14 
  7 
  10 
  15 
  4 
  8 
  1 
  1-7 
   
  65-66 
  Human 
  3 
  M 
  N 
  10 
  12 
  17 
  6 
  15 
  15 
  10 
  8 
  3 
  1-7 
  S 
  67-68 
  Human 
  10 
  F 
  N 
  13 
  13 
  12 
  10 
  9 
  15 
  44 
  7 
  5 
  1-7 
  P 
  69-70 
  Human 
  4 
  F 
  N 
  10 
  12 
  18 
  13 
  14 
  16 
  19 
  7 
  3 
  1-8 
   
  71-72 
  1/2 Elf 
  5 
  M 
  N 
  9 
  14 
  16 
  8 
  10 
  16 
  23 
  8 
  3 
  1-8 
   
  73-74 
  Halfling 
  4 
  M 
  N 
  17 
  15 
  17 
  18 
  17 
  16 
  25 
  7 
  3 
  1-8 
   
  75-76 
  Halfling 
  3 
  F 
  N 
  9 
  10 
  14 
  16 
  13 
  15 
  12 
  7 
  3 
  1-7 
   
  77-78 
  Human 
  9 
  F 
  N 
  11 
  11 
  12 
  12 
  9 
  15 
  40 
  7 
  5 
  1-7 
   
  79-80 
  Human 
  6 
  F 
  N 
  10 
  14 
  14 
  12 
  8 
  16 
  22 
  8 
  4 
  1-8 
   
  81-82 
  Human 
  2 
  M 
  N 
  10 
  12 
  12 
  6 
  9 
  15 
  10 
  7 
  2 
  1-7 
   
  83-84 
  Human 
  3 
  M 
  N 
  10 
  11 
  13 
  13 
  15 
  15 
  23 
  7 
  3 
  1-7 
   
  85-86 
  1/2 Elf 
  6 
  F 
  N 
  12 
  11 
  13 
  9 
  13 
  15 
  35 
  8 
  4 
  1-7 
  SC 
  87-88 
  Human 
  4 
  M 
  N 
  14 
  9 
  14 
  11 
  15 
  15 
  20 
  7 
  3 
  1-7 
   
  89-90 
  Human 
  6 
  M 
  N 
  9 
  10 
  12 
  8 
  8 
  15 
  24 
  7 
  4 
  1-7 
   
  91-92 
  Human 
  4 
  F 
  N 
  9 
  12 
  12 
  8 
  9 
  18 
  24 
  7 
  3 
  1-15 
  S 
  93-94 
  Human 
  3 
  M 
  N 
  10 
  10 
  14 
  7 
  14 
  15 
  8 
  7 
  3 
  1-7 
   
  95-96 
  Human 
  9 
  F 
  N 
  9 
  11 
  12 
  12 
  15 
  16 
  54 
  7 
  5 
  1-8 
  P 
  97-98 
  Human 
  10 
  M 
  N 
  10 
  13 
  14 
  6 
  9 
  18 
  48 
  7 
  5 
  1-15 
   
  99-00 
  Human 
  3 
  M 
  N 
  16 
  9 
  14 
  15 
  11 
  17 
  12 
  7 
  3 
  1-10 
   
   
  
   
  8 
  FIGHTERS 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  Hmen 
  M Items 
  1 
  Human 
  1 
  M 
  N 
  11 
  8 
  10 
  8 
  7 
  10 
  4 
  2 
  1-4 
   
  2 
  1/2 Orc 
  10 
  F 
  LN 
  10 
  9 
  6 
  6 
  17 
  8 
  74 
  2 
  1-3 
  A 
  3 
  Dwarf 
  7 
  M 
  NG 
  14 
  8 
  6 
  10 
  14 
  10 
  42 
  4 
  1-4 
  P 
  4 
  Human 
  10 
  M 
  LN 
  18/53 
  6 
  6 
  11 
  7 
  6 
  43 
  4 
  1-2 
  S 
  5 
  Human 
  8 
  M 
  CE 
  14 
  5 
  15 
  13 
  8 
  17 
  64 
  5 
  1-10 
   
  6 
  Dwarf 
  3 
  F 
  NG 
  16 
  15 
  11 
  9 
  15 
  6 
  25 
  2 
  1-2 
   
  7 
  Human 
  4 
  M 
  NG 
  14 
  10 
  11 
  10 
  10 
  9 
  21 
  2 
  1-4 
   
  8 
  Human 
  4 
  M 
  LG 
  14 
  10 
  12 
  13 
  15 
  11 
  23 
  5 
  1-4 
  A 
  9 
  Human 
  11 
  M 
  NE 
  18/76 
  6 
  9 
  18 
  16 
  11 
  79 
  2 
  1-4 
  SC,P 
  10 
  Human 
  10 
  M 
  CN 
  18/94 
  13 
  12 
  13 
  13 
  8 
  58 
  3 
  1-3 
  S,SC,R 
  11 
  Human 
  12 
  M 
  NE 
  15 
  7 
  13 
  13 
  11 
  11 
  64 
  4 
  1-4 
  P,OW 
  12 
  Human 
  11 
  M 
  LN 
  16 
  11 
  8 
  6 
  12 
  14 
  45 
  5 
  1-4 
  P,OW 
  13 
  Human 
  3 
  F 
  CE 
  13 
  9 
  9 
  10 
  7 
  9 
  12 
  2 
  1-4 
  P 
  14 
  Human 
  7 
  M 
  CG 
  13 
  5 
  10 
  12 
  12 
  10 
  49 
  4 
  1-4 
  R 
  15 
  Human 
  2 
  M 
  LG 
  14 
  10 
  14 
  14 
  10 
  7 
  9 
  2 
  1-3 
   
  16 
  Human 
  10 
  F 
  NE 
  16 
  10 
  12 
  7 
  13 
  7 
  48 
  2 
  1-3 
  P,P 
  17 
  Human 
  6 
  M 
  LG 
  13 
  8 
  12 
  12 
  7 
  9 
  35 
  3 
  1-4 
   
  18 
  Human 
  8 
  M 
  NE 
  12 
  11 
  8 
  11 
  15 
  7 
  56 
  3 
  1-3 
  P 
  19 
  Human 
  12 
  F 
  NG 
  13 
  11 
  8 
  11 
  9 
  8 
  65 
  3 
  1-3 
  SC,OW 
  20 
  Human 
  4 
  F 
  NG 
  17 
  11 
  10 
  14 
  7 
  9 
  20 
  3 
  1-4 
   
  21 
  Human 
  3 
  M 
  LE 
  14 
  13 
  8 
  8 
  13 
  12 
  11 
  3 
  1-5 
   
  22 
  Human 
  7 
  M 
  NE 
  14 
  9 
  10 
  6 
  14 
  8 
  43 
  5 
  1-3 
   
  23 
  Human 
  8 
  M 
  N 
  13 
  11 
  12 
  12 
  10 
  11 
  56 
  4 
  1-4 
   
  24 
  Elf 
  1 
  M 
  CE 
  18/11 
  8 
  12 
  8 
  7 
  8 
  9 
  4 
  1-3 
   
  25 
  Human 
  7 
  M 
  CN 
  14 
  9 
  11 
  11 
  10 
  11 
  48 
  2 
  1-4 
  S 
  26 
  Human 
  6 
  F 
  CG 
  13 
  12 
  11 
  12 
  9 
  10 
  39 
  3 
  1-4 
   
  27 
  Human 
  3 
  M 
  CE 
  15 
  8 
  9 
  14 
  10 
  7 
  29 
  3 
  1-3 
   
  28 
  Human 
  5 
  M 
  CG 
  12 
  8 
  7 
  9 
  7 
  10 
  33 
  3 
  1-4 
   
  29 
  Human 
  6 
  M 
  NE 
  13 
  8 
  8 
  11 
  11 
  11 
  25 
  4 
  1-4 
  S 
  30 
  Elf 
  4 
  M 
  N 
  16 
  8 
  11 
  11 
  15 
  16 
  27 
  2 
  1-8 
   
  31 
  Human 
  6 
  F 
  LG 
  14 
  9 
  6 
  11 
  12 
  12 
  34 
  3 
  1-5 
   
  32 
  Gnome 
  4 
  F 
  CE 
  15 
  7 
  11 
  13 
  12 
  12 
  32 
  3 
  1-5 
   
  33 
  Human 
  5 
  M 
  LE 
  13 
  10 
  7 
  11 
  12 
  13 
  22 
  4 
  1-5 
   
  34 
  Human 
  9 
  M 
  NG 
  12 
  8 
  11 
  10 
  7 
  8 
  59 
  5 
  1-3 
  S,R 
  35 
  Dwarf 
  3 
  M 
  LN 
  14 
  9 
  11 
  9 
  13 
  11 
  23 
  4 
  1-4 
   
  36 
  Human 
  8 
  F 
  LN 
  18/01 
  11 
  9 
  9 
  15 
  14 
  40 
  3 
  1-6 
  P 
  37 
  Human 
  2 
  M 
  NG 
  11 
  6 
  7 
  10 
  11 
  10 
  8 
  4 
  1-4 
   
  38 
  Human 
  1 
  F 
  LN 
  15 
  8 
  10 
  7 
  15 
  10 
  5 
  2 
  1-4 
   
  39 
  Halfling 
  4 
  F 
  CN 
  11 
  9 
  9 
  9 
  10 
  8 
  24 
  4 
  1-3 
  A 
  40 
  Human 
  7 
  M 
  NE 
  14 
  7 
  11 
  11 
  12 
  14 
  31 
  2 
  1-6 
   
  41 
  Human 
  3 
  M 
  CE 
  14 
  11 
  13 
  14 
  11 
  10 
  15 
  5 
  1-4 
   
  42 
  1/2 Orc 
  7 
  M 
  CE 
  16 
  10 
  10 
  14 
  13 
  7 
  58 
  3 
  1-3 
  P,W 
  43 
  1/2 Elf 
  4 
  M 
  LG 
  17 
  8 
  11 
  14 
  7 
  10 
  15 
  5 
  1-4 
   
  44 
  Human 
  5 
  M 
  LE 
  11 
  8 
  9 
  9 
  8 
  6 
  25 
  5 
  1-2 
   
  45 
  Elf 
  4 
  M 
  LE 
  16 
  8 
  12 
  14 
  15 
  12 
  21 
  2 
  1-5 
   
  46 
  Human 
  10 
  M 
  CE 
  13 
  9 
  11 
  10 
  8 
  8 
  54 
  4 
  1-3 
  A,S 
  47 
  Gnome 
  1 
  M 
  LN 
  13 
  7 
  11 
  10 
  13 
  8 
  6 
  5 
  1-3 
   
  48 
  Human 
  3 
  M 
  LN 
  13 
  10 
  11 
  10 
  15 
  12 
  23 
  3 
  1-5 
   
  49 
  Human 
  8 
  M 
  LG 
  13 
  9 
  11 
  10 
  10 
  7 
  39 
  3 
  1-3 
  A 
  50 
  Human 
  3 
  F 
  LG 
  13 
  8 
  12 
  11 
  9 
  12 
  17 
  3 
  1-5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Continued on next page 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
  FIGHTERS continued 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  Hmen 
  M Items 
  51 
  1/2 Orc 
  4 
  M 
  N 
  15 
  9 
  13 
  12 
  13 
  7 
  16 
  5 
  1-3 
   
  52 
  Human 
  10 
  M 
  CG 
  12 
  9 
  8 
  12 
  12 
  10 
  50 
  2 
  1-4 
  S 
  53 
  Dwarf 
  7 
  F 
  N 
  15 
  6 
  10 
  10 
  14 
  11 
  42 
  2 
  1-4 
  P 
  54 
  Human 
  4 
  M 
  LE 
  12 
  8 
  10 
  8 
  10 
  12 
  20 
  5 
  1-5 
   
  55 
  Human 
  1 
  M 
  NG 
  13 
  8 
  11 
  12 
  7 
  9 
  6 
  3 
  1-4 
   
  56 
  Human 
  1 
  M 
  NG 
  14 
  6 
  11 
  10 
  12 
  13 
  7 
  5 
  1-5 
   
  57 
  Human 
  6 
  F 
  LG 
  14 
  8 
  12 
  13 
  10 
  9 
  36 
  2 
  1-4 
   
  58 
  Human 
  1 
  M 
  CE 
  14 
  7 
  8 
  9 
  15 
  11 
  10 
  5 
  1-4 
   
  59 
  1/2 Orc 
  7 
  F 
  LN 
  14 
  6 
  10 
  12 
  16 
  9 
  67 
  2 
  1-4 
  S 
  60 
  Human 
  1 
  F 
  LN 
  14 
  9 
  12 
  12 
  16 
  10 
  12 
  3 
  1-4 
   
  61 
  Human 
  7 
  F 
  LG 
  13 
  8 
  6 
  8 
  12 
  10 
  39 
  2 
  1-4 
   
  62 
  Human 
  6 
  F 
  CG 
  12 
  10 
  9 
  7 
  13 
  6 
  25 
  3 
  1-2 
   
  63 
  Human 
  2 
  F 
  LG 
  14 
  10 
  12 
  11 
  10 
  10 
  9 
  2 
  1-4 
   
  64 
  Human 
  10 
  F 
  N 
  11 
  10 
  11 
  10 
  12 
  15 
  66 
  4 
  1-7 
  A,P 
  65 
  1/2 Elf 
  4 
  M 
  NG 
  18/63 
  8 
  13 
  11 
  9 
  13 
  29 
  2 
  1-5 
   
  66 
  Human 
  8 
  F 
  CG 
  15 
  11 
  14 
  11 
  9 
  14 
  46 
  2 
  1-6 
   
  67 
  Human 
  5 
  M 
  NE 
  14 
  10 
  7 
  10 
  9 
  12 
  21 
  5 
  1-5 
  P 
  68 
  1/2 Elf 
  6 
  M 
  CN 
  18/90 
  18 
  15 
  18 
  18 
  15 
  53 
  2 
  1-7 
  M 
  69 
  Human 
  3 
  F 
  LE 
  13 
  11 
  9 
  12 
  15 
  9 
  23 
  3 
  1-4 
   
  70 
  Human 
  10 
  M 
  LN 
  14 
  8 
  10 
  7 
  8 
  10 
  61 
  5 
  1-4 
  R,A 
  71 
  Human 
  11 
  M 
  NE 
  15 
  9 
  12 
  9 
  10 
  6 
  58 
  5 
  1-2 
  S,P 
  72 
  Human 
  1 
  F 
  NG 
  13 
  7 
  8 
  10 
  11 
  6 
  6 
  4 
  1-2 
   
  73 
  Human 
  1 
  F 
  CE 
  12 
  8 
  12 
  8 
  11 
  8 
  7 
  3 
  1-3 
  P 
  74 
  Human 
  9 
  F 
  CE 
  14 
  13 
  9 
  9 
  10 
  11 
  46 
  5 
  1-4 
  M 
  75 
  Human 
  3 
  F 
  CN 
  14 
  11 
  11 
  12 
  8 
  10 
  21 
  2 
  1-4 
   
  76 
  Human 
  5 
  M 
  CG 
  15 
  12 
  9 
  12 
  9 
  8 
  29 
  4 
  1-3 
  A 
  77 
  Human 
  8 
  M 
  NE 
  13 
  12 
  7 
  7 
  15 
  14 
  60 
  4 
  1-6 
   
  78 
  Human 
  8 
  M 
  LE 
  14 
  11 
  7 
  6 
  15 
  13 
  55 
  2 
  1-5 
   
  79 
  Elf 
  1 
  F 
  LG 
  17 
  8 
  10 
  8 
  7 
  9 
  9 
  4 
  1-4 
   
  80 
  Human 
  3 
  M 
  LE 
  11 
  10 
  6 
  10 
  11 
  10 
  15 
  2 
  1-4 
   
  81 
  Human 
  1 
  M 
  CG 
  14 
  4 
  8 
  11 
  9 
  7 
  10 
  3 
  1-3 
   
  82 
  Human 
  2 
  M 
  LE 
  15 
  12 
  10 
  11 
  11 
  6 
  11 
  2 
  1-2 
   
  83 
  Human 
  7 
  M 
  NG 
  16 
  5 
  12 
  14 
  12 
  12 
  42 
  3 
  1-5 
  S 
  84 
  Human 
  7 
  M 
  LG 
  14 
  6 
  10 
  11 
  10 
  8 
  27 
  5 
  1-3 
   
  85 
  Human 
  3 
  M 
  NE 
  16 
  7 
  9 
  8 
  15 
  13 
  21 
  3 
  1-5 
   
  86 
  Halfling 
  2 
  M 
  CN 
  11 
  9 
  8 
  15 
  17 
  11 
  19 
  3 
  1-4 
   
  87 
  1/2 Orc 
  1 
  M 
  LE 
  13 
  5 
  9 
  11 
  13 
  6 
  9 
  3 
  1-2 
   
  88 
  Gnome 
  5 
  M 
  LN 
  14 
  7 
  11 
  9 
  8 
  9 
  25 
  5 
  1-4 
  A 
  89 
  Human 
  6 
  F 
  CE 
  18/50 
  5 
  8 
  12 
  11 
  11 
  30 
  2 
  1-4 
   
  90 
  Human 
  4 
  M 
  NE 
  12 
  8 
  9 
  10 
  11 
  10 
  24 
  3 
  1-4 
  A 
  91 
  Human 
  5 
  F 
  N 
  12 
  10 
  6 
  8 
  11 
  10 
  29 
  2 
  1-4 
   
  92-00 
  Multiclass NPC (c.f) 
   
   
   
   
   
  
   
  10 
  PALADINS 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  SL 
  Att 
  Hmen 
  M Items 
  1-2 
  Human 
  7 
  F 
  LG 
  14 
  10 
  14 
  8 
  11 
  17 
  38 
  3 
   
  3/2 
  1-10 
  A,OW 
  3-4 
  Human 
  1 
  M 
  LG 
  13 
  12 
  15 
  13 
  17 
  18 
  9 
  4 
   
  1/1 
  1-15 
  P 
  5-6 
  Human 
  6 
  F 
  LG 
  12 
  9 
  13 
  11 
  13 
  17 
  37 
  4 
   
  1/1 
  1-10 
   
  7-8 
  Human 
  9 
  M 
  LG 
  12 
  12 
  13 
  11 
  9 
  17 
  54 
  3 
  C1 
  3/2 
  1-10 
  S,R 
  9-10 
  Human 
  9 
  M 
  LG 
  16 
  9 
  13 
  9 
  12 
  17 
  39 
  4 
  C1 
  3/2 
  1-10 
   
  11-12 
  Human 
  1 
  F 
  LG 
  12 
  9 
  13 
  11 
  9 
  17 
  6 
  3 
   
  1/1 
  1-10 
   
  13-14 
  Human 
  9 
  M 
  LG 
  12 
  9 
  13 
  9 
  14 
  17 
  53 
  4 
  C1 
  3/2 
  1-10 
  R 
  15-16 
  Human 
  3 
  F 
  LG 
  14 
  10 
  13 
  17 
  10 
  17 
  18 
  5 
   
  1/1 
  1-10 
   
  17-18 
  Human 
  2 
  M 
  LG 
  13 
  10 
  15 
  12 
  10 
  18 
  11 
  2 
   
  1/1 
  1-15 
   
  19-20 
  Human 
  4 
  M 
  LG 
  16 
  13 
  13 
  10 
  10 
  17 
  17 
  4 
   
  1/1 
  1-10 
   
  21-22 
  Human 
  8 
  M 
  LG 
  13 
  9 
  13 
  7 
  15 
  17 
  48 
  4 
   
  3/2 
  1-10 
  P 
  23-24 
  Human 
  8 
  M 
  LG 
  12 
  9 
  13 
  12 
  9 
  17 
  44 
  2 
   
  3/2 
  1-10 
  R 
  25-26 
  Human 
  3 
  M 
  LG 
  16 
  9 
  13 
  13 
  9 
  18 
  18 
  5 
   
  1/1 
  1-15 
   
  27-28 
  Human 
  5 
  M 
  LG 
  18/12 
  9 
  13 
  6 
  12 
  17 
  27 
  2 
   
  1/1 
  1-10 
  S,W 
  29-30 
  Human 
  8 
  M 
  LG 
  12 
  9 
  13 
  9 
  15 
  17 
  59 
  4 
   
  3/2 
  1-10 
  S,SH 
  31-32 
  Human 
  1 
  F 
  LG 
  18/50 
  9 
  15 
  11 
  10 
  17 
  5 
  4 
   
  1/1 
  1-10 
  A 
  33-34 
  Human 
  2 
  M 
  LG 
  16 
  12 
  13 
  8 
  13 
  17 
  10 
  4 
   
  1/1 
  1-10 
   
  35-36 
  Human 
  5 
  M 
  LG 
  12 
  10 
  15 
  12 
  9 
  17 
  31 
  3 
   
  1/1 
  1-10 
   
  37-38 
  Human 
  2 
  F 
  LG 
  12 
  9 
  13 
  12 
  12 
  18 
  12 
  3 
   
  1/1 
  1-15 
   
  39-40 
  Human 
  3 
  M 
  LG 
  14 
  10 
  16 
  10 
  16 
  18 
  20 
  3 
   
  1/1 
  1-15 
   
  41-42 
  Human 
  9 
  F 
  LG 
  17 
  14 
  16 
  9 
  9 
  17 
  58 
  3 
  C1 
  3/2 
  1-12 
  R 
  43-44 
  Human 
  7 
  M 
  LG 
  12 
  12 
  13 
  11 
  9 
  18 
  49 
  3 
   
  3/2 
  1-15 
  P 
  45-46 
  Human 
  5 
  M 
  LG 
  18/49 
  13 
  13 
  11 
  9 
  17 
  32 
  5 
   
  1/1 
  1-10 
  SC 
  47-48 
  Human 
  8 
  M 
  LG 
  12 
  9 
  13 
  10 
  9 
  17 
  43 
  3 
   
  3/2 
  1-10 
   
  49-50 
  Human 
  1 
  M 
  LG 
  14 
  9 
  13 
  10 
  13 
  18 
  6 
  4 
   
  1/1 
  1-15 
   
  51-52 
  Human 
  8 
  M 
  LG 
  14 
  10 
  13 
  10 
  9 
  17 
  39 
  3 
   
  3/2 
  1-10 
   
  53-54 
  Human 
  8 
  M 
  LG 
  12 
  9 
  13 
  6 
  9 
  17 
  54 
  3 
   
  3/2 
  1-10 
   
  55-56 
  Human 
  7 
  M 
  LG 
  12 
  9 
  13 
  9 
  10 
  17 
  33 
  2 
   
  3/2 
  1-10 
  A,P 
  57-58 
  Human 
  10 
  M 
  LG 
  13 
  13 
  13 
  10 
  14 
  17 
  66 
  2 
  C1 
  3/2 
  1-10 
  P,M 
  59-60 
  Human 
  10 
  F 
  LG 
  12 
  9 
  13 
  6 
  9 
  17 
  53 
  3 
  C1 
  3/2 
  1-10 
  S 
  61-62 
  Human 
  5 
  M 
  LG 
  13 
  9 
  14 
  9 
  9 
  17 
  20 
  5 
   
  1/1 
  1-10 
   
  63-64 
  Human 
  7 
  M 
  LG 
  12 
  11 
  13 
  12 
  12 
  17 
  34 
  2 
   
  3/2 
  1-10 
   
  65-66 
  Human 
  11 
  M 
  LG 
  13 
  9 
  17 
  9 
  9 
  17 
  58 
  2 
  C2 
  3/2 
  1-10 
  A 
  67-68 
  Human 
  8 
  M 
  LG 
  12 
  9 
  13 
  9 
  9 
  17 
  40 
  5 
   
  3/2 
  1-10 
  P 
  69-70 
  Human 
  7 
  M 
  LG 
  14 
  9 
  13 
  9 
  9 
  17 
  51 
  3 
   
  3/2 
  1-10 
   
  71-72 
  Human 
  12 
  F 
  LG 
  16 
  10 
  13 
  12 
  12 
  17 
  53 
  5 
  C2 
  3/2 
  1-10 
  R,P 
  73-74 
  Human 
  8 
  M 
  LG 
  18/98 
  16 
  18 
  18 
  18 
  18 
  83 
  2 
   
  3/2 
  1-15 
  S 
  75-76 
  Human 
  8 
  M 
  LG 
  13 
  13 
  14 
  13 
  13 
  17 
  47 
  3 
   
  3/2 
  1-10 
  M 
  77-78 
  Human 
  4 
  M 
  LG 
  12 
  11 
  13 
  9 
  9 
  17 
  26 
  4 
   
  1/1 
  1-10 
   
  79-80 
  Human 
  5 
  M 
  LG 
  14 
  9 
  15 
  11 
  11 
  17 
  20 
  3 
   
  1/1 
  1-10 
   
  81-82 
  Human 
  3 
  M 
  LG 
  16 
  10 
  15 
  12 
  12 
  17 
  19 
  4 
   
  1/1 
  1-10 
   
  83-84 
  Human 
  8 
  M 
  LG 
  18/91 
  12 
  15 
  17 
  17 
  17 
  75 
  2 
   
  3/2 
  1-10 
  P 
  85-86 
  Human 
  8 
  M 
  LG 
  14 
  11 
  13 
  11 
  11 
  17 
  40 
  5 
   
  3/2 
  1-10 
  S 
  87-88 
  Human 
  5 
  F 
  LG 
  12 
  11 
  14 
  10 
  10 
  18 
  23 
  3 
   
  1/1 
  1-15 
   
  89-90 
  Human 
  10 
  M 
  LG 
  12 
  10 
  13 
  11 
  11 
  17 
  52 
  5 
  C1 
  3/2 
  1-10 
  A,P 
  91-92 
  Human 
  11 
  F 
  LG 
  14 
  9 
  13 
  9 
  9 
  17 
  54 
  5 
  C2 
  3/2 
  1-10 
  A,S 
  93-94 
  Human 
  6 
  F 
  LG 
  12 
  9 
  13 
  9 
  9 
  18 
  27 
  4 
   
  3/2 
  1-15 
   
  95-96 
  Human 
  5 
  M 
  LG 
  12 
  10 
  14 
  10 
  10 
  17 
  28 
  2 
   
  1/1 
  1-10 
   
  97-98 
  Human 
  8 
  M 
  LG 
  13 
  12 
  13 
  15 
  15 
  17 
  46 
  3 
   
  3/2 
  1-10 
  S,SH,R 
  99-100 
  Human 
  3 
  F 
  LG 
  12 
  12 
  13 
  11 
  11 
  18 
  17 
  4 
   
  1/1 
  1-15 
   
   
  
   
  11 
  RANGERS 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  SL 
  #AT 
  Hmen 
  M Items 
  1-2 
  Human 
  8 
  F 
  NG 
  14 
  13 
  18 
  13 
  14 
  8 
  38 
  2 
  D1 
  3/2 
  1-3 
  P,OW 
  3-4 
  Human 
  8 
  F 
  LG 
  15 
  13 
  14 
  11 
  14 
  10 
  40 
  3 
  D1 
  3/2 
  1-4 
   
  5-6 
  Human 
  2 
  F 
  LG 
  13 
  13 
  14 
  8 
  16 
  13 
  23 
  4 
   
  1/1 
   
  OW 
  7-8 
  Human 
  12 
  F 
  CG 
  16 
  13 
  14 
  6 
  14 
  11 
  52 
  4 
  D2,M1 
  3/2 
  1-4 
  P 
  9-10 
  Human 
  6 
  M 
  CG 
  13 
  15 
  14 
  12 
  14 
  11 
  31 
  5 
   
  1/1 
   
   
  11-12 
  Human 
  8 
  M 
  LG 
  13 
  13 
  14 
  11 
  14 
  11 
  53 
  3 
  D1 
  3/2 
  1-4 
   
  13-14 
  Human 
  4 
  M 
  LG 
  13 
  17 
  14 
  11 
  14 
  9 
  24 
  5 
   
  1/1 
   
   
  15-16 
  Human 
  8 
  F 
  NG 
  15 
  15 
  14 
  7 
  17 
  8 
  67 
  4 
  D1 
  3/2 
  1-3 
  S,SH 
  17-18 
  Human 
  5 
  F 
  CG 
  13 
  13 
  14 
  10 
  15 
  9 
  33 
  3 
   
  1/1 
   
   
  19-20 
  Human 
  7 
  F 
  LG 
  18/23 
  13 
  14 
  12 
  15 
  10 
  46 
  5 
   
  1/1 
   
   
  21-22 
  Human 
  5 
  M 
  LG 
  13 
  15 
  14 
  11 
  14 
  10 
  30 
  2 
   
  1/1 
   
  R 
  23-24 
  Human 
  5 
  M 
  CG 
  13 
  13 
  18 
  12 
  14 
  11 
  29 
  5 
   
  1/1 
   
   
  25-26 
  Human 
  2 
  M 
  NG 
  14 
  13 
  14 
  10 
  14 
  12 
  20 
  2 
   
  1/1 
   
   
  27-28 
  1/2 Elf 
  6 
  M 
  LG 
  13 
  13 
  14 
  17 
  14 
  7 
  27 
  5 
   
  1/1 
   
   
  29-30 
  Human 
  5 
  M 
  CG 
  16 
  13 
  14 
  7 
  14 
  6 
  30 
  3 
   
  1/1 
   
  S 
  31-32 
  Human 
  9 
  M 
  NG 
  13 
  15 
  14 
  10 
  14 
  9 
  43 
  2 
  D1,M1 
  3/2 
  1-4 
   
  33-34 
  Human 
  9 
  M 
  NG 
  13 
  13 
  14 
  8 
  14 
  14 
  44 
  3 
  D1,M1 
  3/2 
  1-6 
   
  35-36 
  1/2 Elf 
  1 
  M 
  NG 
  13 
  13 
  14 
  10 
  16 
  9 
  12 
  4 
   
  1/1 
   
   
  37-38 
  Human 
  9 
  M 
  LG 
  15 
  13 
  14 
  12 
  14 
  8 
  40 
  3 
  D1,M1 
  3/2 
  1-3 
  M 
  39-40 
  Human 
  6 
  F 
  CG 
  13 
  14 
  14 
  11 
  14 
  7 
  43 
  5 
   
  1/1 
   
   
  41-42 
  Human 
  1 
  M 
  LG 
  13 
  13 
  15 
  9 
  14 
  11 
  14 
  3 
   
  1/1 
   
   
  43-44 
  Human 
  8 
  F 
  LG 
  13 
  13 
  14 
  12 
  17 
  10 
  65 
  3 
  D1 
  3/2 
  1-4 
   
  45-46 
  Human 
  7 
  M 
  CG 
  14 
  16 
  14 
  10 
  14 
  10 
  43 
  3 
   
  1/1 
   
  SC,R 
  47-48 
  Human 
  4 
  F 
  LG 
  13 
  15 
  14 
  13 
  14 
  11 
  22 
  2 
   
  1/1 
   
   
  49-50 
  Human 
  7 
  M 
  NG 
  13 
  13 
  14 
  12 
  14 
  8 
  42 
  3 
   
  1/1 
   
   
  51-52 
  Human 
  4 
  M 
  NG 
  15 
  13 
  14 
  9 
  14 
  9 
  24 
  4 
   
  1/1 
   
   
  53-54 
  Human 
  10 
  F 
  CG 
  14 
  15 
  14 
  11 
  14 
  13 
  57 
  5 
  D1,M1 
  3/2 
  1-5 
  S 
  55-56 
  Human 
  8 
  M 
  NG 
  13 
  13 
  14 
  12 
  15 
  12 
  59 
  3 
  D1 
  3/2 
  1-5 
  S 
  57-58 
  Human 
  4 
  M 
  LG 
  17 
  13 
  14 
  12 
  17 
  8 
  34 
  2 
   
  1/1 
   
   
  59-60 
  Human 
  10 
  F 
  LG 
  13 
  16 
  14 
  6 
  14 
  8 
  43 
  2 
  D1,M1 
  3/2 
  1-3 
  A 
  61-62 
  Human 
  7 
  M 
  NG 
  13 
  13 
  18 
  6 
  14 
  12 
  36 
  5 
   
  1/1 
   
  W 
  63-64 
  Human 
  8 
  F 
  CG 
  13 
  13 
  14 
  10 
  15 
  16 
  59 
  4 
  D1 
  3/2 
  1-8 
  P 
  65-66 
  Human 
  1 
  M 
  CG 
  13 
  13 
  14 
  7 
  14 
  11 
  7 
  2 
   
  1/1 
   
   
  67-68 
  Human 
  1 
  M 
  CG 
  13 
  13 
  15 
  11 
  15 
  10 
  9 
  5 
   
  1/1 
   
   
  69-70 
  1/2 Elf 
  6 
  M 
  NG 
  18/90 
  17 
  17 
  17 
  18 
  18 
  50 
  2 
   
  1/1 
   
  S,SC 
  71-72 
  Human 
  5 
  M 
  LG 
  13 
  13 
  15 
  9 
  15 
  9 
  39 
  3 
   
  1/1 
   
  A 
  73-74 
  1/2 Elf 
  4 
  M 
  NG 
  13 
  13 
  14 
  6 
  14 
  8 
  18 
  5 
   
  1/1 
   
   
  75-76 
  1/2 Elf 
  4 
  F 
  CG 
  15 
  13 
  18 
  6 
  16 
  14 
  27 
  2 
   
  1/1 
   
  A,S 
  77-78 
  Human 
  12 
  M 
  CG 
  17 
  13 
  14 
  12 
  14 
  12 
  63 
  5 
  D2,M1 
  3/2 
  1-5 
  P,P 
  79-80 
  Human 
  7 
  F 
  LG 
  13 
  17 
  14 
  12 
  15 
  12 
  46 
  2 
   
  1/1 
   
   
  81-82 
  Human 
  1 
  M 
  CG 
  16 
  13 
  14 
  10 
  14 
  12 
  8 
  5 
   
  1/1 
   
   
  83-84 
  Human 
  9 
  M 
  NG 
  13 
  13 
  14 
  15 
  15 
  11 
  51 
  3 
  D1,M1 
  3/2 
  1-4 
  S 
  85-86 
  Human 
  8 
  M 
  LG 
  18/00 
  15 
  14 
  9 
  14 
  9 
  45 
  4 
  D1 
  3/2 
  1-4 
  P 
  87-88 
  Human 
  10 
  M 
  CG 
  16 
  16 
  14 
  11 
  14 
  7 
  45 
  3 
  D1,M1 
  3/2 
  1-3 
  S 
  89-90 
  Human 
  9 
  M 
  NG 
  13 
  13 
  14 
  9 
  14 
  15 
  44 
  2 
  D1,M1 
  3/2 
  1-7 
   
  91-92 
  1/2 Elf 
  4 
  F 
  CG 
  14 
  13 
  15 
  6 
  14 
  10 
  29 
  5 
   
  1/1 
   
   
  93-94 
  Human 
  9 
  M 
  NG 
  13 
  13 
  14 
  12 
  14 
  12 
  40 
  3 
  D1,M1 
  3/2 
  1-5 
  R 
  95-96 
  Human 
  11 
  M 
  CG 
  13 
  13 
  15 
  8 
  14 
  11 
  45 
  5 
  D1,M1 
  3/2 
  1-4 
  SC 
  97-100 
  Multiclass NPC (c.f) 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  12 
  MAGIC-USERS 
   
  d% 
  Race 
  LVL 
  SEX 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  SL 
  Hmen 
  M Items 
  1 
  Human 
  6 
  F 
  LG 
  5 
  17 
  11 
  7 
  6 
  12 
  16 
  10 
  5 
  1-5 
   
  2 
  Human 
  2 
  F 
  CE 
  13 
  14 
  16 
  13 
  9 
  10 
  4 
  10 
  1 
  1-4 
   
  3 
  Human 
  14 
  F 
  NE 
  7 
  17 
  7 
  6 
  8 
  9 
  32 
  10 
  6 
  1-4 
  M,SC 
  4 
  Elf 
  1 
  M 
  LN 
  3 
  14 
  12 
  11 
  14 
  9 
  3 
  10 
  1 
  1-6 
  SC 
  5 
  Human 
  1 
  M 
  NE 
  5 
  11 
  8 
  15 
  15 
  6 
  3 
  10 
  1 
  1-2 
   
  6 
  Human 
  13 
  M 
  LN 
  12 
  16 
  8 
  6 
  7 
  15 
  29 
  10 
  6 
  1-7 
  SC,P 
  7 
  Human 
  10 
  M 
  LN 
  8 
  16 
  8 
  12 
  11 
  15 
  17 
  10 
  5 
  1-7 
  SC 
  8 
  1/2 Elf 
  5 
  F 
  N 
  12 
  17 
  10 
  12 
  10 
  7 
  15 
  10 
  3 
  1-3 
   
  9 
  Human 
  4 
  M 
  LN 
  8 
  14 
  12 
  8 
  12 
  12 
  9 
  10 
  2 
  1-5 
   
  10 
  Elf 
  4 
  M 
  NG 
  8 
  11 
  10 
  10 
  12 
  14 
  9 
  10 
  2 
  1-6 
  P 
  11 
  Human 
  9 
  M 
  CE 
  8 
  13 
  7 
  11 
  17 
  7 
  34 
  10 
  5 
  1-3 
  M,OW 
  12 
  Human 
  4 
  M 
  NG 
  6 
  14 
  9 
  13 
  10 
  15 
  10 
  10 
  2 
  1-7 
   
  13 
  1/2 Elf 
  1 
  F 
  CG 
  9 
  15 
  12 
  12 
  6 
  7 
  3 
  10 
  1 
  1-3 
  SC 
  14 
  Human 
  9 
  M 
  CN 
  13 
  14 
  12 
  8 
  13 
  10 
  19 
  10 
  5 
  1-4 
  SC 
  15 
  Human 
  1 
  M 
  NE 
  8 
  14 
  12 
  12 
  8 
  12 
  3 
  10 
  1 
  1-5 
   
  16 
  Human 
  1 
  M 
  CN 
  12 
  15 
  6 
  10 
  8 
  11 
  4 
  10 
  1 
  1-4 
   
  17 
  Human 
  3 
  F 
  CE 
  12 
  13 
  9 
  11 
  11 
  9 
  10 
  10 
  2 
  1-4 
   
  18 
  Human 
  13 
  M 
  CG 
  13 
  13 
  11 
  6 
  11 
  8 
  32 
  10 
  6 
  1-3 
  P 
  19 
  Human 
  9 
  M 
  CN 
  10 
  14 
  7 
  8 
  12 
  13 
  22 
  10 
  5 
  1-5 
  M 
  20 
  Human 
  13 
  M 
  NE 
  8 
  10 
  7 
  11 
  9 
  9 
  28 
  10 
  5 
  1-4 
  R,P,OW 
  21 
  Human 
  6 
  F 
  NG 
  9 
  16 
  11 
  9 
  16 
  6 
  26 
  10 
  3 
  1-2 
   
  22 
  Human 
  7 
  F 
  NG 
  9 
  15 
  13 
  11 
  13 
  7 
  21 
  10 
  4 
  1-3 
  SC 
  23 
  Human 
  5 
  M 
  N 
  12 
  14 
  12 
  12 
  12 
  9 
  15 
  10 
  3 
  1-4 
   
  24 
  Human 
  13 
  M 
  LE 
  8 
  16 
  12 
  8 
  8 
  13 
  36 
  10 
  6 
  1-5 
  P 
  25 
  Human 
  11 
  M 
  LE 
  12 
  14 
  6 
  12 
  9 
  12 
  30 
  10 
  5 
  1-5 
  OW 
  26 
  Human 
  2 
  M 
  CN 
  9 
  12 
  10 
  11 
  6 
  10 
  5 
  10 
  1 
  1-4 
   
  27 
  Human 
  4 
  M 
  N 
  7 
  14 
  6 
  13 
  13 
  6 
  9 
  10 
  2 
  1-2 
   
  28 
  Human 
  1 
  M 
  NG 
  9 
  16 
  7 
  13 
  16 
  10 
  6 
  10 
  1 
  1-4 
   
  29 
  Human 
  1 
  M 
  NG 
  11 
  16 
  6 
  15 
  11 
  13 
  4 
  10 
  1 
  1-5 
   
  30 
  Human 
  2 
  F 
  CN 
  10 
  17 
  10 
  10 
  14 
  10 
  6 
  10 
  1 
  1-4 
   
  31 
  Human 
  7 
  M 
  NG 
  8 
  16 
  8 
  6 
  11 
  8 
  16 
  10 
  4 
  1-3 
  SC,M 
  32 
  Human 
  5 
  M 
  N 
  9 
  12 
  10 
  8 
  13 
  9 
  13 
  10 
  3 
  1-4 
   
  33 
  Human 
  5 
  M 
  NE 
  8 
  12 
  12 
  12 
  14 
  7 
  10 
  10 
  3 
  1-3 
   
  34 
  Human 
  7 
  M 
  LE 
  9 
  15 
  8 
  9 
  10 
  15 
  12 
  10 
  4 
  1-7 
   
  35 
  Human 
  11 
  M 
  LG 
  9 
  12 
  10 
  11 
  14 
  10 
  25 
  10 
  5 
  1-4 
  P,W,R 
  36 
  Human 
  4 
  M 
  CE 
  14 
  16 
  6 
  8 
  10 
  9 
  10 
  10 
  2 
  1-4 
   
  37 
  1/2 Elf 
  3 
  M 
  LE 
  17 
  18 
  16 
  18 
  16 
  16 
  10 
  10 
  2 
  1-8 
  M,P 
  38 
  Human 
  5 
  M 
  CE 
  8 
  12 
  9 
  8 
  11 
  9 
  13 
  10 
  3 
  1-4 
   
  39 
  Human 
  2 
  M 
  NG 
  10 
  14 
  14 
  8 
  14 
  12 
  6 
  10 
  1 
  1-5 
   
  40 
  Human 
  6 
  M 
  N 
  7 
  13 
  8 
  9 
  9 
  6 
  14 
  10 
  3 
  1-2 
  P 
  41 
  Human 
  9 
  M 
  LN 
  10 
  14 
  9 
  14 
  10 
  9 
  24 
  10 
  5 
  1-4 
   
  42 
  Human 
  8 
  M 
  N 
  8 
  14 
  12 
  9 
  11 
  10 
  17 
  10 
  4 
  1-4 
   
  43 
  Human 
  11 
  M 
  CE 
  10 
  13 
  6 
  7 
  10 
  7 
  24 
  10 
  5 
  1-3 
  OW,P,P 
  44 
  Human 
  3 
  F 
  NG 
  11 
  13 
  12 
  12 
  9 
  9 
  8 
  10 
  2 
  1-4 
   
  45 
  Human 
  4 
  M 
  LE 
  9 
  15 
  11 
  12 
  6 
  6 
  8 
  10 
  2 
  1-2 
  OW,M 
  46 
  1/2 Elf 
  7 
  M 
  LN 
  10 
  17 
  9 
  13 
  7 
  9 
  19 
  10 
  4 
  1-4 
   
  47 
  Human 
  8 
  M 
  CE 
  4 
  12 
  11 
  12 
  11 
  8 
  19 
  10 
  4 
  1-3 
   
  48 
  Human 
  7 
  M 
  LG 
  11 
  15 
  8 
  13 
  10 
  11 
  19 
  10 
  4 
  1-4 
  SC 
  49 
  Human 
  2 
  M 
  N 
  10 
  14 
  14 
  12 
  15 
  10 
  9 
  10 
  2 
  1-4 
  W 
  50 
  Human 
  8 
  M 
  NG 
  8 
  14 
  10 
  11 
  9 
  12 
  27 
  10 
  4 
  1-5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Continued on next page 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13 
  MAGIC-USERS continued 
  d% 
  Race 
  LVL 
  SEX 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  SL 
  Hmen 
  M Items 
  51 
  Human 
  7 
  F 
  CG 
  11 
  15 
  12 
  10 
  15 
  15 
  25 
  10 
  4 
  1-7 
  SC 
  52 
  Human 
  2 
  M 
  CN 
  11 
  16 
  7 
  11 
  14 
  9 
  6 
  10 
  1 
  1-4 
   
  53 
  Human 
  3 
  F 
  LE 
  5 
  16 
  8 
  12 
  11 
  7 
  9 
  10 
  2 
  1-3 
  P,P,R 
  54 
  Human 
  3 
  M 
  CN 
  4 
  13 
  10 
  10 
  12 
  9 
  8 
  10 
  2 
  1-4 
   
  55 
  Human 
  2 
  M 
  NG 
  11 
  13 
  11 
  7 
  13 
  15 
  5 
  10 
  1 
  1-7 
   
  56 
  Human 
  7 
  F 
  CE 
  8 
  12 
  11 
  7 
  10 
  12 
  18 
  10 
  4 
  1-5 
   
  57 
  Elf 
  6 
  M 
  NG 
  9 
  14 
  10 
  11 
  8 
  8 
  16 
  10 
  3 
  1-3 
  P 
  58 
  Human 
  6 
  M 
  CE 
  7 
  18 
  9 
  7 
  11 
  14 
  11 
  10 
  3 
  1-6 
   
  59 
  Human 
  8 
  F 
  LE 
  12 
  18 
  9 
  7 
  10 
  6 
  21 
  10 
  4 
  1-3 
   
  60 
  Human 
  4 
  M 
  N 
  9 
  17 
  8 
  11 
  12 
  7 
  12 
  10 
  2 
  1-3 
  W 
  61 
  Human 
  9 
  F 
  CG 
  8 
  14 
  10 
  6 
  9 
  11 
  23 
  10 
  5 
  1-4 
   
  62 
  Human 
  12 
  M 
  LE 
  5 
  12 
  10 
  11 
  10 
  10 
  32 
  10 
  6 
  1-4 
  OW 
  63 
  Human 
  8 
  F 
  N 
  6 
  15 
  9 
  6 
  10 
  9 
  27 
  10 
  4 
  1-4 
  SC 
  64 
  Human 
  2 
  M 
  CG 
  4 
  15 
  10 
  7 
  11 
  10 
  6 
  10 
  1 
  1-4 
   
  65 
  Human 
  2 
  F 
  LN 
  8 
  13 
  8 
  6 
  13 
  11 
  5 
  10 
  1 
  1-4 
  M 
  66 
  Human 
  9 
  F 
  NG 
  10 
  14 
  9 
  9 
  11 
  11 
  19 
  10 
  5 
  1-4 
  SC 
  67 
  Human 
  6 
  F 
  NG 
  10 
  13 
  10 
  12 
  8 
  12 
  16 
  10 
  3 
  1-4 
   
  68 
  Human 
  7 
  M 
  LN 
  5 
  16 
  11 
  12 
  15 
  11 
  20 
  10 
  4 
  1-4 
   
  69 
  1/2 Elf 
  6 
  M 
  NG 
  10 
  13 
  10 
  7 
  16 
  13 
  34 
  10 
  3 
  1-5 
  OW 
  70 
  1/2 Elf 
  4 
  F 
  N 
  5 
  12 
  9 
  11 
  11 
  14 
  13 
  10 
  2 
  1-6 
   
  71 
  Human 
  2 
  M 
  N 
  12 
  18 
  11 
  9 
  14 
  13 
  5 
  10 
  1 
  1-5 
   
  72 
  Human 
  6 
  F 
  LG 
  3 
  14 
  9 
  9 
  7 
  14 
  12 
  10 
  3 
  1-6 
  SC 
  73 
  Human 
  6 
  F 
  CN 
  5 
  13 
  6 
  9 
  12 
  10 
  18 
  10 
  3 
  1-4 
  SC 
  74 
  Human 
  3 
  M 
  N 
  6 
  14 
  10 
  13 
  11 
  13 
  8 
  10 
  2 
  1-5 
   
  75 
  Human 
  4 
  F 
  CG 
  7 
  15 
  10 
  7 
  10 
  14 
  10 
  10 
  2 
  1-6 
   
  76 
  Human 
  2 
  M 
  CG 
  7 
  15 
  12 
  14 
  12 
  9 
  6 
  10 
  1 
  1-4 
  OW 
  77 
  Human 
  10 
  F 
  LN 
  10 
  15 
  8 
  16 
  12 
  10 
  28 
  10 
  5 
  1-4 
  SC 
  78 
  Human 
  7 
  F 
  NE 
  15 
  16 
  11 
  13 
  8 
  11 
  23 
  10 
  4 
  1-4 
  OW 
  79 
  Human 
  3 
  M 
  N 
  11 
  12 
  11 
  12 
  12 
  12 
  8 
  10 
  2 
  1-5 
  R,R,P 
  80 
  Human 
  4 
  F 
  CG 
  4 
  11 
  8 
  11 
  16 
  9 
  20 
  10 
  2 
  1-4 
   
  81 
  Human 
  12 
  M 
  NG 
  11 
  14 
  9 
  10 
  9 
  12 
  25 
  10 
  6 
  1-5 
   
  82 
  Human 
  9 
  M 
  CE 
  9 
  13 
  6 
  9 
  12 
  10 
  22 
  10 
  5 
  1-4 
   
  83 
  Human 
  1 
  M 
  LE 
  8 
  14 
  6 
  11 
  10 
  12 
  3 
  10 
  1 
  1-5 
   
  84 
  Human 
  8 
  M 
  CG 
  8 
  13 
  6 
  12 
  8 
  9 
  21 
  10 
  4 
  1-4 
   
  85 
  Elf 
  5 
  F 
  NG 
  11 
  14 
  10 
  13 
  12 
  8 
  14 
  10 
  3 
  1-3 
   
  86 
  Human 
  8 
  M 
  NE 
  13 
  13 
  7 
  12 
  12 
  11 
  19 
  10 
  4 
  1-4 
   
  87 
  Human 
  8 
  F 
  CN 
  6 
  16 
  12 
  6 
  17 
  8 
  34 
  10 
  4 
  1-3 
  OW 
  88 
  Human 
  10 
  M 
  NG 
  3 
  15 
  11 
  11 
  11 
  8 
  21 
  10 
  5 
  1-3 
  OW 
  89 
  Human 
  9 
  M 
  NE 
  12 
  13 
  10 
  12 
  17 
  12 
  42 
  10 
  5 
  1-5 
  P 
  90 
  Human 
  9 
  F 
  N 
  11 
  16 
  6 
  12 
  15 
  11 
  35 
  10 
  5 
  1-4 
  OW 
  91 
  Human 
  10 
  M 
  CE 
  7 
  13 
  10 
  8 
  7 
  14 
  24 
  10 
  5 
  1-6 
  OW,P 
  92 
  Human 
  1 
  M 
  CN 
  12 
  15 
  8 
  10 
  7 
  10 
  3 
  10 
  1 
  1-4 
   
  93 
  Human 
  2 
  M 
  CE 
  12 
  14 
  12 
  11 
  10 
  13 
  7 
  10 
  1 
  1-5 
   
  94 
  Human 
  5 
  M 
  LG 
  6 
  12 
  8 
  11 
  10 
  10 
  11 
  10 
  3 
  1-4 
   
  95 
  Human 
  6 
  F 
  NE 
  8 
  13 
  8 
  12 
  10 
  12 
  13 
  10 
  3 
  1-5 
   
  96-00 
  Multiclass NPC (c.f) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  14 
  ILLUSIONISTS 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  SL 
  Hmen 
  M Items 
  01-02 
  Human 
  1 
  M 
  LE 
  8 
  15 
  13 
  16 
  7 
  11 
  4 
  10 
  1 
  1-4 
   
  03-04 
  Gnome 
  7 
  M 
  CG 
  10 
  18 
  12 
  16 
  11 
  6 
  9 
  10 
  3 
  1-2 
   
  05-06 
  Human 
  6 
  M 
  LG 
  14 
  15 
  12 
  16 
  13 
  10 
  14 
  10 
  3 
  1-4 
   
  07-08 
  Human 
  7 
  F 
  CE 
  8 
  15 
  12 
  16 
  13 
  13 
  18 
  10 
  3 
  1-5 
  M 
  09-10 
  Human 
  6 
  F 
  CE 
  12 
  17 
  9 
  16 
  9 
  12 
  23 
  10 
  3 
  1-6 
   
  11-12 
  Human 
  2 
  F 
  LN 
  6 
  15 
  11 
  16 
  12 
  9 
  5 
  10 
  2 
  1-4 
   
  13-14 
  Human 
  5 
  M 
  LE 
  12 
  15 
  13 
  17 
  15 
  10 
  20 
  10 
  3 
  1-4 
  OW,R 
  15-16 
  Human 
  9 
  M 
  CE 
  8 
  15 
  11 
  16 
  5 
  9 
  15 
  10 
  4 
  1-4 
  SC 
  17-18 
  Human 
  11 
  M 
  N 
  8 
  15 
  6 
  16 
  10 
  13 
  20 
  10 
  5 
  1-5 
   
  19-20 
  Human 
  13 
  M 
  CG 
  10 
  15 
  12 
  17 
  9 
  10 
  9 
  10 
  2 
  1-4 
   
  21-22 
  Human 
  8 
  F 
  NE 
  13 
  17 
  12 
  16 
  15 
  8 
  29 
  10 
  4 
  1-3 
  OW,P,P 
  23-24 
  Human 
  6 
  M 
  LN 
  9 
  15 
  11 
  16 
  12 
  10 
  14 
  10 
  3 
  1-4 
   
  25-26 
  Human 
  4 
  M 
  LG 
  6 
  15 
  7 
  16 
  7 
  6 
  9 
  10 
  2 
  1-2 
   
  27-28 
  Human 
  4 
  M 
  LE 
  10 
  15 
  13 
  16 
  9 
  13 
  10 
  10 
  2 
  1-5 
   
  29-30 
  Human 
  4 
  M 
  LN 
  7 
  15 
  10 
  16 
  11 
  8 
  12 
  10 
  2 
  1-3 
   
  31-32 
  Gnome 
  8 
  F 
  LE 
  13 
  15 
  14 
  16 
  11 
  13 
  18 
  10 
  4 
  1-5 
   
  33-34 
  Human 
  5 
  M 
  N 
  12 
  15 
  7 
  16 
  13 
  10 
  13 
  10 
  3 
  1-4 
   
  35-36 
  Human 
  9 
  M 
  LN 
  13 
  15 
  12 
  16 
  6 
  9 
  14 
  10 
  4 
  1-4 
  SC,OW 
  37-38 
  Human 
  3 
  M 
  LN 
  9 
  15 
  12 
  16 
  13 
  11 
  7 
  10 
  2 
  1-4 
   
  39-40 
  Human 
  4 
  F 
  LE 
  11 
  15 
  12 
  16 
  13 
  8 
  8 
  10 
  2 
  1-3 
   
  41-42 
  Human 
  7 
  M 
  CN 
  9 
  15 
  12 
  16 
  8 
  7 
  13 
  10 
  3 
  1-3 
  R,R,M 
  43-44 
  Human 
  4 
  M 
  NG 
  10 
  15 
  8 
  16 
  12 
  9 
  9 
  10 
  2 
  1-4 
   
  45-46 
  Human 
  2 
  M 
  NE 
  8 
  16 
  8 
  16 
  5 
  8 
  4 
  10 
  1 
  1-3 
   
  47-48 
  Human 
  7 
  M 
  NE 
  10 
  18 
  14 
  16 
  11 
  12 
  20 
  10 
  3 
  1-5 
   
  49-50 
  Gnome 
  4 
  M 
  NE 
  6 
  17 
  7 
  16 
  8 
  11 
  11 
  10 
  2 
  1-4 
  M 
  51-52 
  Human 
  7 
  M 
  N 
  10 
  15 
  7 
  17 
  9 
  10 
  18 
  10 
  3 
  1-4 
   
  53-54 
  Human 
  5 
  M 
  CG 
  11 
  15 
  14 
  16 
  9 
  9 
  15 
  10 
  3 
  1-4 
   
  55-56 
  Human 
  4 
  F 
  N 
  6 
  16 
  9 
  16 
  13 
  9 
  8 
  10 
  2 
  1-3 
   
  57-58 
  Human 
  6 
  M 
  LN 
  9 
  15 
  12 
  16 
  11 
  7 
  10 
  10 
  3 
  1-3 
   
  59-60 
  Human 
  6 
  M 
  NE 
  13 
  15 
  13 
  18 
  11 
  13 
  11 
  10 
  3 
  1-5 
   
  61-62 
  Human 
  5 
  M 
  N 
  13 
  15 
  7 
  16 
  8 
  14 
  9 
  10 
  3 
  1-6 
  R 
  63-64 
  Human 
  4 
  F 
  LN 
  10 
  15 
  10 
  16 
  14 
  9 
  12 
  10 
  2 
  1-4 
  P 
  65-66 
  Human 
  9 
  F 
  CG 
  12 
  16 
  10 
  16 
  6 
  13 
  18 
  10 
  4 
  1-5 
   
  67-68 
  Human 
  8 
  M 
  NG 
  10 
  17 
  10 
  16 
  8 
  12 
  21 
  10 
  4 
  1-5 
  P 
  69-70 
  Gnome 
  5 
  M 
  LN 
  17 
  18 
  17 
  18 
  16 
  15 
  27 
  10 
  3 
  1-7 
   
  71-72 
  Human 
  9 
  M 
  NE 
  12 
  16 
  11 
  16 
  13 
  10 
  31 
  10 
  4 
  1-4 
  SC 
  73-74 
  Human 
  2 
  M 
  CE 
  9 
  15 
  7 
  16 
  12 
  11 
  5 
  10 
  1 
  1-4 
   
  75-76 
  Human 
  12 
  F 
  CE 
  11 
  15 
  13 
  16 
  13 
  7 
  25 
  10 
  6 
  1-3 
  SC,P 
  77-78 
  Human 
  4 
  M 
  NG 
  11 
  15 
  15 
  16 
  15 
  8 
  15 
  10 
  2 
  1-3 
   
  79-80 
  Human 
  5 
  F 
  CE 
  12 
  16 
  12 
  16 
  14 
  9 
  11 
  10 
  3 
  1-4 
   
  81-82 
  Human 
  6 
  M 
  LG 
  11 
  18 
  9 
  16 
  15 
  8 
  23 
  10 
  3 
  1-3 
   
  83-84 
  Human 
  1 
  F 
  NE 
  10 
  16 
  11 
  16 
  13 
  8 
  3 
  10 
  1 
  1-3 
   
  85-86 
  Human 
  2 
  M 
  CN 
  13 
  16 
  12 
  17 
  10 
  13 
  5 
  10 
  1 
  1-5 
   
  87-88 
  Human 
  10 
  F 
  CG 
  12 
  15 
  6 
  18 
  13 
  11 
  26 
  10 
  5 
  1-4 
  OW 
  89-90 
  Human 
  2 
  M 
  N 
  11 
  15 
  12 
  17 
  5 
  5 
  4 
  10 
  1 
  1-2 
   
  91-92 
  Human 
  9 
  M 
  LN 
  12 
  15 
  8 
  16 
  7 
  7 
  22 
  10 
  4 
  1-4 
   
  93-94 
  Human 
  6 
  M 
  CE 
  8 
  15 
  14 
  16 
  9 
  9 
  15 
  10 
  3 
  1-4 
  SC 
  95-96 
  Human 
  1 
  F 
  CN 
  8 
  15 
  9 
  16 
  15 
  15 
  4 
  10 
  1 
  1-6 
   
  97-00 
  Multiclass NPC (c.f) 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  15 
  THIEVES 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  PP 
  MS 
  HS 
  Hm 
  M Items 
  1 
  Halfling 
  11 
  M 
  LE 
  8 
  12 
  10 
  17 
  10 
  11 
  40 
  8 
  100 
  101 
  90 
  1-4 
  S,M 
  2 
  Dwarf 
  1 
  M 
  CE 
  12 
  6 
  9 
  16 
  13 
  10 
  5 
  8 
  30 
  15 
  10 
  1-4 
   
  3 
  Gnome 
  2 
  M 
  NE 
  13 
  7 
  3 
  14 
  8 
  14 
  5 
  8 
  35 
  26 
  20 
  1-6 
  OW 
  4 
  Human 
  1 
  F 
  NE 
  17 
  10 
  10 
  18 
  6 
  6 
  5 
  8 
  40 
  20 
  25 
  1-2 
   
  5 
  Human 
  12 
  M 
  CE 
  14 
  18 
  4 
  12 
  9 
  12 
  39 
  8 
  100 
  94 
  77 
  1-5 
  S,M 
  6 
  Human 
  6 
  M 
  CN 
  14 
  8 
  10 
  17 
  11 
  14 
  21 
  8 
  60 
  53 
  43 
  1-6 
   
  7 
  Gnome 
  3 
  F 
  N 
  11 
  10 
  5 
  11 
  8 
  11 
  9 
  8 
  35 
  23 
  25 
  1-4 
  P 
  8 
  Human 
  8 
  M 
  N 
  10 
  12 
  10 
  15 
  13 
  16 
  25 
  8 
  65 
  62 
  49 
  1-8 
  P 
  9 
  Human 
  6 
  M 
  CE 
  12 
  6 
  4 
  12 
  8 
  8 
  19 
  8 
  55 
  42 
  37 
  1-3 
   
  10 
  Human 
  1 
  F 
  CE 
  8 
  11 
  6 
  14 
  10 
  10 
  4 
  8 
  30 
  15 
  10 
  1-4 
   
  11 
  Human 
  9 
  M 
  CE 
  10 
  10 
  11 
  11 
  10 
  9 
  37 
  8 
  65 
  66 
  46 
  1-4 
  R 
  12 
  Human 
  1 
  M 
  CE 
  9 
  7 
  13 
  17 
  13 
  11 
  3 
  8 
  35 
  20 
  15 
  1-4 
   
  13 
  Human 
  8 
  M 
  CN 
  9 
  9 
  5 
  17 
  7 
  12 
  18 
  8 
  70 
  67 
  54 
  1-5 
   
  14 
  Human 
  1 
  M 
  CN 
  12 
  12 
  11 
  16 
  12 
  13 
  6 
  8 
  30 
  15 
  10 
  1-5 
   
  15 
  Human 
  13 
  F 
  LE 
  10 
  10 
  7 
  17 
  13 
  16 
  38 
  8 
  110 
  104 
  90 
  1-8 
  P,P 
  16 
  Human 
  1 
  F 
  CN 
  13 
  13 
  10 
  14 
  11 
  10 
  4 
  8 
  30 
  15 
  10 
  1-4 
   
  17 
  Human 
  11 
  M 
  NE 
  11 
  8 
  8 
  15 
  11 
  12 
  36 
  8 
  90 
  86 
  70 
  1-5 
  S,P 
  18 
  Human 
  3 
  F 
  NE 
  9 
  13 
  4 
  16 
  14 
  10 
  8 
  8 
  40 
  27 
  20 
  1-4 
   
  19 
  Human 
  9 
  M 
  NE 
  10 
  14 
  11 
  17 
  11 
  6 
  38 
  8 
  75 
  75 
  61 
  1-2 
   
  20 
  Human 
  3 
  F 
  LE 
  12 
  11 
  8 
  13 
  7 
  8 
  7 
  8 
  40 
  27 
  20 
  1-3 
   
  21 
  Human 
  5 
  M 
  N 
  8 
  10 
  10 
  14 
  7 
  6 
  24 
  8 
  50 
  40 
  31 
  1-2 
   
  22 
  Human 
  10 
  M 
  LN 
  13 
  8 
  3 
  14 
  12 
  6 
  41 
  8 
  80 
  78 
  63 
  1-2 
  S 
  23 
  Human 
  2 
  M 
  NE 
  7 
  11 
  10 
  15 
  15 
  9 
  8 
  8 
  35 
  21 
  15 
  1-4 
   
  24 
  Human 
  9 
  F 
  CE 
  13 
  13 
  5 
  13 
  13 
  11 
  32 
  8 
  70 
  70 
  56 
  1-4 
  P,P 
  25 
  Human 
  8 
  M 
  LE 
  7 
  9 
  8 
  14 
  9 
  14 
  27 
  8 
  65 
  62 
  49 
  1-6 
  S,R 
  26 
  Gnome 
  1 
  F 
  CN 
  8 
  7 
  8 
  11 
  9 
  12 
  4 
  8 
  30 
  16 
  15 
  1-5 
   
  27 
  Dwarf 
  5 
  M 
  LE 
  15 
  12 
  5 
  13 
  13 
  7 
  22 
  8 
  50 
  40 
  31 
  1-3 
   
  28 
  Human 
  8 
  F 
  N 
  16 
  10 
  5 
  18 
  9 
  12 
  26 
  8 
  75 
  72 
  49 
  1-5 
  OW,P,P 
  29 
  1/2 Orc 
  6 
  F 
  NE 
  8 
  7 
  11 
  13 
  15 
  9 
  31 
  8 
  45 
  37 
  37 
  1-4 
  P 
  30 
  Halfling 
  5 
  F 
  NE 
  10 
  12 
  10 
  14 
  11 
  9 
  25 
  8 
  55 
  50 
  46 
  1-4 
   
  31 
  Human 
  1 
  F 
  LN 
  10 
  13 
  15 
  16 
  13 
  13 
  3 
  8 
  30 
  15 
  10 
  1-5 
   
  32 
  Human 
  7 
  F 
  LN 
  12 
  10 
  10 
  14 
  13 
  6 
  27 
  8 
  60 
  55 
  43 
  1-2 
   
  33 
  Human 
  2 
  M 
  N 
  14 
  12 
  10 
  16 
  17 
  11 
  13 
  8 
  35 
  21 
  15 
  1-4 
   
  34 
  Human 
  4 
  M 
  N 
  9 
  11 
  6 
  13 
  11 
  9 
  13 
  8 
  45 
  35 
  25 
  1-4 
   
  35 
  Human 
  2 
  M 
  LE 
  7 
  8 
  11 
  15 
  16 
  11 
  11 
  8 
  35 
  21 
  15 
  1-4 
   
  36 
  Human 
  8 
  M 
  CE 
  8 
  13 
  9 
  13 
  10 
  8 
  23 
  8 
  65 
  62 
  49 
  1-3 
  S 
  37 
  Human 
  1 
  M 
  N 
  6 
  9 
  10 
  12 
  10 
  9 
  6 
  8 
  30 
  10 
  10 
  1-4 
   
  38 
  Human 
  6 
  F 
  N 
  12 
  10 
  6 
  12 
  7 
  8 
  24 
  8 
  55 
  42 
  37 
  1-3 
  S,P 
  39 
  Human 
  9 
  M 
  N 
  10 
  11 
  6 
  17 
  15 
  12 
  40 
  8 
  75 
  75 
  61 
  1-5 
  P,R 
  40 
  Human 
  9 
  M 
  NE 
  9 
  10 
  8 
  15 
  12 
  6 
  32 
  8 
  70 
  70 
  56 
  1-2 
  P,P 
  41 
  1/2 Elf 
  1 
  F 
  LE 
  8 
  12 
  10 
  12 
  8 
  12 
  3 
  8 
  40 
  10 
  15 
  1-5 
   
  42 
  Human 
  5 
  F 
  CE 
  11 
  9 
  10 
  13 
  11 
  9 
  27 
  8 
  50 
  40 
  31 
  1-4 
   
  43 
  Human 
  13 
  M 
  CN 
  8 
  12 
  4 
  18 
  10 
  13 
  38 
  8 
  115 
  109 
  95 
  1-5 
  S,P,P 
  44 
  1/2 Elf 
  7 
  M 
  LE 
  10 
  11 
  5 
  14 
  11 
  13 
  25 
  8 
  70 
  55 
  48 
  1-5 
   
  45 
  Human 
  9 
  F 
  CN 
  11 
  10 
  9 
  17 
  6 
  8 
  29 
  8 
  75 
  75 
  61 
  1-4 
  P 
  46 
  Human 
  11 
  F 
  CE 
  12 
  7 
  12 
  14 
  14 
  9 
  36 
  8 
  90 
  86 
  70 
  1-4 
  M,S,R 
  47 
  Human 
  12 
  M 
  LN 
  12 
  8 
  9 
  14 
  7 
  11 
  35 
  8 
  100 
  94 
  77 
  1-4 
  A,SC 
  48 
  Human 
  5 
  M 
  LE 
  9 
  11 
  11 
  15 
  11 
  10 
  13 
  8 
  50 
  40 
  31 
  1-4 
   
  49 
  Human 
  4 
  F 
  LE 
  7 
  10 
  10 
  13 
  11 
  12 
  14 
  8 
  45 
  33 
  25 
  1-5 
   
  50 
  Human 
  1 
  F 
  N 
  12 
  6 
  9 
  16 
  11 
  13 
  6 
  8 
  30 
  15 
  10 
  1-5 
   
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  16 
  THIEVES continued 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  PP 
  MS 
  HS 
  Hm 
  M Items 
  51 
  Human 
  6 
  M 
  CE 
  8 
  12 
  6 
  15 
  11 
  10 
  24 
  8 
  55 
  47 
  37 
  1-4 
   
  52 
  Human 
  8 
  M 
  CE 
  10 
  7 
  12 
  16 
  13 
  12 
  30 
  8 
  65 
  62 
  49 
  1-5 
  P,R 
  53 
  Human 
  10 
  M 
  NE 
  12 
  7 
  9 
  13 
  10 
  11 
  36 
  8 
  80 
  78 
  63 
  1-4 
  S 
  54 
  Human 
  1 
  M 
  CE 
  6 
  8 
  10 
  13 
  13 
  8 
  4 
  8 
  30 
  15 
  10 
  1-3 
   
  55 
  Human 
  10 
  F 
  LN 
  7 
  7 
  11 
  15 
  14 
  7 
  40 
  8 
  80 
  78 
  63 
  1-3 
  SC 
  56 
  Human 
  4 
  M 
  NE 
  7 
  10 
  8 
  13 
  7 
  11 
  14 
  8 
  45 
  33 
  25 
  1-4 
   
  57 
  Human 
  9 
  M 
  NE 
  9 
  9 
  10 
  14 
  12 
  13 
  31 
  8 
  70 
  70 
  56 
  1-5 
   
  58 
  Human 
  4 
  M 
  LN 
  10 
  10 
  6 
  13 
  11 
  9 
  17 
  8 
  45 
  33 
  25 
  1-4 
   
  59 
  Halfling 
  12 
  M 
  NE 
  17 
  18 
  15 
  18 
  17 
  15 
  60 
  8 
  115 
  114 
  102 
  1-7 
   
  60 
  Human 
  9 
  M 
  LE 
  7 
  9 
  12 
  13 
  6 
  7 
  24 
  8 
  70 
  70 
  56 
  1-3 
  A 
  61 
  Human 
  3 
  M 
  NE 
  8 
  10 
  8 
  14 
  15 
  12 
  14 
  8 
  40 
  27 
  20 
  1-5 
   
  62 
  Human 
  9 
  M 
  CE 
  7 
  11 
  5 
  14 
  16 
  8 
  57 
  8 
  70 
  70 
  56 
  1-3 
  S 
  63 
  1/2 Elf 
  6 
  M 
  N 
  9 
  9 
  12 
  17 
  17 
  9 
  29 
  8 
  70 
  52 
  47 
  1-4 
   
  64 
  Human 
  13 
  M 
  NE 
  13 
  6 
  11 
  14 
  8 
  9 
  53 
  8 
  105 
  99 
  85 
  1-4 
  P,OW 
  65 
  Human 
  13 
  M 
  LE 
  11 
  9 
  12 
  16 
  16 
  11 
  59 
  8 
  105 
  99 
  85 
  1-4 
  P,SC 
  66 
  Human 
  3 
  M 
  N 
  8 
  12 
  10 
  18 
  8 
  9 
  16 
  8 
  50 
  37 
  30 
  1-4 
   
  67 
  Halfling 
  6 
  M 
  NE 
  10 
  11 
  7 
  13 
  11 
  12 
  18 
  8 
  60 
  57 
  52 
  1-5 
  P 
  68 
  Human 
  13 
  F 
  CE 
  13 
  8 
  7 
  15 
  18 
  16 
  62 
  8 
  105 
  99 
  85 
  1-8 
  SC 
  69 
  Human 
  2 
  F 
  CN 
  12 
  12 
  8 
  15 
  11 
  12 
  11 
  8 
  40 
  27 
  20 
  1-5 
   
  70 
  Dwarf 
  8 
  F 
  NE 
  10 
  11 
  10 
  14 
  13 
  11 
  35 
  8 
  65 
  62 
  49 
  1-4 
  S 
  71 
  Human 
  2 
  F 
  CE 
  11 
  9 
  9 
  15 
  8 
  9 
  6 
  8 
  35 
  21 
  15 
  1-4 
   
  72 
  Human 
  2 
  M 
  N 
  9 
  11 
  5 
  14 
  14 
  13 
  8 
  8 
  35 
  21 
  15 
  1-5 
   
  73 
  Human 
  7 
  M 
  LE 
  9 
  11 
  11 
  11 
  10 
  9 
  19 
  8 
  60 
  55 
  43 
  1-4 
  M 
  74 
  Human 
  9 
  F 
  LN 
  10 
  12 
  5 
  14 
  12 
  14 
  27 
  8 
  70 
  70 
  56 
  1-6 
  P 
  75 
  Human 
  7 
  M 
  LN 
  14 
  6 
  12 
  15 
  15 
  9 
  37 
  8 
  60 
  55 
  43 
  1-4 
  P 
  76 
  Gnome 
  2 
  M 
  LE 
  7 
  9 
  8 
  13 
  12 
  13 
  9 
  8 
  35 
  26 
  20 
  1-5 
   
  77 
  Human 
  1 
  M 
  LE 
  13 
  13 
  10 
  15 
  15 
  7 
  5 
  8 
  30 
  15 
  10 
  1-3 
   
  78 
  Elf 
  12 
  F 
  CN 
  8 
  8 
  5 
  16 
  10 
  10 
  35 
  8 
  105 
  99 
  87 
  1-4 
   
  79 
  Human 
  8 
  F 
  CE 
  10 
  12 
  13 
  15 
  10 
  16 
  28 
  8 
  65 
  62 
  49 
  1-8 
   
  80 
  Human 
  11 
  F 
  CN 
  9 
  8 
  5 
  14 
  15 
  10 
  52 
  8 
  90 
  86 
  70 
  1-4 
  OW 
  81 
  Elf 
  11 
  M 
  NE 
  8 
  11 
  10 
  15 
  9 
  13 
  39 
  8 
  95 
  91 
  80 
  1-5 
   
  82 
  Human 
  5 
  M 
  LE 
  9 
  11 
  10 
  14 
  9 
  7 
  15 
  8 
  50 
  40 
  31 
  1-3 
   
  83 
  Human 
  4 
  F 
  CE 
  9 
  12 
  13 
  15 
  15 
  12 
  20 
  8 
  45 
  33 
  25 
  1-5 
  M 
  84 
  Human 
  8 
  F 
  NE 
  11 
  9 
  4 
  17 
  8 
  10 
  35 
  8 
  70 
  62 
  54 
  1-4 
   
  85 
  Human 
  4 
  F 
  NE 
  10 
  9 
  16 
  15 
  17 
  6 
  23 
  8 
  45 
  33 
  25 
  1-2 
   
  86 
  Human 
  6 
  M 
  CE 
  9 
  6 
  5 
  14 
  8 
  13 
  27 
  8 
  55 
  47 
  37 
  1-5 
  P,P,R 
  87 
  Human 
  7 
  M 
  LE 
  13 
  10 
  13 
  13 
  16 
  13 
  42 
  8 
  60 
  55 
  43 
  1-5 
  P 
  88 
  Human 
  3 
  M 
  CN 
  8 
  8 
  11 
  17 
  11 
  14 
  11 
  8 
  45 
  27 
  20 
  1-6 
   
  89 
  Human 
  10 
  F 
  CE 
  10 
  10 
  12 
  16 
  7 
  11 
  28 
  8 
  80 
  78 
  63 
  1-4 
  S,SC,R 
  90 
  Human 
  3 
  M 
  LN 
  12 
  12 
  10 
  17 
  16 
  6 
  14 
  8 
  75 
  32 
  25 
  1-2 
  P 
  91-00 
  Multiclass NPC (c.f) 
   
   
   
  
   
  17 
  ASSASSINS 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  Hmen 
  M Items 
  1-2 
  Human 
  10 
  M 
  NE 
  12 
  11 
  13 
  12 
  12 
  16 
  30 
  8 
  1-8 
  R,S,P 
  3-4 
  Gnome 
  9 
  M 
  NE 
  13 
  13 
  10 
  15 
  9 
  18 
  30 
  7 
  1-15 
   
  5-6 
  Human 
  4 
  M 
  CE 
  17 
  12 
  10 
  18 
  12 
  12 
  14 
  7 
  1-5 
   
  7-8 
  Human 
  2 
  M 
  LE 
  13 
  14 
  11 
  12 
  11 
  13 
  7 
  7 
   
   
  9-10 
  Human 
  2 
  M 
  LE 
  12 
  12 
  11 
  14 
  7 
  11 
  10 
  7 
   
   
  11-12 
  Human 
  10 
  F 
  CE 
  12 
  12 
  11 
  12 
  6 
  15 
  37 
  7 
  1-7 
  S,P 
  13-14 
  Human 
  4 
  M 
  CE 
  13 
  11 
  10 
  16 
  8 
  4 
  17 
  7 
  1 
   
  15-16 
  Human 
  3 
  F 
  NE 
  13 
  11 
  12 
  12 
  10 
  10 
  8 
  5 
   
  A 
  17-18 
  Human 
  5 
  F 
  LE 
  15 
  12 
  11 
  12 
  10 
  10 
  13 
  7 
  1-4 
   
  19-20 
  Human 
  8 
  M 
  NE 
  16 
  11 
  8 
  14 
  6 
  4 
  24 
  7 
  1 
  S 
  21-22 
  1/2 Orc 
  13 
  M 
  LE 
  13 
  11 
  10 
  12 
  18 
  4 
  86 
  8 
  1 
  M,P 
  23-24 
  Human 
  1 
  M 
  CE 
  14 
  11 
  8 
  13 
  11 
  10 
  6 
  7 
   
   
  25-26 
  Human 
  3 
  F 
  CE 
  12 
  11 
  10 
  13 
  10 
  14 
  11 
  7 
   
  OW 
  27-28 
  Dwarf 
  4 
  M 
  CE 
  12 
  11 
  10 
  18 
  16 
  8 
  20 
  8 
  1 
  M,P 
  29-30 
  Human 
  5 
  M 
  LE 
  12 
  12 
  6 
  12 
  6 
  10 
  19 
  7 
  1-4 
   
  31-32 
  Human 
  7 
  M 
  CE 
  12 
  12 
  9 
  12 
  17 
  8 
  38 
  7 
  1-3 
  P 
  33-34 
  Human 
  12 
  F 
  NE 
  12 
  11 
  8 
  15 
  15 
  10 
  55 
  4 
  1-5 
  A,S 
  35-36 
  Human 
  4 
  M 
  LE 
  12 
  12 
  10 
  17 
  6 
  8 
  10 
  7 
  1-3 
   
  37-38 
  Human 
  5 
  M 
  CE 
  14 
  12 
  6 
  14 
  10 
  6 
  12 
  8 
  1-2 
   
  39-40 
  Human 
  10 
  M 
  CE 
  12 
  12 
  8 
  14 
  10 
  8 
  33 
  7 
  1-3 
  P 
  41-42 
  Human 
  9 
  F 
  NE 
  12 
  11 
  6 
  14 
  10 
  9 
  25 
  7 
  1-4 
   
  43-44 
  Human 
  3 
  M 
  NE 
  12 
  11 
  9 
  12 
  12 
  5 
  12 
  6 
   
  A 
  45-46 
  Human 
  5 
  F 
  LE 
  13 
  11 
  7 
  13 
  10 
  6 
  18 
  6 
  1-2 
  A 
  47-48 
  Human 
  8 
  M 
  LE 
  12 
  11 
  10 
  12 
  10 
  7 
  30 
  8 
  1-3 
  P 
  49-50 
  Human 
  6 
  F 
  NE 
  12 
  11 
  10 
  17 
  8 
  8 
  31 
  7 
  1-4 
   
  51-52 
  Human 
  8 
  M 
  NE 
  12 
  11 
  10 
  12 
  10 
  7 
  30 
  8 
  1-3 
  P 
  53-54 
  Human 
  10 
  M 
  CE 
  14 
  11 
  8 
  17 
  10 
  9 
  36 
  7 
  1-4 
  A,M 
  55-56 
  Human 
  7 
  M 
  LE 
  12 
  11 
  10 
  16 
  8 
  7 
  26 
  8 
  1-3 
   
  57-58 
  Dwarf 
  2 
  F 
  LE 
  12 
  11 
  9 
  12 
  13 
  7 
  10 
  7 
   
  P 
  59-60 
  Gnome 
  4 
  F 
  NE 
  13 
  11 
  11 
  13 
  16 
  5 
  20 
  8 
  1-2 
  S 
  61-62 
  Human 
  7 
  M 
  CE 
  14 
  11 
  11 
  12 
  12 
  9 
  19 
  7 
  1-3 
  A 
  63-64 
  Human 
  6 
  F 
  NE 
  13 
  16 
  14 
  12 
  16 
  11 
  32 
  7 
  1-4 
   
  65-66 
  Elf 
  5 
  M 
  CE 
  18 
  18 
  18 
  18 
  17 
  17 
  28 
  7 
  1-10 
  S 
  67-68 
  1/2 Orc 
  11 
  F 
  LE 
  17 
  11 
  10 
  12 
  13 
  6 
  45 
  7 
  1-2 
  M 
  69-70 
  1/2 Orc 
  2 
  M 
  NE 
  15 
  11 
  9 
  13 
  16 
  4 
  13 
  7 
   
   
  71-72 
  Human 
  2 
  M 
  LE 
  12 
  15 
  9 
  17 
  10 
  10 
  8 
  8 
   
   
  73-74 
  Human 
  11 
  F 
  CE 
  12 
  11 
  8 
  13 
  9 
  10 
  45 
  7 
  1-4 
  A 
  75-76 
  Human 
  8 
  M 
  LE 
  12 
  11 
  6 
  14 
  10 
  7 
  32 
  7 
  1-3 
  P 
  77-78 
  Human 
  3 
  M 
  LE 
  13 
  15 
  10 
  14 
  10 
  10 
  9 
  7 
   
   
  79-80 
  Human 
  1 
  M 
  NE 
  13 
  13 
  11 
  15 
  11 
  14 
  5 
  7 
   
   
  81-82 
  Gnome 
  5 
  F 
  NE 
  13 
  11 
  9 
  12 
  15 
  10 
  28 
  7 
  1-4 
   
  83-84 
  Elf 
  10 
  F 
  CE 
  12 
  11 
  9 
  17 
  10 
  12 
  39 
  7 
  1-5 
  S 
  85-86 
  Dwarf 
  8 
  F 
  CE 
  14 
  15 
  17 
  14 
  17 
  9 
  50 
  8 
  1-4 
  S 
  87-88 
  1/2 Elf 
  4 
  M 
  LE 
  13 
  11 
  10 
  14 
  10 
  10 
  9 
  7 
  1-4 
   
  89-90 
  1/2 Elf 
  2 
  M 
  LE 
  15 
  11 
  8 
  16 
  10 
  9 
  10 
  7 
   
   
  91-92 
  Human 
  4 
  M 
  NE 
  13 
  11 
  10 
  12 
  10 
  7 
  14 
  7 
  1-3 
   
  93-00 
  Multiclass NPC (c.f) 
   
  
   
  18 
  MULTI-CLASSED CHARACTERS 
   
  d% 
  Race 
  Class LVL Sex 
  AL 
  STR 
  INT WIS DEX 
  CON CHA Hp AC SL # AT Hmen M Items 
  1 
  1/2 Elf 
  MU 
  1 
  M 
  LE 
  8 
  16 
  14 
  14 
  9 
  10 
  5 
  8 
  1 
   
  1-4 
   
   
   
  CL 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
  2 
  Elf 
  MU 
  2 
  M 
  CE 
  14 
  9 
  10 
  13 
  10 
  14 
  10 
  8 
  1 
   
  1-6 
   
   
   
  FT 
  2 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
   
   
  TH 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3 
  1/2 Elf 
  RG 
  5 
  F 
  CG 
  15 
  17 
  15 
  12 
  17 
  7 
  42 
  6 
   
  1/1 
  1-3 
  SC 
   
   
  CL 
  5 
   
   
   
   
   
   
   
   
   
   
  3 
   
   
   
  4 
  Dwarf 
  FT 
  2 
  M 
  LE 
  10 
  8 
  12 
  17 
  14 
  10 
  13 
  8 
   
  1/1 
  1-4 
   
   
   
  TH 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5 
  Elf 
  MU 
  3 
  M 
  N 
  12 
  12 
  12 
  14 
  11 
  9 
  16 
  8 
  2 
   
  1-4 
   
   
   
  FT 
  3 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6 
  Gnome 
  FT 
  2 
  M 
  NE 
  12 
  7 
  10 
  16 
  11 
  6 
  11 
  8 
   
  1/1 
  1-2 
  S,SH 
   
   
  TH 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7 
  Elf 
  FT 
  1 
  M 
  N 
  15 
  9 
  10 
  19 
  10 
  17 
  9 
  8 
   
  1/1 
  1-10 
   
   
   
  TH 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8 
  Halfling 
  FT 
  3 
  M 
  CN 
  10 
  10 
  7 
  12 
  17 
  9 
  22 
  8 
   
  1/1 
  1-4 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9 
  1/2 Orc 
  FT 
  10 
  M 
  NE 
  9 
  11 
  8 
  12 
  13 
  6 
  39 
  8 
   
  3/2 
  1-2 
  S 
   
   
  TH 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10 
  1/2 Orc 
  FT 
  2 
  F 
  LE 
  13 
  9 
  7 
  13 
  12 
  7 
  15 
  8 
   
  1/1 
  1-3 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11 
  Elf 
  MU 
  9 
  M 
  LG 
  12 
  12 
  13 
  12 
  9 
  14 
  28 
  8 
  5 
   
  1-6 
  M 
   
   
  FT 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  12 
  1/2 Elf 
  MU 
  3 
  M 
  NG 
  11 
  15 
  6 
  13 
  13 
  11 
  14 
  4 
  2 
  1/1 
  1-4 
  P 
   
   
  FT 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  13 
  Elf 
  MU 
  4 
  M 
  NE 
  11 
  13 
  12 
  7 
  11 
  12 
  16 
  6 
  2 
   
  1-5 
   
   
   
  FT 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  14 
  1/2 Orc 
  FT 
  3 
  F 
  CN 
  16 
  8 
  12 
  10 
  19 
  6 
  34 
  5 
   
  1/1 
  1-2 
   
   
   
  CL 
  3 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  15 
  Halfling 
  FT 
  3 
  M 
  N 
  11 
  6 
  11 
  10 
  11 
  11 
  12 
  8 
   
  1/1 
  1-4 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  16 
  1/2 Orc 
  FT 
  3 
  F 
  CN 
  12 
  8 
  11 
  11 
  14 
  8 
  14 
  8 
   
  1/1 
  1-3 
   
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  17 
  Elf 
  FT 
  4 
  M 
  LG 
  13 
  13 
  13 
  11 
  9 
  8 
  15 
  7 
   
  1/1 
  1-3 
  S,SH 
   
   
  MU 
  3 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  18 
  Gnome 
  FT 
  4 
  F 
  CN 
  14 
  11 
  8 
  14 
  12 
  11 
  22 
  8 
   
  1/1 
  1-4 
  M 
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  19 
  1/2 Elf 
  FT 
  5 
  M 
  CE 
  15 
  8 
  9 
  14 
  10 
  7 
  19 
  8 
   
  1/1 
  1-3 
   
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  20 
  1/2 Orc 
  AS 
  1 
  M 
  CE 
  12 
  14 
  13 
  12 
  18 
  7 
  5 
  8 
   
   
  1-3 
   
   
   
  CL 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
  21 
  1/2 Orc 
  AS 
  5 
  M 
  LE 
  14 
  11 
  9 
  12 
  17 
  8 
  33 
  7 
   
   
  1-3 
   
   
   
  FT 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  22 
  Elf 
  TH 
  4 
  M 
  LE 
  13 
  16 
  8 
  13 
  12 
  9 
  11 
  8 
   
   
  1-4 
   
   
   
  MU 
  3 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  23 
  1/2 Orc 
  AS 
  8 
  F 
  CE 
  14 
  12 
  9 
  14 
  13 
  4 
  37 
  7 
   
   
  1 
  S 
   
   
  FT 
  7 
   
   
   
   
   
   
   
   
   
   
   
  3/2 
   
   
  24 
  1/2 Elf 
  RG 
  3 
  M 
  NG 
  13 
  14 
  16 
  12 
  14 
  12 
  25 
  3 
   
  1/1 
  1-5 
  OW 
   
   
  CL 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  25 
  Gnome 
  IL 
  1 
  M 
  CG 
  14 
  15 
  11 
  16 
  8 
  12 
  7 
  2 
  1 
   
  1-5 
   
   
   
  FT 
  1 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  Continued on next page 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  19 
  MULTI-CLASSED CHARACTERS continued 
  d% 
  Race 
  Class LVL Sex 
  AL 
  STR 
  INT WIS DEX 
  CON CHA Hp AC SL # AT Hmen M Items 
  26 
  Gnome 
  IL 
  5 
  F 
  LN 
  10 
  15 
  12 
  16 
  9 
  10 
  19 
  8 
  3 
   
  1-4 
  P 
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  27 
  1/2 Orc 
  CL 
  4 
  M 
  CN 
  7 
  8 
  14 
  13 
  15 
  11 
  16 
  8 
  2 
   
  1-4 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  28 
  1/2 Elf 
  CL 
  4 
  M 
  N 
  13 
  11 
  13 
  10 
  16 
  6 
  23 
  5 
  2 
   
  1-2 
  P 
   
   
  FT 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  29 
  1/2 Elf 
  CL 
  5 
  M 
  CN 
  8 
  16 
  14 
  14 
  8 
  12 
  16 
  8 
  3 
   
  1-5 
  M,R 
   
   
  MU 
  6 
   
   
   
   
   
   
   
   
   
   
  3 
   
   
   
  30 
  1/2 Elf 
  CL 
  2 
  F 
  NG 
  17 
  7 
  13 
  13 
  10 
  7 
  8 
  8 
  1 
   
  1-3 
   
   
   
  FT 
  1 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  31 
  Gnome 
  CL 
  4 
  M 
  LN 
  15 
  11 
  13 
  8 
  14 
  7 
  27 
  4 
  2 
   
  1-3 
  R 
   
   
  FT 
  9 
   
   
   
   
   
   
   
   
   
   
   
  3/2 
   
   
  32 
  1/2 Elf 
  IL 
  3 
  M 
  NG 
  10 
  15 
  10 
  16 
  10 
  12 
  13 
  8 
  2 
   
  1-5 
   
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  33 
  1/2 Elf 
  RG 
  3 
  F 
  CG 
  13 
  13 
  14 
  9 
  14 
  6 
  14 
  4 
   
  1/1 
  1-2 
  W 
   
   
  CL 
  2 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
  34 
  Elf 
  MU 
  1 
  F 
  LE 
  12 
  14 
  13 
  16 
  10 
  16 
  6 
  7 
  1 
   
  1-8 
   
   
   
  CL 
  2 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
  35 
  1/2 Elf 
  MU 
  3 
  M 
  CE 
  10 
  14 
  8 
  15 
  8 
  15 
  20 
  2 
  2 
   
  1-7 
   
   
   
  FT 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  36 
  1/2 Elf 
  MU 
  3 
  M 
  NE 
  10 
  16 
  9 
  9 
  10 
  12 
  17 
  5 
  2 
   
  1-5 
  P 
   
   
  FT 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  37 
  Elf 
  TH 
  3 
  F 
  CN 
  7 
  14 
  12 
  16 
  10 
  12 
  10 
  8 
   
   
  1-5 
   
   
   
  MU 
  2 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
  38 
  1/2 Elf 
  TH 
  4 
  M 
  NE 
  16 
  10 
  6 
  14 
  11 
  11 
  15 
  8 
   
   
  1-4 
  S 
   
   
  FT 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  39 
  1/2 Orc 
  TH 
  5 
  F 
  N 
  11 
  8 
  9 
  14 
  14 
  10 
  24 
  8 
   
   
  1-4 
  P 
   
   
  FT 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  40 
  1/2 Elf 
  TH 
  5 
  F 
  CE 
  13 
  12 
  8 
  13 
  14 
  11 
  20 
  8 
   
   
  1-4 
  P 
   
   
  FT 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MU 
  4 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  41 
  Elf 
  MU 
  5 
  M 
  NE 
  15 
  15 
  11 
  15 
  12 
  11 
  16 
  8 
  3 
   
  1-4 
  SC 
   
   
  FT 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  42 
  1/2 Elf 
  MU 
  3 
  M 
  LE 
  9 
  16 
  12 
  12 
  15 
  8 
  14 
  8 
  2 
   
  1-3 
  SC 
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  43 
  Elf 
  FT 
  5 
  F 
  LE 
  13 
  9 
  11 
  12 
  10 
  8 
  24 
  8 
   
  1/1 
  1-3 
  P 
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  44 
  Elf 
  FT 
  4 
  M 
  LE 
  10 
  13 
  10 
  9 
  13 
  14 
  21 
  4 
   
  1/1 
  1-6 
  P 
   
   
  MU 
  4 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  45 
  Dwarf 
  FT 
  7 
  F 
  CN 
  17 
  7 
  13 
  13 
  13 
  16 
  40 
  8 
   
  3/2 
  1-8 
  R 
   
   
  TH 
  7 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  46 
  Halfling 
  FT 
  1 
  M 
  CE 
  14 
  11 
  10 
  14 
  11 
  11 
  8 
  8 
   
  1/1 
  1-4 
   
   
   
  TH 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  47 
  Gnome 
  FT 
  1 
  M 
  N 
  13 
  11 
  13 
  13 
  12 
  17 
  5 
  8 
   
  1/1 
  1-10 
   
   
   
  TH 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  48 
  1/2 Elf 
  CL 
  2 
  M 
  CN 
  12 
  9 
  17 
  7 
  9 
  11 
  6 
  4 
   
   
  1-4 
   
   
   
  FT 
  1 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  49 
  1/2 Elf 
  CL 
  5 
  F 
  CG 
  13 
  13 
  14 
  9 
  14 
  18 
  24 
  5 
  3 
   
  1-15 
   
   
   
  RG 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  50 
  1/2 Elf 
  CL 
  3 
  F 
  NG 
  9 
  14 
  13 
  11 
  9 
  14 
  10 
  7 
  2 
   
   
   
   
   
  MU 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Continued on next page 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  20 
  MULTI-CLASSED CHARACTERS continued 
  d% 
  Race 
  Class LVL Sex 
  AL 
  STR 
  INT WIS DEX 
  CON CHA Hp AC SL # AT Hmen M Items 
  51 
  1/2 Elf 
  MU 
  6 
  M 
  N 
  12 
  14 
  15 
  15 
  10 
  10 
  25 
  8 
  3 
   
  1-4 
  OW,P 
   
   
  TH 
  10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  52 
  1/2 Elf 
  CL 
  5 
  M 
  NE 
  12 
  10 
  13 
  17 
  11 
  8 
  25 
  7 
  3 
   
  1-3 
   
   
   
  FT 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  53 
  Elf 
  FT 
  5 
  M 
  CG 
  13 
  13 
  11 
  13 
  11 
  9 
  19 
  4 
   
  1/1 
  1-4 
   
   
   
  MU 
  4 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  54 
  Gnome 
  FT 
  3 
  M 
  LE 
  13 
  15 
  13 
  16 
  16 
  16 
  20 
  4 
   
  1/1 
  1-6 
  A 
   
   
  IL 
  2 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
  55 
  Dwarf 
  FT 
  2 
  F 
  LN 
  12 
  10 
  7 
  15 
  13 
  15 
  14 
  8 
   
  1/1 
  1-7 
  S 
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  56 
  Dwarf 
  FT 
  4 
  M 
  CE 
  12 
  11 
  10 
  16 
  14 
  10 
  20 
  7 
   
  1/1 
  1-4 
  A 
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  57 
  Elf 
  FT 
  5 
  F 
  LN 
  10 
  15 
  7 
  16 
  10 
  8 
  19 
  8 
   
  1/1 
  1-3 
  SC,P,R 
   
   
  MU 
  4 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  58 
  Elf 
  MU 
  5 
  M 
  CN 
  11 
  13 
  9 
  13 
  11 
  10 
  15 
  8 
  3 
   
  1-4 
   
   
   
  TH 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  59 
  Gnome 
  IL 
  5 
  M 
  LE 
  9 
  15 
  7 
  16 
  16 
  13 
  29 
  8 
  3 
   
   
   
   
   
  TH 
  7 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  60 
  1/2 Orc 
  CL 
  4 
  F 
  CE 
  14 
  10 
  12 
  12 
  13 
  12 
  28 
  3 
  2 
   
  1-5 
  R 
   
   
  AS 
  6 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  61 
  1/2 Orc 
  CL 
  4 
  M 
  LE 
  9 
  8 
  12 
  13 
  13 
  7 
  25 
  8 
  2 
   
  1-3 
   
   
   
  TH 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  62 
  1/2 Orc 
  CL 
  4 
  F 
  LE 
  13 
  11 
  11 
  13 
  13 
  8 
  16 
  7 
  2 
   
  1-3 
  A 
   
   
  AS 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  63 
  1/2 Elf 
  FT 
  6 
  F 
  CE 
  12 
  12 
  7 
  9 
  11 
  7 
  26 
  2 
   
  1/1 
  1-3 
  A,S,SH 
   
   
  MU 
  6 
   
   
   
   
   
   
   
   
   
   
  3 
   
   
   
  64 
  Elf 
  FT 
  1 
  M 
  CN 
  17 
  10 
  8 
  15 
  9 
  9 
  1 
  7 
  8 
   
  1-4 
   
   
   
  TH 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  65 
  Gnome 
  FT 
  4 
  M 
  N 
  13 
  7 
  11 
  13 
  12 
  8 
  27 
  8 
   
   
  1-4 
   
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  66 
  1/2 Elf 
  FT 
  3 
  M 
  CN 
  14 
  8 
  13 
  15 
  15 
  12 
  15 
  8 
   
  1/1 
  1-5 
  S 
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  67 
  Halfling 
  FT 
  3 
  M 
  LN 
  11 
  7 
  11 
  15 
  13 
  6 
  14 
  8 
   
   
  1-2 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  68 
  1/2 Orc 
  FT 
  4 
  F 
  N 
  16 
  9 
  10 
  13 
  13 
  10 
  21 
  18 
   
  1/1 
  1-4 
  S 
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  69 
  Elf 
  FT 
  3 
  M 
  LE 
  12 
  12 
  9 
  17 
  9 
  16 
  15 
  7 
   
  1/1 
  1-8 
  P 
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  70 
  Gnome 
  FT 
  4 
  F 
  LE 
  15 
  15 
  13 
  17 
  14 
  9 
  14 
  7 
   
  1/1 
  1-4 
   
   
   
  IL 
  4 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  71 
  1/2 Elf 
  FT 
  3 
  M 
  CE 
  12 
  11 
  7 
  15 
  10 
  7 
  16 
  7 
   
   
  1-3 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  72 
  1/2 Orc 
  FT 
  3 
  M 
  CE 
  13 
  13 
  9 
  14 
  13 
  10 
  13 
  8 
   
  1/1 
  1-4 
   
   
   
  AS 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  73 
  1/2 Elf 
  FT 
  3 
  F 
  NG 
  13 
  14 
  11 
  11 
  11 
  9 
  18 
  8 
   
  1/1 
  1-4 
   
   
   
  MU 
  3 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  74 
  1/2 Elf 
  MU 
  4 
  F 
  LE 
  8 
  12 
  8 
  12 
  12 
  18 
  17 
  8 
  2 
   
  1-15 
  R,OW 
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
  4 
   
   
   
  75 
  Dwarf 
  FT 
  7 
  M 
  CG 
  14 
  9 
  17 
  12 
  12 
  10 
  32 
  4 
   
  1/1 
  1-4 
  P,R 
   
   
  TH 
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Continued on next page 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  21 
  MULTI-CLASSED CHARACTERS continued 
  d% 
  Race 
  Class LVL Sex 
  AL 
  STR 
  INT WIS DEX 
  CON CHA Hp AC SL # AT Hmen M Items 
  76 
  1/2 Elf 
  CL 
  1 
  M 
  LE 
  10 
  14 
  18 
  12 
  9 
  9 
  5 
  4 
  1 
   
  1-4 
   
   
   
  MU 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
  77 
  Gnome 
  IL 
  1 
  M 
  CE 
  8 
  15 
  14 
  18 
  11 
  6 
  4 
  8 
  1 
   
  1-2 
   
   
   
  TH 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  78 
  Dwarf 
  FT 
  4 
  F 
  LN 
  17 
  14 
  14 
  12 
  14 
  12 
  19 
  8 
   
  1/1 
  1-5 
   
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  79 
  Dwarf 
  FT 
  3 
  M 
  CN 
  12 
  7 
  9 
  12 
  18 
  11 
  29 
  8 
   
  1/1 
  1-4 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  80 
  1/2 Elf 
  FT 
  5 
  M 
  NE 18/38 12 
  7 
  12 
  17 
  9 
  27 
  7 
   
  1/1 
  1-4 
  P 
   
   
  MU 
  4 
   
   
   
   
   
   
   
   
   
   
  2 
   
   
   
  81 
  Elf 
  FT 
  7 
  F 
  LN 
  17 
  18 
  17 
  18 
  17 
  18 
  71 
  8 
   
  3/2 
  1-15 
  S,M,P 
   
   
  MU 
  11 
   
   
   
   
   
   
   
   
   
   
  5 
   
   
   
   
   
  TH 
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  82 
  Dwarf 
  FT 
  9 
  F 
  CN 
  17 
  17 
  18 
  17 
  18 
  16 
  82 
  8 
   
  3/2 
  1-8 
  S,R,M 
   
   
  TH 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  83 
  1/2 Orc 
  FT 
  10 
  M 
  LE 18/96 17 
  14 
  14 
  19 
  12 
  108 
  7 
   
   
  1-5 
  P,W,M 
   
   
  AS 
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  84 
  1/2 Elf 
  CL 
  1 
  F 
  CN 
  12 
  11 
  13 
  8 
  8 
  7 
  5 
  2 
  1 
   
  1-3 
   
   
   
  FT 
  1 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  85 
  1/2 Elf 
  CL 
  5 
  F 
  LE 
  9 
  12 
  15 
  9 
  7 
  12 
  17 
  4 
  3 
   
  1-5 
  A 
   
   
  MU 
  5 
   
   
   
   
   
   
   
   
   
   
  3 
   
   
   
  86 
  Elf 
  FT 
  2 
  M 
  NE 
  14 
  13 
  15 
  13 
  7 
  9 
  10 
  4 
   
  1/1 
  1-4 
   
   
   
  TH 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  87 
  1/2 Elf 
  MU 
  1 
  M 
  N 
  9 
  13 
  11 
  12 
  13 
  15 
  6 
  8 
  1 
   
  1-7 
   
   
   
  TH 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  88 
  Elf 
  FT 
  5 
  M 
  LN 
  9 
  8 
  10 
  11 
  8 
  10 
  24 
  8 
   
   
  1-4 
   
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  89 
  1/2 Elf 
  CL 
  6 
  M 
  CG 
  13 
  17 
  13 
  14 
  15 
  14 
  29 
  8 
  3 
   
  1-6 
   
   
   
  RG 
  5 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  90 
  1/2 Elf 
  FT 
  1 
  M 
  CN 
  13 
  10 
  15 
  13 
  12 
  10 
  4 
  8 
   
  1/1 
  1-4 
   
   
   
  MU 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
   
   
   
   
  TH 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  91 
  Elf 
  MU 
  9 
  F 
  LE 
  11 
  15 
  11 
  10 
  11 
  11 
  22 
  3 
  5 
   
  1-4 
   
   
   
  FT 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  92 
  Dwarf 
  FT 
  3 
  M 
  NG 
  11 
  7 
  13 
  16 
  13 
  13 
  21 
  5 
   
  1/1 
  1-5 
   
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  93 
  Elf 
  MU 
  4 
  F 
  CN 
  12 
  15 
  11 
  7 
  11 
  16 
  16 
  3 
  2 
   
  1-8 
   
   
   
  FT 
  4 
   
   
   
   
   
   
   
   
   
   
   
  1/1 
   
   
  94 
  Gnome 
  FT 
  6 
  M 
  LN 
  17 
  13 
  11 
  18 
  17 
  9 
  64 
  8 
   
  1/1 
  1-4 
  S,P 
   
   
  TH 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  95 
  1/2 Elf 
  MU 
  8 
  M 
  LG 
  18 
  18 
  16 
  16 
  18 
  15 
  59 
  8 
  4 
   
  1-7 
  OW,P 
   
   
  TH 
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  96 
  Halfling 
  FT 
  5 
  M 
  CN 
  17 
  16 
  15 
  18 
  18 
  15 
  47 
  8 
   
  1/1 
  1-7 
  P,S 
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  97 
  Halfling 
  FT 
  3 
  M 
  CE 
  14 
  9 
  12 
  13 
  14 
  11 
  18 
  8 
   
  1/1 
  1-4 
   
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  98 
  Dwarf 
  FT 
  4 
  M 
  LN 
  13 
  7 
  7 
  12 
  12 
  8 
  18 
  8 
   
  1/1 
  1-3 
   
   
   
  TH 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  99 
  Gnome 
  IL 
  4 
  M 
  CE 
  11 
  15 
  14 
  16 
  9 
  8 
  15 
  8 
  2 
   
  1-3 
   
   
   
  TH 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  100 
  1/2 Elf 
  FT 
  6 
  F 
  CN 
  17 
  14 
  13 
  18 
  10 
  17 
  35 
  4 
   
  1/1 
  1-10 
  S,M 
   
   
  CL 
  5 
   
   
   
   
   
   
   
   
   
   
  3 
   
   
   
   
   
  MU 
  6 
   
   
   
   
   
   
   
   
   
   
  3 
   
   
   
  
   
  22 
  BARDS 
   
  d20  
  Race 
  Level 
  F/T/B 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  # AT 
  Hmen 
  M Items 
  1 
  1/2 Elf 
  5/6/1 
  F 
  CN 
  15 
  13 
  16 
  16 
  10 
  16 
  30 
  10 
  1 
    
  SC 
  2 
  Human 
  7/7/7 
  M 
  LN 
  16 
  16 
  18 
  17 
  14 
  18 
  58 
  8 
  3/2 
  1 
  R 
  3 
  Human 
  7/7/3 
  M 
  NG 
  18/00 
  15 
  17 
  17 
  12 
  18 
  45 
  8 
  3/2 
    
    
  4 
  1/2 Elf 
  6/8/2 
  M 
  N 
  16 
  14 
  17 
  17 
  10 
  18 
  39 
  3 
  1 
    
  A 
  5 
  Human 
  5/6/4 
  F 
  N 
  18/12 
  12 
  15 
  17 
  14 
  15 
  42 
  8 
  1 
    
    
  6 
  Human 
  6/6/4 
  M 
  NE 
  17 
  14 
  18 
  15 
  15 
  15 
  51 
  8 
  1 
    
  S 
  7 
  Human 
  6/8/9 
  M 
  N 
  16 
  15 
  17 
  17 
  12 
  15 
  72 
  8 
  1 
  1-2 
  R 
  8 
  Human 
  7/8/9 
  F 
  LN 
  18/50 
  12 
  18 
  15 
  13 
  16 
  76 
  8 
  3/2 
  1-2 
    
  9 
  Human 
  6/6/9 
  M 
  LN 
  18/24 
  16 
  18 
  18 
  11 
  15 
  69 
  4 
  1 
  1-2 
  A 
  10 
  Human 
  5/8/2 
  M 
  NE 
  15 
  13 
  16 
  18 
  11 
  16 
  34 
  4 
  1 
    
  AS  
  11 
  Human 
  5/8/4 
  M 
  N 
  17 
  14 
  16 
  15 
  12 
  15 
  56 
  10 
  1 
    
    
  12 
  Human 
  5/8/2 
  M 
  N 
  17 
  17 
  15 
  18 
  13 
  15 
  34 
  8 
  1 
    
    
  13 
  Human 
  6/8/2 
  M 
  LN 
  15 
  12 
  17 
  17 
  11 
  15 
  44 
  8 
  1 
    
  S 
  14 
  Human 
  7/6/1 
  M 
  NG 
  17 
  12 
  18 
  15 
  10 
  18 
  45 
  4 
  3/2 
    
  A 
  15 
  Human 
  7/7/6 
  F 
  LN 
  16 
  12 
  17 
  17 
  11 
  17 
  69 
  4 
  3/2 
  1 
  A 
  16 
  Human 
  7/6/1 
  M 
  NG 
  18/51 
  12 
  17 
  16 
  14 
  15 
  39 
  10 
  3/2 
    
    
  17 
  Human 
  5/7/6 
  M 
  N 
  17 
  12 
  17 
  15 
  12 
  16 
  63 
  8 
  1 
  1 
  AR 
  18 
  1/2 Elf 
  7/7/7 
  M 
  NG 
  17 
  13 
  15 
  15 
  12 
  16 
  69 
  8 
  3/2 
  1 
    
  19 
  Human 
  7/7/9 
  M 
  CN 
  18/72 
  14 
  15 
  16 
  12 
  17 
  67 
  8 
  3/2 
  1-2 
  MW  
  20 
  Human 
  5/6/2 
  F 
  N 
  16 
  13 
  18 
  16 
  12 
  17 
  39 
  3 
  1 
    
  SAW  
   
   
  A Dwarven Drinking Song 
   
  Copper's good for making things, 
  But hardly fit for kings or popes. 
  Silver's good for chains and rings, 
  And also killing lycanthropes. 
  Electrum is a novelty, 
  But seems to lack a certain flair. 
  Platinum shines regally, 
  Nobility beyond compare. 
  Mithril is a magic ore, 
  So bright and difficult to scratch. 
  Gems that sparkle, I adore, 
  And jewelry can have no match. 
  But for a Dwarven happiness, 
  There's one more thing that I require; 
  One more thing I must possess, 
  To feed the flames of my desire. 
   
  Gold, I love the gleaming! 
  Gold, of you I'm dreaming! 
  Gold, for you I'm scheming! 
  Gold, for you I'm screaming! 
  I can't be happy 'til I've rolled 
  Through mounds and mounds of shining gold! 
  Gold gold gold gold gold gold gold! 
  Mine!  It's all mine!  Ha ha ha ha ha! 
  Be Not Dismayed 
  (A Song of Hope) 
   
  Be not dismayed by those who mock, 
  And all endeavors noble scorn. 
  Abandon not thy honor's flock; 
  From lofty virtue be not torn. 
   
  Seek grains of truth in every voice; 
  Be not thou fain to these eschew. 
  But when tumultuous thy choice, 
  To thine own heart, thou must be true. 
  The Glory of Adventure 
   
  When the enemy's surrounding, 
  And we think our nerves will fail, 
  When we hear the trumpets sounding, 
  And they make us quake and quail, 
  Grab your mug and we'll be pounding 
  Down another round of ale! 
   
  And we'll drink, 
  To the glory of adventure! 
  
   
  23 
  MONKS 
   
  d% 
  Race 
  LVL 
  Sex 
  AL 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Hp 
  AC 
  Hmen 
  M Items 
  1-2 
  Human 
  1 
  M 
  LE 
  16 
  6 
  15 
  15 
  13 
  6 
  8 
  10 
    
    
  3-4 
  Human 
  2 
  M 
  LN 
  15 
  6 
  16 
  15 
  14 
  9 
  9 
  9 
    
  M 
  5-6 
  Human 
  8 
  M 
  LE 
  15 
  11 
  15 
  15 
  12 
  16 
  21 
  4 
  1-4 
  R 
  7-8 
  Human 
  4 
  M 
  LE 
  15 
  10 
  16 
  15 
  15 
  10 
  20 
  7 
    
    
  9-10 
  Human 
  2 
  M 
  LN 
  15 
  12 
  15 
  16 
  15 
  13 
  11 
  9 
    
    
  11-12 
  Human 
  6 
  F 
  LE 
  15 
  10 
  15 
  15 
  12 
  11 
  21 
  6 
  1-2 
    
  13-14 
  Human 
  8 
  F 
  LG 
  15 
  9 
  15 
  15 
  13 
  14 
  19 
  4 
  1-4 
  OW 
  15-16 
  Human 
  1 
  M 
  LE 
  15 
  10 
  18 
  15 
  18 
  10 
  9 
  10 
    
    
  17-18 
  Human 
  1 
  M 
  LG 
  15 
  12 
  15 
  15 
  12 
  8 
  3 
  10 
    
    
  19-20 
  Human 
  4 
  M 
  LG 
  15 
  9 
  16 
  15 
  12 
  10 
  14 
  7 
    
    
  21-22 
  Human 
  3 
  M 
  LE 
  15 
  9 
  15 
  15 
  12 
  8 
  9 
  8 
    
    
  23-24 
  Human 
  6 
  M 
  LG 
  15 
  8 
  15 
  15 
  15 
  8 
  20 
  6 
  1-2 
    
  25-26 
  Human 
  4 
  M 
  LE 
  15 
  13 
  15 
  15 
  13 
  9 
  16 
  7 
    
    
  27-28 
  Human 
  2 
  F 
  LN 
  15 
  12 
  15 
  16 
  11 
  14 
  9 
  9 
    
    
  29-30 
  Human 
  8 
  M 
  LG 
  15 
  13 
  15 
  15 
  12 
  12 
  20 
  4 
  1-4 
  OW 
  31-32 
  Human 
  1 
  F 
  LG 
  15 
  11 
  15 
  15 
  14 
  10 
  5 
  10 
    
    
  33-34 
  Human 
  1 
  M 
  LE 
  15 
  12 
  18 
  15 
  11 
  14 
  5 
  10 
    
    
  35-36 
  Human 
  6 
  M 
  LG 
  15 
  9 
  15 
  15 
  12 
  10 
  17 
  6 
  1-2 
    
  37-38 
  Human 
  1 
  M 
  LN 
  15 
  9 
  15 
  17 
  11 
  11 
  6 
  10 
    
    
  39-40 
  Human 
  3 
  F 
  LE 
  16 
  12 
  15 
  15 
  11 
  6 
  11 
  8 
    
    
  41-42 
  Human 
  2 
  M 
  LE 
  17 
  6 
  15 
  15 
  13 
  8 
  8 
  9 
    
  OW,M 
  43-44 
  Human 
  1 
  M 
  LE 
  18 
  12 
  17 
  16 
  11 
  10 
  6 
  10 
    
    
  45-46 
  Human 
  4 
  F 
  LE 
  15 
  10 
  17 
  16 
  12 
  12 
  10 
  7 
    
  OW 
  47-48 
  Human 
  2 
  F 
  LG 
  15 
  13 
  16 
  17 
  11 
  11 
  7 
  9 
    
    
  49-50 
  Human 
  4 
  M 
  LG 
  15 
  14 
  15 
  18 
  11 
  15 
  14 
  7 
    
    
  51-52 
  Human 
  5 
  M 
  LG 
  15 
  6 
  15 
  15 
  15 
  12 
  16 
  7 
    
  R,OW 
  53-54 
  Human 
  1 
  M 
  LE 
  15 
  6 
  15 
  15 
  11 
  11 
  4 
  10 
    
    
  55-56 
  Human 
  2 
  M 
  LE 
  15 
  12 
  15 
  15 
  14 
  8 
  9 
  9 
    
    
  57-58 
  Human 
  5 
  M 
  LN 
  15 
  9 
  15 
  15 
  11 
  13 
  20 
  7 
    
    
  59-60 
  Human 
  4 
  M 
  LG 
  15 
  13 
  15 
  15 
  11 
  7 
  13 
  7 
    
  OW 
  61-62 
  Human 
  4 
  M 
  LN 
  18 
  7 
  15 
  15 
  15 
  13 
  19 
  7 
    
    
  63-64 
  Human 
  5 
  F 
  LG 
  15 
  6 
  15 
  15 
  14 
  11 
  13 
  7 
    
    
  65-66 
  Human 
  7 
  M 
  LG 
  16 
  8 
  15 
  15 
  12 
  11 
  17 
  5 
  1-3 
  OW 
  67-68 
  Human 
  3 
  M 
  LE 
  16 
  13 
  17 
  15 
  13 
  14 
  8 
  8 
    
    
  69-70 
  Human 
  2 
  M 
  LN 
  15 
  15 
  15 
  15 
  14 
  11 
  8 
  9 
    
    
  71-72 
  Human 
  5 
  M 
  LN 
  15 
  10 
  15 
  15 
  11 
  14 
  21 
  7 
    
    
  73-74 
  Human 
  3 
  F 
  LN 
  17 
  17 
  18 
  18 
  17 
  18 
  21 
  8 
    
  M 
  75-76 
  Human 
  4 
  F 
  LN 
  15 
  9 
  15 
  15 
  15 
  6 
  19 
  7 
    
  M 
  77-78 
  Human 
  1 
  M 
  LE 
  15 
  11 
  15 
  15 
  16 
  12 
  5 
  10 
    
  M,R 
  79-80 
  Human 
  7 
  M 
  LN 
  15 
  9 
  15 
  15 
  14 
  11 
  20 
  5 
  1-3 
    
  81-82 
  Human 
  2 
  F 
  LG 
  15 
  10 
  16 
  16 
  12 
  14 
  10 
  9 
    
    
  83-84 
  Human 
  6 
  M 
  LE 
  15 
  10 
  15 
  15 
  11 
  12 
  20 
  6 
  1-2 
    
  85-86 
  Human 
  2 
  F 
  LE 
  16 
  12 
  15 
  15 
  15 
  13 
  11 
  9 
    
    
  87-88 
  Human 
  1 
  M 
  LN 
  17 
  13 
  15 
  15 
  12 
  10 
  5 
  10 
    
    
  89-90 
  Human 
  8 
  F 
  LE 
  15 
  14 
  15 
  15 
  15 
  8 
  6 
  4 
  1-4 
  M 
  91-92 
  Human 
  2 
  F 
  LN 
  15 
  11 
  15 
  15 
  12 
  10 
  7 
  9 
    
    
  93-94 
  Human 
  3 
  M 
  LE 
  15 
  10 
  17 
  15 
  13 
  7 
  12 
  8 
    
    
  95-96 
  Human 
  2 
  M 
  LG 
  15 
  13 
  18 
  17 
  15 
  9 
  10 
  9 
    
    
  97-98 
  Human 
  4 
  M 
  LN 
  15 
  15 
  15 
  16 
  12 
  11 
  13 
  7 
    
    
  99-100 
  Human 
  7 
  M 
  LG 
  15 
  14 
  15 
  15 
  16 
  15 
  32 
  5 
  1-3 
  M,OW 
   
  
   
  24 
  SAGES 
   
  d20 Race LVL Sex AL STR INT WIS DEX CON CHA Hp 
  M 
  Items 
  Major (Specialty) 
  Area of Knowledge 
  Minor (General) 
  Area of Knowledge 
  1 Human D3 F 
  CE 10 18 15 
  6 
  10 
  11 
  24 R,M,M 
  Fauna 
  (Cephalopods,Echinoderms,Insects) 
  Demi-humankind 
  2 Human C4 M CN 14 18 15 
  8 
  11 
  5 
  22 
  M 
  Humankind 
  (Politics, genealogy, demography, 
  biology, law, customs) 
  Flora 
  3 Human D3 M CG 10 16 13 
  9 
  12 
  8 
  17 
  R 
  Flora 
  (Herbs, Mosses, Ferns, Trees,Bushes, 
  Shrubs) 
  Supernatural & Unusual 
  4 Human D4 M 
  N 
  8 
  15 17 
  13 
  9 
  8 
  21 
  OW 
  Fauna 
  (Reptiles, Amphibians) 
  Flora 
  5 Human C4 M NG 13 18 15 
  13 
  10 
  10 
  18 
  M 
  Humankind 
  (Biology, Sociology, Psychology) 
  Flora 
  6 Human C5 M LN 
  8 
  16 13 
  6 
  6 
  13 
  15 
   
  Humankind 
  (Theology & Myth, Legends, Folklore, 
  Philosophy & Ethics) 
  Fauna 
  7 Human M4 F 
  LN 
  8 
  15 14 
  15 
  7 
  9 
  25 
   
  Humanoids & Giantkind 
  (Law, Customs, Legends & Folklore, 
  History) 
  Fauna 
  8 Human M5 M NE 11 15 18 
  9 
  14 
  6 
  21 
  R 
  Demi-Humankind (Art, Music, 
  Sociology) 
  Fauna, Humankind 
  9 Human C3 M 
  N 
  13 17 17 
  5 
  7 
  5 
  24 
   
  Demi-Humankind 
  (Psychology,Sociology,Demography) 
  Physical Universe(s), 
  Humankind 
  10 Human D6 M NG 9 
  17 17 
  12 
  7 
  6 
  18 
  M 
  Flora 
  (Weeds,Grasses, Grains, Trees) 
  Fauna 
  11 Human I4 
  M NE 
  9 
  16 13 
  16 
  10 
  10 
  23 
   
  Supernatural & Unusual 
  (Medicine, Dweomercraft, 
  Divination, Metaphysics) 
  Humankind 
  12 Human C6 M NG 10 18 14 
  12 
  10 
  11 
  22 
   
  Demi-humankind 
  (Sociology, Politics, Genealogy, 
  Legends, Folklore, Psychology) 
  Humankind 
  13 Human C3 M CE 11 17 15 
  6 
  13 
  7 
  18 
  OW 
  Physical Universe(s) 
  (Geology, Mineralogy, Astronomy, 
  Topography, Cartography, 
  Geography) 
  Humankind 
  14 Human M6 M LE 15 17 18 
  5 
  9 
  11 
  21 R,OW 
  Humankind 
  (Philosophy, Ethics, Art, Music) 
  Flora, Humanoids, Giantkind 
  15 Human C6 M LN 15 17 15 
  14 
  10 
  5 
  22 
   
  Humanoids & Giantkind 
  (Biology, Theology, Myth, 
  Languages) 
  Humankind 
  16 Human C5 F 
  LN 
  9 
  15 16 
  14 
  8 
  10 
  18 
  M 
  Humankind 
  (Legends, Folklore, Politics, 
  Genealogy, Languages) 
  Demi-humankind, 
  Humanoids, Giantkind 
  17 Human M5 M 
  N 
  11 18 16 
  9 
  14 
  11 
  18 
   
  Humankinds 
  (Legends, Folklore, History, Theology, 
  Myth, Law,Customs) 
  Humanoids, Giantkind 
  18 Human I6 
  M LN 10 17 16 
  10 
  14 
  8 
  19 
  M,R 
  Supernatural & Unusual 
  (Outer Planes, Inner Planes) 
  Physical Universe(s), 
  Humankind 
  19 Human C4 M 
  N 
  8 
  18 15 
  8 
  8 
  10 
  24 
   
  Physical Universe(s) 
  (Physics, Chemistry, Architecture, 
  Engineering) 
  Humankind 
  20 Human C4 F 
  N 
  8 
  15 15 
  14 
  5 
  8 
  22 R,R,P 
  Demi-humankind 
  (History, Legends, Folklore, 
  Demography, Art, Music) 
  Flora, Physical Universe(s) 
   
  Notes 
  Level: this is the profession and level of the sage as per the DMG, pp31-3. In most cases they are NPCs retired from 
  active adventuring and will offer their ‘services’ strictly in an advisory capacity.  
  Major (Specialty) Area of Knowledge: The sage will have an excellent general knowledge of the primary field and 
  specialized or esoteric knowledge of fields listed in parenthesis 
  Minor (General) Area of Knowledge: The sage will have an good general knowledge of the fields listed.  
   
  
   
  25 
  1st-LEVEL NON-PLAYER CHARACTERS  
  (HENCHMEN, HIRELINGS, PATRONS or PRISONERS) 
   
   
  1d20 
  Name 
  Race 
  Sex 
  Class 
  Hp/AC 
  Str 
  Int 
  Wis 
  Dex 
  Con 
  Cha 
  Items 
  1 
  Elaine 
  H 
  F 
  F 
  6/3 
  16 
  11 
  12 
  15 
  14 
  10 
  Potion of healing 
  2 
  Geolin 
  D 
  F 
  F 
  6/4 
  16 
  10 
  8 
  11 
  15 
  9 
  Hand Axe +1 
  3 
  Megaron 
  H 
  M 
  F 
  8/2 
  16 
  9 
  12 
  15 
  14 
  13 
  Spear +1 
  4 
  Leif 
  H 
  M 
  F 
  7/2 
  17 
  8 
  7 
  16 
  13 
  8 
  Broadsword +1 
  5 
  Tenbar 
  D 
  M 
  F 
  9/3 
  17 
  11 
  12 
  12 
  18 
  10 
  Footman’s Pick +1 
  6 
  Griff 
  H 
  M 
  F 
  9/3 
  17 
  9 
  13 
  10 
  12 
  17 
  Broadsword +1 
  7 
  Arborius 
  H 
  M 
  R 
  10/5 
  15 
  13 
  14 
  13 
  11 
  10 
  10 Arrows +1 
  8 
  Kellin 
  E 
  M 
  F/MU 
  5/2 
  13 
  15 
  8 
  16 
  12 
  15 
  MU Scroll (1) 
  9 
  Elmorth 
  E 
  F 
  MU 
  3/10 
  9 
  15 
  12 
  12 
  15 
  14 
  MU Scroll (2) 
  10 
  Hilgaard 
  H 
  F 
  MU 
  3/10 
  9 
  17 
  15 
  11 
  14 
  12 
  MU Scroll (3) 
  11 
  Mylor 
  H 
  M 
  MU 
  3/10 
  9 
  16 
  10 
  12 
  11 
  15 
  MU Scroll (1) 
  12 
  Astenon 
  H 
  M 
  I 
  4/7 
  13 
  15 
  8 
  17 
  9 
  7 
  Wand: Enemy Det. 
  13 
  Caine 
  ½ E 
  M 
  C/MU 
  4/6 
  17 
  10 
  15 
  14 
  14 
  7 
  Cleric  Scroll (1) 
  14 
  Gerald 
  H 
  M 
  C 
  5/5 
  15 
  11 
  17 
  9 
  13 
  13 
  Potion: Fire Resist. 
  15 
  Lida 
  H 
  F 
  C 
  6/5 
  8 
  10 
  18 
  13 
  15 
  9 
  - 
  16 
  Nestor 
  H 
  M 
  C 
  5/5 
  15 
  11 
  17 
  9 
  13 
  13 
  Mace +1 
  17 
  Caledon 
  H 
  M 
  D 
  5/8 
  11 
  10 
  16 
  12 
  13 
  15 
  P: Invulnerability 
  18 
  Radric 
  D 
  M 
  F/T 
  5/5 
  13 
  9 
  8 
  17 
  15 
  10 
  - 
  19 
  Theodore 
  ½-ling 
  M 
  T 
  4/4 
  8 
  14 
  7 
  18 
  9 
  15 
  R: Feather Falling 
  20 
  Grummash 
  ½ O 
  M 
  T 
  6/7 
  15 
  13 
  10 
  14 
  17 
  8 
  Leather +1 
   
  0-LEVEL NON-PLAYER CHARACTERS (Normal Men) 
   
   
  d% 
  HP 
  Above Average  
  Ability Score(s) 
  Below Average  
  Ability Score(s) 
   
   
  d% 
  HP 
  Above Average  
  Ability Score(s) 
  Below Average  
  Ability Score(s) 
  1-2 
  8 
  18 Con 
  5 Int 
   
  51-52 
  5 
  17 Str, 18 Dex 
  7 Con 
  3-4 
  7 
  16 Str, 18 Wis, 15 Dex 
  7 Con 
   
  53-54 
  3 
  18/60 Str, 15 Dex 
  8 Con, 7 Wis 
  5-6 
  4 
  15 Con 
  6 Cha 
   
  55-56 
  2 
  18/71 Str, 15 Wis 
  7 Cha, 8 Int 
  7-8 
  2 
  18 Wis 
  5 Str, 7 Con 
   
  57-58 
  3 
  17 Str, 17 Dex 
  5 Con 
  9-10 
  2 
  16 Str 
  8 Dex, 8 Cha 
   
  59-60 
  5 
  15 Con 
  None 
  11-12 
  6 
  17 Str. 15 Dex, 15 Con 
  12 Cha 
   
  61-62 
  7 
  15 Cha 
  6 Int 
  13-14 
  9 
  18 Con 
  None 
   
  63-64 
  6 
  18 Wis 
  None 
  15-16 
  5 
  16 Str, 16 Wis, 15 Con 
  10 Dex 
   
  65-66 
  7 
  17 Str 
  4 Cha 
  17-18 
  3 
  18/02 Str 
  4 Cha 
   
  67-68 
  9 
  16 Str, 18 Con 
  2 Dex 
  19-20 
  6 
  15 Wis 
  6 Dex 
   
  69-70 
  3 
  16 Dex 
  4 Str 
  21-22 
  3 
  16 Dex 
  8 Str 
   
  71-72 
  5 
  18/00 Str 
  5 Dex, 6 Wis, 6 Cha 
  23-24 
  9 
  16 Dex, 18 Cha 
  7 Con, 6 Int 
   
  73-74 
  7 
  17 Str, 17 Con 
  6 Int, 7 Cha 
  25-26 
  9 
  17 Dex, 18 Con 
  5 Wis 
   
  75-76 
  4 
  16 Str, 18 Dex 
  None 
  27-28 
  4 
  17 Str, 16 Dex 
  9 Int, 7 Wis 
   
  77-78 
  2 
  18/06 Str 
  8 Con, 5 Cha 
  29-30 
  7 
  15 Cha 
  6 Wis, 8 Con 
   
  79-80 
  7 
  18 Str 
  6 Cha, 6 Int 
  31-32 
  5 
  17 Cha 
  5 Int, 5 Wis 
   
  81-82 
  9 
  18/50 Str, 18 Con 
  6 Wis, 6 Int, 5 Cha 
  33-34 
  3 
  16 Str, 17 Wis 
  None 
   
  83-84 
  7 
  16 Str, 18 Wis 
  8 Dex 
  35-36 
  4 
  18 Wis 
  7 Int 
   
  85-86 
  4 
  18 Wis 
  6 Con, 4 Str 
  37-38 
  2 
  16 Str, 17 Wis 
  8 Con 
   
  87-88 
  5 
  18/00 Str 
  5 Wis, 7 Cha 
  39-40 
  8 
  17 Cha 
  6 Str 
   
  89-90 
  2 
  16 Dex 
  7 Str 
  41-42 
  5 
  18/00 Str, 17 Wis, 17 Cha 
  8 Dex, 7 Int 
   
  91-92 
  9 
  18 Cha 
  2 Int 
  43-44 
  2 
  18 Dex 
  5 Con 
   
  93-94 
  4 
  16 Str, 15 Wis 
  None 
  45-46 
  9 
  15 Wis, 18 Cha 
  4 Dex 
   
  95-96 
  9 
  18 Con 
  5 Dex 
  47-48 
  4 
  17 Wis, 15 Con 
  6 Cha 
   
  97-98 
  7 
  18 Wis 
  None 
  49-50 
  4 
  16 Con 
  7 Wis, 7 Int 
   
  99-100 
  3 
  18 Dex 
  7 Str 
  
   
  26 
  NPC DETAILS 
   
  d% 
  Sex 
   
  d% 
  Age 
   
  d% 
  Hair 
   
  d% 
  Appearance 
  01-50 
  Female 
   
  01-25 
  11-20 
   
  01-20 
  Black 
   
  01-15 
  Filthy 
  51-00 
  Male 
   
  26-50 
  21-30 
   
  21-35 
  Dark Brown 
   
  16-25 
  Dirty 
   
   
   
  51-65 
  31-40 
   
  36-45 
  Salt & Pepper 
   
  26-40 
  Ragged 
  d% 
  Complexion 
   
  66-75 
  41-50 
   
  46-60 
  Sandy Brown 
   
  41-60 
  Unkempt 
  01-30 
  Fair 
   
  76-90 
  51-60 
   
  61-75 
  Light Brown 
   
  61-75 
  Neat 
  31-69 
  Tanned 
   
  91-97 
  61-80 
   
  76-90 
  Blond 
   
  76-85 
  Very Neat 
  70-90 
  Dark 
   
  98-99 
  80-100 
   
  91-98 
  Red 
   
  86-95 
  Fashionable 
  91-00 
  Disfigured * 
   
  00 
  > 100 * 
   
  99-00 
  Other (*) 
   
  96-00 
  Immaculate 
   
  d% 
  Eye Color 
   
  d% 
  Height 
   
  d% 
  Weight 
   
  d% 
  Sanity 
  01-25 
  Dark Brown 
   
  01-04 
  Dwarfism * 
   
  01-05 
  Very Skinny 
   
  01-10 
  Insane * 
  26-50 
  Brown 
   
  05-15 
  Very Short 
   
  06-15 
  Skinny 
   
  11-20 
  Fanatical 
  51-70 
  Hazel 
   
  16-30 
  Short 
   
  16-30 
  Thin 
   
  21-60 
  Sane 
  71-80 
  Green 
   
  31-75 
  Average 
   
  31-75 
  Average 
   
  61-70 
  Neurotic 
  81-95 
  Blue 
   
  76-90 
  Tall 
   
  76-90 
  Heavy-set 
   
  71-80 
  Steady 
  96-98 
  Blue + Green 
   
  91-99 
  Very Tall 
   
  91-98 
  Fat 
   
  81-90 
  Eccentric 
  99-00 
  Other * 
   
  00 
  Gigantism * 
   
  99-00 
  Corpulent 
   
  91-00 
  Unshakeable 
   
   
  d% 
  Class 
   
  d% 
  Level 
   
  d% 
  Alignment 
   
  d% 
  Apparent Age 
  01-05 
  Begger 
   
  01-45 
  1st 
   
  01-07 
  Lawful Good 
   
  01-10 
  Child 
  06-15 
  Commoner 
   
  46-55 
  2nd 
   
  08-22 
  Neutral Good 
   
  10-30 
  Youth 
  16-20 
  Expert 
   
  56-60 
  3rd 
   
  23-29 
  Chaotic Good 
   
  31-70 
  Adult 
  21-28 
  Noble 
   
  61-65 
  4th 
   
  30-44 
  Lawful Neutral 
   
  71-85 
  Middle Aged 
  29-49 
  Fighter 
   
  66-70 
  5th 
   
  45-56 
  Neutral 
   
  86-95 
  Old 
  50 
  Paladin 
   
  71-75 
  6th 
   
  57-71 
  Chaotic Neutral 
   
  96-00 
  Elderly 
  51-70 
  Thief 
   
  76-78 
  7th 
   
  72-78 
  Lawful Evil 
   
   
   
  71-75 
  Bard 
   
  79-81 
  8th 
   
  79-93 
  Neutral Evil 
   
  d% 
  Possessions 
  76-77 
  Ranger 
   
  82-85 
  9th 
   
  94-00 
  Chaotic Evil 
   
  01-15 
  None 
  78-82 
  Cleric 
   
  86-89 
  10th 
   
   
   
   
  16-40 
  Very poor 
  83-85 
  Druid 
   
  90-92 
  11th 
   
  d% 
  Moral Trend 
   
  41-70 
  Poor 
  86-90 
  Magic User 
   
  93-95 
  12th 
   
  01-29 
  Good 
   
  71-85 
  Comfortable 
  91-95 
  Illusionist 
   
  96-97 
  13th 
   
  30-70 
  Neutral 
   
  86-98 
  Wealthy 
  96-00 
  Multi-Class 
   
  98-99 
  14th 
   
  71-00 
  Evil 
   
  99-00 
  Filthy Rich 
   
   
   
  00 
  ≥15th 
   
   
   
   
   
   
  Entries followed by an asterisk (*) should be interpreted by the DM as desired.  
   
  General Personality Traits 
  1d20 
  Trait 
   
  1d20 
  Trait 
  1 
  Optimist/Pessimist 
   
  11 
  Precise/Exacting 
  2 
  Hedonist/Altruist 
   
  12 
  Opinionated/Contrary 
  3 
  Careless/Sober 
   
  13 
  Suspicious/Cautious 
  4 
  Helpful/Kindly 
   
  14 
  Cheerful/Happy 
  5 
  Studious/Perceptive 
   
  15 
  Peaceful/Gentle 
  6 
  Capricious/Mischevious 
   
  16 
  Violent/Warlike 
  7 
  Curious/Inquisitive 
   
  17 
  Foul/Barbaric 
  8 
  Moody/ Malevolent 
   
  18 
  Cruel/Callous 
  9 
  Trusting/ Fanatical 
   
  19 
  Practical Joker/Prankster 
  10 
  Intellectual/Witty 
   
  20 
  Servile/Obsequious 
   
   
  
   
  27 
  NPC EXPERIENCE & PROGRESSION 
   
  Frequency of Progression by Race 
   
  Human 
  Elf 
  Dwarf 
  Gnome 
  Halfling 
  ½ Orc 
  ½ Elf 
  Frequency 
  1 roll/1d2yrs 
  1 roll/1d8yrs 
  1 roll/1d6yrs 
  1 roll/1d6yrs 
  1 roll/1d3yrs 
  1 roll/1yrs 
  1 roll/1d6yrs 
   
  Progression (d%) 
   
  Event 
  Fighter 
  Paladin 
  Ranger 
  Magic 
  User 
  Illusionist 
  Thief 
  Assassin 
  Cleric 
  Druid 
  Survival 
  70% 
  65% 
  65% 
  85% 
  85% 
  70% 
  50% 
  80% 
  70% 
  Injury 
  40% 
  45% 
  40% 
  20% 
  20% 
  40% 
  50% 
  30% 
  35% 
  Advancement 
  50% 
  30% 
  40% 
  20% 
  25% 
  75% 
  75% 
  60% 
  55% 
  Treasure 
  10% 
  5% 
  8% 
  12% 
  10% 
  20% 
  20% 
  10% 
  8% 
  Misfortuneª 
  15% 
  15% 
  15% 
  15% 
  15% 
  20% 
  30% 
  15% 
  15% 
  Luckª 
  15% 
  25% 
  20% 
  15% 
  15% 
  20% 
  15% 
  25% 
  15% 
  ª Misfortune and Luck are either/or events. If misfortune is called for, no chance for Luck is possible. If both rolls are 
  failed, no special events transpire.  
   
  Progression Results 
  d% 
  Injury 
  Advancement 
  Treasure 
  Misfortune 
  Luck 
  01-05 
  Crippled 
  Death of friend/relative 
  New Friend/Ally 
  06-15 
  Blinded 
  Loss of random Magic Item 
  Gain Status/position 
  16-20 
  Insanity 
  Lose 1d6x10% Wealth 
  Birth in family 
  21-30 
  Lost limb/digit 
  Nil 
  Loss of Patron/Sponsor 
  Gain 2 treasures (Lvl +1) 
  31-65 
  Nil 
   
  Imprisoned (1d10 years) 
  +1d2 to random Ability 
  Score 
  66-75 
  Diseased 
  1 treasure 
  Cursed * 
  Gain special ability/skill 
  76-80 
  -1d2 hp 
  2 treasures 
  Change of Alignment * 
  Gain Fame * 
  81-85 
  -1d3 hp 
  +1 level 
  1treasure (lvl 
  +1) 
  Scandal/Loss of Status * 
  Outstanding 
  Achievement * 
  86-93 
  -1d4 hp 
  +2 levels 
  1treasure (lvl 
  +2) 
  Incur Divine Wrath * 
  Divine Blessing/Boon * 
  94-97 
  -10% hp 
  +3 levels 
  1treasure (lvl 
  +3) 
  -1d2 to random Ability 
  Score 
  +1d2 to random Ability 
  Score 
  98-00 
  -25% hp 
  +1d6 levels 
  1treasure (lvl 
  +4) 
  Loss of 1d3 level(s) 
  Gain 1d2 level(s) 
  Lvl + : Optionally choose to forego the treasure or boon in favor of a rise in level.  
   
  Directions: To determine when, or if, an NPC will advance or experience other significant events:  
   
  1. 
  Determine how many years have passed since last encountered by the party. Look up the die roll frequency 
  according to the NPC racial type. (Ex: Jibb was an 18 year old human 1st –lvl Fighter when last encountered. 
  He’ll get 1 Progression for every 1d2 years. 10 years have passed.)   
  2. 
  Roll to determine how many Progressions allowed. (Ex: Jibb is now 28 years old. A roll of 2 (1d2) means he’ll 
  have had 5 Progressions over the intervening past 10 years.) 
  3. 
  Using the column appropriate to the NPC’s class, roll d00 on the Progression table once for each possible result. 
  Resolve the results immediately before proceeding to the next Progression. (Ex: Jibb is a Fighter so he has a 70% 
  of surviving the next 2 years. The DM rolls a 56, so Jibb manages to keep himself alive. Another roll of 25 also 
  means he survived without major injury. Next, the DM rolls for Advancement, a 02 followed by an 82. So, Jibb 
  gains a level to become a 2nd–lvl Fighter. A roll of 79 means he didn’t manage to secure any treasure. Finally, a 
  roll of 32 means he DID encounter some bad luck. Another roll on the Misfortune results table, a 13, means he 
  lost his only magic item, a longsword +1. Tough luck! ) 
  4. 
  Repeat the process for any subsequent Progressions. (Ex: At this point the DM would resolve Jibb’s remaining 4 
  Progressions).   
  5. 
  Don’t forget to account for the effects of aging! (c.f. DMG, p.13). 
    
  Note: When planning a campaign, the enterprising DM may decide to generate several distinct eras in a favorite 
  recurring nemesis’ career. When encountered in the future, the NPC will have progressed along with the PCs and 
  perhaps grown even more powerful.    
  
   
  28 
  NPC BOONS & HINDERANCES 
   
   
  BOONS 
   
  HINDERANCES 
  d% 
  Quality 
   
  d% 
  Quality 
  01-04 
  Natural aptitude in training field 
   
  01-04 
  Learning impediment 
  05-08 
  Affinity with animal genus 
   
  05-08 
  Hostility with animal genus 
  09-12 
  Eagle-eyed 
   
  09-12 
  Weak vision 
  13-16 
  Sixth-sense 
   
  13-16 
  Night Blindness 
  17-20 
  Acute Hearing 
   
  17-20 
  Bad hearing 
  21-24 
  Sensitive 
   
  21-24 
  Nearly deaf 
  25-28 
  Excellent Sense of Smell 
   
  25-28 
  Bad Sense of Smell 
  29-32 
  Good Sense of Smell 
   
  29-32 
  No Sense of Smell 
  33-36 
  Rapid Healer 
   
  33-36 
  Slow Healer 
  37-40 
  Light Sleeper 
   
  37-40 
  Heavy Sleeper 
  41-44 
  Lucky 
   
  41-44 
  Ill-fated 
  45-48 
  High Language Aptitude 
   
  45-48 
  Poor Language Aptitude 
  49-52 
  Good Judge of Character 
   
  49-52 
  Poor Judge of Character 
  53-56 
  Good Judge of Value 
   
  53-56 
  No Sense of Value 
  57-60 
  Excellent Tolerance for Drugs/Alcohol 
   
  57-60 
  Poor Tolerance for Drugs/Alcohol 
  61-64 
  Heightened Resistance to Petrification 
   
  61-64 
  Heightened Susceptibility to Petrification 
  65-68 
  Heightened Resistance to Charm 
   
  65-68 
  Heightened Susceptibility to Charm 
  69-72 
  Heightened Resistance to Illusions 
   
  69-72 
  Heightened Susceptibility to Illusions 
  73-76 
  Heightened Resistance to Magic 
   
  73-76 
  Heightened Susceptibility to Magic 
  77-80 
  Heightened Resistance to Poison 
   
  77-80 
  Heightened Susceptibility to Poison 
  81-84 
  Heightened Resistance to Undead 
   
  81-84 
  Heightened Susceptibility to Undead 
  85-88 
  Heightened Resistance to Disease 
   
  85-88 
  Heightened Susceptibility to Disease 
  89-92 
  Mental Stability 
   
  89-92 
  Mental Instability 
  93-96 
  Heightened Charisma/Comeliness 
   
  93-96 
  Insane/Criminal 
  97-00 
  Psionic 
   
  97-00 
  Decreased Charisma/Comeliness 
   
  Descriptions  
   
         Note: Unless otherwise noted, modifier is +1/+10% (Boon) or -1/-10% (Hinderance). 
   
  Natural aptitude/impediment: Modifier applied to ONE skill or ability (to-hit, Pickpocket, etc.) 
  Affinity/Hostility with Animal Genus: Apply the modifier to reaction/handling checks with that genus only 
  Eagle-eyed/Weak Vision: +1/-1 to-hit with missile weapons 
  Sixth-sense: -2 modifier when checking if Surprised (DMG, p62). 
  Night Blindness: Apply an additional -3 to-hit when fighting in dimly lit conditions  
  Acute/Bad Hearing: Modifier when checking for Surprise (DMG, p62). 
  Sensitive: +1 modifier when checking for Surprise (DMG, p62) 
  Nearly Deaf: -2 modifier when checking for Surprise (DMG, p62) or listening at doors. 
  Excellent/Bad Sense of Smell: Apply modifier at DMs discretion.  
  Rapid Healer: Character heals 2 hp per day. 
  Slow Healer: Character heals only ½ hp per day. 
  Light Sleeper/Heavy Sleeper: +2/-2 modifier when checking for Surprise if asleep (DMG, p62). 
  Lucky/Ill-fated: Apply once per day as a Saving Throw modifier (DMG, p80-1). 
  High Language Aptitude: NPC may learn an additional 1d3 languages 
  Poor Language Aptitude: NPC knows only their native tongue, and that only at a basic level. 
  Good/Poor Judge of Character: Apply at DMs discretion as a modifier to Reaction checks (DMG, p63) 
  Good/Poor Judge of Value: Apply at DMs discretion as a modifier to buying, selling, or bargaining attempts 
  Excellent Tolerance for Drugs/Alcohol: NPC has effective CON of 18 for all Intoxication checks (DMG, p82-3) 
  Poor Tolerance for Drugs/Alcohol: NPC has effective CON of 3 for all Intoxication checks (DMG, p82-3) 
  Heightened Resistance/Susceptibility: Apply modifier to the corresponding Saving Throw(s) (DMG, p80-1). 
  Mental Stability/Instability: Apply as a modifier to Saving Throws against Fear or Terror (DMG, p80-1). 
  Insanity: NPC is either insane (DMG, p83) or a convicted criminal (p28).  
  Psionic: At DMs discretion, the NPC has 1 Psionic ability (PHB). 
  Heightened/Lowered Charisma/Comeliness: Apply to the NPC’s actual Ability Score 
  
   
  29 
  NPC MOTIVATIONS 
   
  NPC is motivated by… to… 
  1d20 
  Motivation 
  Gain 
  Increase 
  Decrease 
  Keep 
  Defend 
  Destroy 
  Avoid 
  Prevent 
  1 
  Activity 
  1-2 
  3 
  8-9 
  4-6 
  7 
  10-11 
  12-17 
  18-20 
  2 
  Belief 
  1-2 
  3-4 
  - 
  - 
  5-10 
  11-15 
  - 
  16-20 
  3 
  Control 
  1-5 
  6 
  13-14 
  7-10 
  11-12 
  15 
  16-18 
  19-20 
  4 
  Good/Evil 
  1-6 
  7 
  15 
  8-10 
  11-14 
  16-18 
  19 
  20 
  5 
  Event 
  1-5 
  6-10 
  - 
  - 
  - 
  - 
  11-15 
  16-20 
  6 
  Fame 
  1-3 
  4-6 
  7 
  8-11 
  12-14 
  15-16 
  17-18 
  19-20 
  7 
  Friendship 
  1-3 
  4-6 
  7 
  8-11 
  12-14 
  15-16 
  17-18 
  19-20 
  8 
  Group 
  1-3 
  4-6 
  7 
  8-11 
  12-14 
  15-16 
  17-18 
  19-20 
  9 
  Influence 
  1-3 
  4-6 
  7-8 
  9-12 
  13-15 
  16-17 
  18-19 
  20 
  10 
  Justice 
  1-4 
  5-6 
  - 
  - 
  7-14 
  - 
  15-19 
  20 
  11 
  Knowledge 
  1-6 
  7-10 
  - 
  - 
  - 
  11-16 
  17-18 
  19-20 
  12 
  Location 
  1-3 
  4-6 
  7 
  8-11 
  12-14 
  15-16 
  17-18 
  19-20 
  13 
  Love 
  1-3 
  4-6 
  7-8 
  9-12 
  13-15 
  16-17 
  18-19 
  20 
  14 
  Object 
  1-3 
  4-6 
  7 
  8-11 
  12-14 
  15-16 
  17-18 
  19-20 
  15 
  Person 
  1-4 
  5-10 
  - 
  - 
  11-15 
  - 
  16-18 
  19-20 
  16 
  Pleasure 
  1-3 
  4-6 
  7 
  8-11 
  12-14 
  15-16 
  17-18 
  19-20 
  17 
  Reputation 
  1-5 
  6 
  13-14 
  7-10 
  11-12 
  15 
  16-18 
  19-20 
  18 
  Survival 
  - 
  - 
  1-4 
  5-15 
  16-18 
  19-20 
  - 
  - 
  19 
  Violence 
  1-4 
  5-12 
  - 
  - 
  - 
  - 
  13-16 
  17-20 
  20 
  Wealth 
  1-3 
  4-6 
  7 
  8-11 
  12-14 
  15-16 
  17-18 
  19-20 
   
  Note: The DM should interpret the results according to the NPC’s alignment and profession, discarding or re-rolling any 
  unsuitable results (e.g. A Paladin motivated by a desire to prevent justice) 
   
   
  NPC Activities 
   
  NPC Criminal Records 
  1d20 
  Activity 
   
  1d20 
  Records 
  1 
  Sleeping 
   
  1 
  Widely suspected of Unlicensed Prostitution, it has never been proven 
  2 
  Feasting 
   
  2 
  Famous city-wide for Smuggling 
  3 
  Toiletry 
   
  3 
  Suspected of Lewd Behaviour 
  4 
  Lounging 
   
  4 
  A string of Murder charges 
  5 
  Partying 
   
  5 
  A long list of arrests including Sorcery, Rape, and several for Grave Robbery 
  6 
  Inspecting 
   
  6 
  A clean record! 
  7 
  Ceremony 
   
  7 
  Arrested and laten proven innocent of Witchcraft 
  8 
  Studying 
   
  8 
  Widely suspected of Spying, it has never been proven 
  9 
  Exploring 
   
  9 
  Arrested and laten proven innocent of Flight from Slavery 
  10 
  Hunting 
   
  10 
  A variety of charges including Desertion, Poisoning, and several for Tax Evasion 
  11 
  Visiting 
   
  11 
  Suspected of Pedophilia 
  12 
  Trance 
   
  12 
  Arrested and later proven innocent of Horse Theft 
  13 
  Interrogating 
   
  13 
  The main culprit in an unsolved case of Gaming without License 
  14 
  Experimenting 
   
  14 
  A long list of arrests including Arson, Kidnapping, and several for Oath-breaking 
  15 
  Practicing 
   
  15 
  Suspected by the crown of Lese Majesty, it has never been proven 
  16 
  Drinking/Snacking 
   
  16 
  Famous city-wide for Kidnapping 
  17 
  Meeting 
   
  17 
  A rather serious charge of Poisoning 
  18 
  Meditating 
   
  18 
  A rather serious charge of Sorcery 
  19 
  Dictating 
   
  19 
  Guilty of several instances of Adultery 
  20 
  Sitting in State 
   
  20 
  Imprisoned for Rape 
  
   
  30 
  DEALING with NPCS 
   
  NPC Actions & Reactions 
  d% 
  NPC Actions 
  Sexual Encounters/Reactions 
  Short Term Goals 
  01-03 
  Brushing/Braiding Hair 
  Nymphomaniac 
  Frightened 
  04-06 
  Playing Chess 
  Gets Pregnant/Impregnates 
  Wants to Rule the World 
  07-09 
  Flirting With Another 
  Virgin & Frightened 
  Wants to Rule City 
  10-12 
  Making Armor Repairs 
  Kinky – Dominative 
  Wants to Rule Planes 
  13-15 
  Mending Clothes 
  Kinky – Submissive 
  Wants to Steal Horse 
  16-18 
  Smoking Pipe 
  Dull Lover 
  Bounty Hunting 
  19-21 
  Using Sign Language 
  Bisexual 
  Actually Doppelganger 
  22-24 
  Petting & Holding Cat 
  Has Angry Father 
  Has Magical Item 
  25-27 
  Feeding Bird On Shoulder 
  Has Angry Older Brother 
  Wants to Kill PC 
  28-30 
  Sleeping In Chair 
  Has d6 Angry Older Brothers 
  Wants to Steal Magic 
  31-33 
  Talking With Self 
  Has VD 
  Wants to Trade Magic 
  34-36 
  Passing Gas/Burping 
  Has Crabs 
  Wants to Trade Discoveries 
  37-39 
  Cleaning Windows 
  Has Life-Threatening Sexual Disease 
  Wants to Mate 
  40-42 
  Poking Fun at Local 
  Unclean, Filthy 
  Wants to Join Group 
  43-45 
  Reading a Book 
  Secretly Married 
  Surrendering 
  46-48 
  Taking Notes 
  Doesn’t Want Sex – Just Friendship 
  Is Just Hungry 
  49-51 
  Playing Dice Game 
  Father is Important Dignitary 
  Wants Item of PCs 
  52-54 
  Playing Cards 
  Real Tease – Doesn’t Deliver 
  Wants to Frame PC For Crime 
  55-57 
  Arm Wrestling 
  Secretly a High Level PC 
  Falls in Love With PC 
  58-60 
  Sketching Characters 
  Secretly is Opposite Sex Than Looks 
  Extremely Hostile 
  61-63 
  Eating Great Smelling Food 
  Greatest Sexual Encounter Ever Had 
  Suicidal 
  64-66 
  Playing an Instrument 
  Demands Money After Encounter 
  Extremely Cunning 
  67-69 
  Selling Something Illegal 
  Becomes Obsessed Over PC/Stalks 
  Illusion 
  70-72 
  Gossiping 
  Ex-Lover Finds Out & Threatens PC 
  Escaped Slave 
  73-75 
  Day Dreaming 
  Develops Into Happy Relationship 
  Carries Contagious Disease 
  76-78 
  Controlling d4 Children 
  Extorts PC 
  Carries Curse 
  79-81 
  Adding Up Numbers 
  Has d6 Kids From Previous Marriage 
  Is Extremely Ill 
  82-84 
  Tinkering With Something Small 
  Is Very Rich 
  Is With Child 
  85-87 
  Doing Paperwork 
  Is Very Poor 
  Wants To Give PC Something Valuable 
  88-90 
  Dead 
  Secretly a Polymorphed Monster 
  Will Train PC In Skill 
  91-00 
  DM’ Discretion 
  DM’ Discretion 
  DM’ Discretion 
   
  Negotiation & Bargaining 
  2d6 
  Same Align 
  Different Align 
  Opposing Align 
  Die Modifier(s) 
  2 
  Unhappy 
  Affronted 
  Attack 
  CHA is 8 or less 
  -1 
  3 
  Requires Much More 
  Indignant 
  Attack if Equal Odds 
  CHA is 13 or more 
  +1 
  4 
  Requires More 
  Angry 
  Violent Rejection 
  NPC is same class 
  +1 
  5 
  Thinks It Over (25%) 
  Unhappy 
  Hostile Rejection 
  NPC is same race 
  +1 
  6 
  Maybe Later (50%) 
  Requires Much More 
  Affronted 
  NPC is stranger 
  -1 
  7 
  Perhaps (75%) 
  Requires More 
  Indignant 
  NPC is threatened 
  -1 
  8 
  Definitely (95%) 
  Thinks It Over (25%) 
  Angry 
  Offered good pay 
  +1 
  9 
  Positively (100%) 
  Maybe Later (50%) 
  Unhappy 
  Offered poor pay 
  -1 
  10 
  Require Less 
  Perhaps (75%) 
  Requires Much More 
  NPC is Hireling 
  +1 
  11 
  Require Much Less 
  Definitely (95%) 
  Requires More 
  NPC is Henchman 
  +2 
  12 
  Whole-hearted Support 
  Positively (100%) 
  Thinks It Over 
  NPC is Relative 
  +3 
   
  
   
  31 
  HIRELINGS 
   
       The DM should either prepare a suitable roster of hirelings or use the tables in this chapter to generate some. The 
  PC(s) will first want to interview suitable candidates. There are three general methods of finding them as listed on the 
  Job Search table – word-of-mouth, posting an advertisement or hiring a crier, or contracting through a guild. Once a 
  candidate is found, the DM should consult the Settlement of Terms to resolve whether or not the candidate accepts the 
  party’s offer(s). Adjustments to the chance of settlement are noted on the Situational Modifiers table. 
   
   
   
   
   
   
   
  Job Searches % CHANCE of FINDING CANDIDATE 
   
   
  Method 
  Village 
  Town 
  City 
  Capital 
  Time 
  Cost 
  Word of mouth 
  2% 
  5% 
  8% 
  15% 
  1 day 
  - 
  Want-Ad 
  5% 
  10% 
  15% 
  20% 
  1 week 
  - 
  Crier 
  2% 
  8% 
  10% 
  25% 
  1 day 
  5-15gp 
  Guild* 
  10% 
  20% 
  50% 
  75% 
  3 days 
  10-25gp ‘bribe’ 
   
   
   
   
   
   
   
  * 
  May only be used in settlements with an actual guild presence there 
  ^ 
  Chances and costs of finding a candidate are cumulative with every time period indicated. 
   
  Settlement of Terms 
   
   
  Payment Method 
   
  Fighter 
  Barbarian 
  Thief 
  Assassin 
  Acrobat 
  Cleric 
  Monk 
  Druid 
  Paladin 
  Ranger 
  Cavalier 
   
  Magic User 
  Illusionist 
  Daily Salary 
  10% 
  12% 
  8% 
  5% 
  8% 
  Lump Sum 
  15% 
  18% 
  10% 
  8% 
  10% 
  Equipment Provided 
  20% 
  20% 
  12% 
  10% 
  15% 
  Magic Item Use 
  +10% 
  +15% 
  +10% 
  +10% 
  +15% 
  Share of Treasure 
  +15% 
  +15% 
  +12% 
  +8% 
  +18% 
  1st Share of Treasure 
  +25% 
  +25% 
  +15% 
  +10% 
  +25% 
   
  Situational Modifiers 
  Payment in Advance 
  +25% 
  Same Race 
  +10% 
  Demihuman 
  +/- 15% depending on race 
  Humanoid/ ½ Orc 
  +/- 20% depending on race 
  Same Alignment 
  +10% 
  Opposed Alignment 
  -15% 
  Very Risky Proposal 
  -25% 
  Risky Proposal 
  -15% 
  Mundane Proposal 
  +10% 
  Level > Party Avg 
  -15% 
  Level < Party Avg 
  +10% 
   
   
   
   
   
  
   
  32 
   STANDARD HUMAN TYPES & EQUIPMENT 
   
   Notes: These charts are useful for generating equipment commonly used by humanoids, men-at-arms and demi-
  humans of all stripes. The DM should choose the tables for individuals or groups depending on the particular encounter 
  or situation, rolling separately for each column.  
   
            Medieval/Feudal Men-at-Arms 
   
          Primitive/Stone Age/Tribal Men 
   
                Warriors of Antiquity 
   
             Sailors/Marines/Boatmen    
   
   
   
   
  d% 
  Steed 
  Armor 
  Weapons 
   
  d% 
  Weapon(s) 
  Armor 
  01-05 
  Lt. Horse 
  Leather 
  Lt. crossbow + 
  Long sword 
   
  01-05 
  Spear 
  Shield 
  06-15 
  Lt. Horse 
  Leather & Shield 
   
  Spear +  Hand 
  Axe 
   
  06-15 
  Stone Axe 
  Studded Leather 
  16-25 
  Lt. Horse 
  Splint Mail + Shield 
  Spear + Axe 
   
  16-25 
  Club 
  Studded Leather + Shield 
  26-35 
  Lt. Horse 
  Studded Leather 
  Spear + Sword 
   
  26-35 
  Bare Hands 
  Leather 
  36-45 
  Med. Horse 
  Scale Mail + Shield 
  Lance + Sword 
   
  36-45 
  Shortbow 
  Leather + Shield 
  46-55 
  Med. Horse 
  Scale Mail 
  Flail & Mace 
   
  46-55 
  Blowgun 
  Bone Armor 
  56-60 
  Med. Horse 
  Chainmail + Shield 
  Polearm + Mace 
   
  56-60 
  Javelin 
  Bone Armor + Shield 
  61-70 
  Med. Horse 
  Chainmail 
  Hvy Crossbow + 
  Mace 
   
  61-70 
  Flint Knife 
  Hide Armor 
  71-80 
  Hvy. Horse 
  Platemail 
  Hvy Crossbow + 
  Morningstar 
   
  71-80 
  Rock 
  Hide Armor + Shield 
  81-00 
  Hvy. Horse 
  Platemail + Shield 
  Lance + 
  Longsword + 
  Mace 
   
  81-00 
  Atlatl Darts 
  Unarmored 
  d% 
  Armor 
  Weapons 
   
  d% 
  Weapon(s)* 
  Armor 
  01-05 
  Shield 
  Short Sword 
   
  01-05 
  Sword + Handaxe 
  Chainmail + Shield 
  06-15 
  Hide Armor 
  Spear 
   
  06-15 
  Longsword 
  Chainmail 
  16-25 
  Studded Leather 
  Short Sword + Sling 
   
  16-25 
  Shortsword 
  Leather + Shield 
  26-35 
  Leather 
  Dagger 
   
  26-35 
  Spear 
  Leather 
  36-45 
  Leather 
  Sword + Spear 
   
  36-45 
  Axe 
  Leather 
  46-55 
  Leather + Shield 
  Axe + Spear 
   
  46-55 
  Heavy Crossbow 
  Leather 
  56-60 
  St. Leather + Shield 
  Axe + Bow 
   
  56-60 
  Light Crossbow 
  Leather 
  61-70 
  Chain 
  Sword 
   
  61-70 
  Sling 
  None 
  71-80 
  Ring Mail + Shield 
  Axe 
   
  71-80 
  Club 
  None 
  81-00 
  Chainmail + Shield 
  Axe + Sword 
   
  81-00 
  Darts 
  None 
   
   
   
   
  *All troops assumed to be armed with a dagger in addition 
  to any  other weapons generated. 
  
   
  33 
  BANDITS & BRIGANDS  
   
   
   
   
   
   
   
  (MM, p66-7) 
   
  Group #1 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
   
  Group #2 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
  Leader: 
  1 
  F10 
  #1: 
  17 
   
  Leader: 
  1 
  F8 
  #1: 
  10 
  Lieutenant(s): 
  1 
  F7 
  #2: 
  17 
   
  Lieutenant(s): 
  1 
  F7 
  #2: 
  30 
  Bodyguards: 
  6 
  F1 
  #3: 
  17 
   
  Bodyguards: 
  6 
  F2 
   
   
  Henchmen: 
  5 
  F3 
  #4: 
  72 
   
  Henchmen: 
  2 
  F3 
   
   
   
  5 
  F4 
  #5: 
  17 
   
   
  1 
  F4 
   
   
   
  4 
  F5 
  #6: 
  17 
   
   
   
   
   
   
   
  3 
  F6 
  #7: 
  17 
   
   
   
   
   
   
  Horses: 
  97 
   
   
   
   
  Horses: 
  40 
   
   
   
  Total Bandits 
  199 
   
   
   
   
  Total Bandits 
  52 
   
   
   
   
  Group #2 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
   
  Group #4 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
  Leader: 
  1 
  F8 
  #1: 
  10 
   
  Leader: 
  1 
  F9 
  #1: 
  10 
  Lieutenant(s): 
  1 
  F7 
  #2: 
  10 
   
  Lieutenant(s): 
  1 
  F7 
  #2: 
  15 
  Bodyguards: 
  6 
  F2 
  #3: 
  30 
   
  Bodyguards: 
  6 
  F2 
  #3: 
  20 
  Henchmen: 
  4 
  F3 
  #4: 
  10 
   
  Henchmen: 
  2 
  F3 
  #4: 
  20 
   
  2 
  F5 
  #5: 
  10 
   
   
  1 
  F3 
  #5: 
  15 
   
  1 
  F6 
   
   
   
   
  2 
  F4 
  #6: 
  10 
   
  1 
  C5 
   
   
   
   
  3 
  F5 
  #7: 
  10 
   
  1 
  C4 
   
   
   
   
  2 
  F6 
   
   
   
   
   
   
   
   
   
  1 
  C6 
   
   
   
   
   
   
   
   
   
  1 
  MU7 
   
   
  Horses: 
  50 
   
   
   
   
  Horses: 
  80 
   
   
   
  Total Bandits 
  90 
   
   
   
   
  Total Bandits 
  123 
   
   
   
   
  Common Hideouts 
   
  Groups 
  # Appearing: 20-200 (2d10x10) 
  1d20 Type 
   
  Every 20 bandits 
  +3rd-lvl Fighter 
   
   1-2 
  Nearby Cave 
   
  Every 30 bandits 
  +4th-lvl Fighter 
   
  3-4 
  Ruins 
   
  Every 40 bandits 
  +5th-lvl Fighter 
   
  5-6 
  Forest Encampment 
   
  Every 50 bandits 
  +6th-lvl Fighter 
  25% + 7th-10th-lvl Magic User 
  7-8 
  Manor/Village 
   
   
   
  15% + 5th-6th-lvl Cleric + 3rd-4th-lvl Asst 
  9-10 
  Sewers/Dungeon 
   
  <100 bandits 
  + Leader (8th-lvl Fighter) 
  All Leaders + 6 Guards (F2), Lieut. (F7) 
  11-12 
  Roadside post 
   
  >100 bandits 
  + Leader (9th-lvl Fighter) 
   
  13-14 
  Hilltop Fort 
   
  >150 bandits 
  + Leader (10th-lvl Fighter) 
   
  15-16 
  Ruined Castle 
   
   
   
   
  17-18 
  Treetop Dwellings 
   
  Lairs 
  + 2-20 Prisoners, 5-30 Camp Followers 
  19-20 
  No permanent hideout 
   
  80% 
  Informal Hideout 
   
   
   
   
  10% 
  Cave Complex 
  + Secret Entrance 
   
   
   
  10% 
  Castle 
  + 1-4 Light Catapults 
  Equipment 
  Archetypes 
  1d8 Equipment 
   
  1d8 
  Type 
  Description 
  1 
  Medium horse, chain mail, shield, & sword 
   
  1 
  Outlaw Archers 
  A la Robin Hood 
  2 
  Light horse, leathers, shield, short bow 
   
  2 
  Brigands (CE) 
  Murderous robbers 
  3 
  Light horse, leathers, shield, & spear 
   
  3 
  Highwaymen 
  Small, fast groups  
  4 
  Light horse, leathers, & light crossbow 
   
  4 
  Out-of-work Mercenaries 
  Hard-bitten veterans 
  5 
  Leathers, shield, & sword 
   
  5 
  Bullies 
  Local toughs/youngsters 
  6 
  Leathers & pole arm 
   
  6 
  Pillagers & Looters 
  Gangs of peasants  
  7 
  Leathers & light crossbow 
   
  7 
  Foreign Raiders 
  Berserker-types 
  8 
  Leathers & short bow 
   
  8 
  Duelists/Extortionists 
  Solitary Black Knight type 
  
   
  34 
  BERSERKERS   
   
   
   
   
   
   
   
   
  (MM, p67) 
   
  Groups                                                                         # Appearing: 10-100 (1d10x10) 
  Every 10 berserkers 
  +1st lvl Fighter 
  Every 20 berserkers 
  +2nd lvl Fighter 
  Every 30 berserkers 
  +3rd lvl Fighter 
  Every 40 berserkers 
  +4th lvl Fighter 
  Every 50 berserkers 
  +5th lvl Fighter 
  “Shield-brothers” 
  <60 berserkers 
  +Warchief (see subtable) 
  +2 Sub-chiefs (see subtable) 
  >60 berserkers 
  +Clanmaster (see subtable) 
  +2 Sub-chiefs (see subtable) 
  Every 10 berserkers 
  50% +Special Follower 
  +1d4 Assistants (3rd/4th lvl Clerics) 
   
  Clans & Chiefs 
  % Roll 
  Clan 
  Subchiefs 
  Warchiefs 
  Clanmaster 
  Special Followers 
  01-60 
  Wearbear 
  Fighter 10th lvl 
  Fighter 12th lvl 
  Fighter 15th  lvl 
  Bard 
  61-70 
  Werewolf 
  Druid 7th lvl 
  Druid 9th lvl 
  Druid 12th lvl 
  Stone Giant 
  71-80 
  Wereboar 
  Druid 8th lvl 
  Druid 10th lvl 
  Druid 13th lvl 
  Hill Giant 
  81-90 
  Wererat 
  Cleric 6th lvl 
  Cleric 8th lvl 
  Cleric 11th lvl 
  Wererat 
  91-00 
  Weretiger 
  Fighter 9th lvl 
  Fighter 11th lvl 
  Fighter 14th lvl 
  Druid 
   
  Berserkers at Sea (Vikings) 
  <10 Berserkers 
  Trader 
  Sailing Ship (small) 
  >25 Berserkers 
  Warship  
  Longship 
  >100 Berserkers 
  Fleet 
  2d4 Longships 
    
   
  BORDER PATROLS   
   
   
   
   
   
   
   
   
  (RG) 
   
  Notes: Nearly All fighters above 0–lvl have plate mail and shield, lance, flail, and long sword and will be mounted unless 
  circumstances dictate otherwise. The highest level fighter of any group will always be the commander, with the levels 
  below him filling the ranks of lieutenant and sergeant. Magic-users and clerics will act as advisers. (RG) 
   
  Group #1 
   Group #2 
  # 
  Type 
   
  # 
  Type 
  1 
  6th–lvl Fighter 
   
  1 
  8th–lvl Fighter 
  1 
  4th–lvl Fighter 
   
  1 
  5th–lvl Fighter 
  1 
  2nd–lvl Fighter 
   
  1 
  2nd-lvl Fighter 
  3 
  1st –lvl Fighters 
   
  4 
  1st–lvl Fighters 
  13 
  Men-at-Arms  
   
  23 
  Men-at-Arms 
   
  Scale mail, shield, shortbow, and mace (AC 5) 
   
   
  Chain mail, shield, composite shortbow, and 
  battle axe (AC 5) 
   
   
   
  Group #3 
   
   
  # 
  Type 
   
  1 
  7th–lvl Ranger 
   
  1 
  4th–lvl Ranger 
   
  1 
  2nd–lvl Ranger 
   
  4 
  1st–lvl Fighters 
   
  16 
  Men-at-Arms 
   
   
  Studded leather, shield, light crossbow, light horse, 
  lance, and short sword (AC 5) 
   
   
   
   
  
   
  35 
  BUCCANEERS & PIRATES  
   
   
   
   
   
   
  (MM, p67) 
   
  Groups                                                                          # Appearing: 50-300 (5d6x10) 
  Every 50 buccaneers 
  + 3rd-lvl Fighter  
  15% + 12th-15th-lvl Cleric, 10% + 6th-8th-lvl MU 
  Every 100 buccaneers 
  +5th –lvl Fighter 
   
  <200 buccaneers 
  + Captain (8th-lvl Fighter) 
  + Lieutenant (6th/7th-lvl Fighter) 
  >200 buccaneers 
  + Captain (10th-lvl Fighter) 
  + 4 Mates (4th-lvl Fighters) 
   
   
   
  Lairs 
   
  +2-5 prisoners 
   
   
  Ship #1 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
   
  Ship #2 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
  Captain: 
  1 
  F10 
  #1: 
  15 
   
  Captain: 
  1 
  F7 
  #1: 
  10 
  Mates: 
  2 
  F4 
  #2: 
  25 
   
  Mates: 
  1 
  F4 
  #2: 
  25 
  Henchmen: 
  2 
  F3 
  #3: 
  20 
   
  Henchmen: 
  1 
  F5 
  #3: 
  20 
   
  1 
  MU7 
  #4: 
  25 
   
   
  1 
  F3 
  #4: 
  25 
  Total Size 
  91 
   
   
   
   
  Total Size 
  84 
   
   
   
   
  Ship #3 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
  Captain: 
  1 
  F8 
  #1: 
  30 
  Mates: 
  1 
  F4 
  #2: 
  25 
  Henchmen: 
  1 
  C12 
  #3: 
  25 
   
  1 
  F5 
   
   
   
  2 
  F3 
   
   
  Total Size 
  91 
   
   
   
   
   
   
   
  CAVEMEN  
   
   
   
   
   
   
   
   
   
  (MM, p67-8) 
   
  Tribes                                                                         # Appearing: 10-100 (1d10x10) 
  Every 10 Cavemen 
  +3rd lvl Fighter 
   
  Every 10 Cavemen 
  10% 3rd lvl Cleric/Shaman 
   
  All cavemen groups 
  +Chief 5th lvl Fighter 
  1d4 Subchiefs 4th lvl Fighters 
   
   
   
  Lairs 
   
   
  Caves/Caverns 
   
   
  Non-Combatants 
  +100% Females 
  50% Young 
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment 
  1d8 Equipment 
  1 
  chain mail, shield, sword, & hand axe 
  2 
  chain mail & sword 
  3 
  leathers & shield & sword 
  4 
  leathers & spear 
  5 
  leathers & axe 
  6 
  leathers & pole arm 
  7 
  leathers & heavy crossbow 
  8 
  leathers & light crossbow 
  Tribal Totems 
   
  Equipment 
  1d6 
  Totem 
   
  1d6 
  Weapon(s) 
  1 
  Eagle 
   
  1 
  Spear & Stone Axe 
  2 
  Cave Bear 
   
  2 
  Atlatl Darts & Club 
  3 
  Elk 
   
  3 
  Club 
  4 
  Lynx 
   
  4 
  Club & Spear 
  5 
  Sabre-tooth Tiger 
   
  5 
  Atlatl Darts 
  6 
  Mastodon 
   
  6 
  Thrown Rocks 
  
   
  36 
  CARAVANS  
   
   
   
   
   
   
   
   
   
  (MM, p69) 
   
  Notes: Individual merchants are only a small fraction of a caravan – most are hired drovers and mercenary guards. 
  Merchants will have Types J, K, L, M, N & Q treasures. Mercenaries and their leaders will carry Types K & M, respectively. 
  If a caravan is transporting a pay chest (50%) it will contain 1d3+1 x1000gp, 1d4x100pp, and 4d4 gems (100gp). The 
  actual caravan goods will be worth 1d6 x 10,000gp. Either pack animals or wagons will be used, requiring 1 for every 
  5,000gp of merchandise. For more variety, the DM can consult the Cargo Commodities Table on p114 for detailing the 
  actual cargoes themselves.  
   
  Caravans                                                                       # Appearing: 50-300 (5d6x10) 
  Merchants  (10% total size) 
   
  Drovers 
  (10% total size) 
   
  Mercenary Guards 
  (80% total size) 
  + Leader (6th-11th-lvl Fighter) 
   
   
  + Lieutenant (Leader’s lvl -1) 
   
   
  +12 Guards (2nd-lvl Fighters) 
  Every 50 persons 
  10% 6th-8th-lvl Magic-User 
   
  “ 
    5% 5th-7th –lvl Cleric  
   
  “ 
  15% 8th-10th-lvl Thief 
  + 1-4 Thieves (3rd-7th-lvl) 
   
   
   
   
   
   
   
   
   
   
  Caravan #1  
  # 
  Class/ 
  Level 
  Merc 
  Units 
   
  # 
   
  Caravan #2 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
  Master : 
  1 
  NM 
  #1: 
  17 
   
  Master : 
  1 
   
  #1: 
  18 
  Merchants: 
  21 
  NM 
  #2: 
  34 
   
  Merchants: 
  23 
   
  #2: 
  18 
  Drovers: 
  21 
  NM 
  #3: 
  17 
   
  Drovers: 
  23 
   
  #3: 
  18 
  Merc Leaders: 
  1 
  F6 
  #4: 
  17 
   
  Merc Leaders: 
  1 
  F8 
  #4: 
  36 
   
  1 
  F5 
  #5: 
  17 
   
   
  1 
  F7 
  #5: 
  18 
   
  2 
  F2 
  #6: 
  17 
   
   
  12 
  F2 
  #6: 
  54 
   
  1 
  C5 
  #7: 
  51 
   
   
  1 
  MU8 
  #7: 
  18 
   
  1 
  T9 
   
   
   
   
  1 
  T9 
   
   
   
  1 
  T7 
   
   
   
   
  2 
  T5 
   
   
  Transport: 
  6 
  Wagons 
   
   
   
  Transport: 
  10 
  Wagons 
   
   
  Total Size 
   
   
   
   
   
  Total Size 
  245 
   
   
   
   
  Caravan #3 
   
  # 
  Class/ 
  Level 
  Merc 
  Units 
   
  # 
   
  Caravan #4 
   
  # 
  Class/ 
  Level 
  Bandit 
  Units 
   
  # 
  Master : 
  1 
  NM 
  #1: 
  10 
   
  Master : 
  1 
  F2 
  #1: 
  15 
  Merchants: 
  12 
  NM 
  #2: 
  10 
   
  Merchants: 
  17 
  NM 
  #2: 
  15 
  Drovers: 
  12 
  NM 
  #3: 
  10 
   
  Drovers: 
  17 
  NM 
  #3: 
  15 
  Merc Leaders: 
  1 
  F11 
  #4: 
  20 
   
  Merc Leaders: 
  1 
  F10 
  #4: 
  30 
   
  1 
  F10 
  #5: 
  10 
   
   
  1 
  F9 
  #5: 
  15 
   
  12 
  F2 
  #6: 
  30 
   
   
  12 
  F2 
  #6: 
  45 
   
  1 
  C5 
  #7: 
  10 
   
   
  1 
  T10 
  #7: 
  15 
   
   
   
   
   
   
   
  2 
  T3 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Transport: 
  8 
  Wagons 
   
   
   
  Transport: 
  30 
  Mules 
   
   
  Total Size 
  140 
   
   
   
   
  Total Size 
  192 
   
   
   
  2d4 
  Equipment 
  2 
  heavy warhorse, plate mail and shield, lance, sword 
  3 
  medium warhorse, chain mail & shield, lance, sword 
  4 
  medium warhorse, chain mail & shield, flail, mace 
  5 
  light horse, scale mail, light crossbow, sword 
  6 
  chain mail, pole arm, mace 
  7 
  chain mail, heavy crossbow, mace 
  Equipment 
   
  8 
  ring mail & shield, spear, morning star 
  
   
  37 
  DERVISHES & NOMADS 
   
    
   
   
   
   
   
  (MMp68) 
   
  Tribes 
  # Appearing: 30-300 (1d10x30) 
  Every 30 dervishes 
  +3rd lvl Fighter 
   
   
  Every 40 dervishes 
  +4th lvl Fighter 
   
   
  Every 50 dervishes 
  +5th lvl Fighter 
  10% 7th/8th lvl Magic User 
  +2 Assistant 3rd/4th lvl Magic Users 
  Every 60 dervishes 
  +6th lvl Fighter 
   
   
  <50 dervishes 
  2 Assistant 4th lvl Clerics 
   
   
  <100 dervishes 
  2 Assistant 5th lvl Clerics 
   
   
  <150 dervishes 
  2 Assistant 6th lvl Clerics 
   
   
  <200 dervishes 
  2 Assistant 7th lvl Clerics 
   
   
  >200 dervishes 
  2 Assistant 8th lvl Clerics 
   
   
  <125 dervishes 
  Patriarch 10th lvl Cleric 
   
   
  <250 dervishes 
  Patriarch 11th lvl Cleric 
   
   
   
  Equipment 
  d% 
  Steed 
  Armor 
  Weapon(s) 
  01-25 
  Medium Warhorse 
  Chain & Shield (AC 4) 
  Lance & Sword 
  26-30 
  Medium Warhorse 
  Chain & Shield (AC 4) 
  Composite Bow & Sword 
  31-80 
  Light Warhorse 
  Leather & Shield (AC 6) 
  Lance & Sword 
  81-90 
  Light Warhorse 
  Leather & Shield (AC 6) 
  Composite Bow & Sword 
  91-00 
  Light Warhorse 
  Leather & Shield (AC 6) 
  Light Crossbow & Mace 
   
  TRIBESMEN 
   
    
   
   
   
    
   
   
   
  (MM, p67-8) 
   
  Tribesmen 
  # Appearing: 10-100 (1d10x10) 
  Every 10 Tribesmen 
  +3rd lvl Fighter 
  +4th lvl Cleric 
  Every 30 Tribesmen 
  +6th lvl Cleric  
   
  All Tribesmen Groups 
  +8th lvl Cleric/Witchdoctor 
   
   
   
   
  Villages 
  Grass/Bamboo/Mud Huts 
  50% Log Palisade 
   
  Slaves 
  75% 1d4+1x10 Slaves 
  50% 2d6 Sacrificial Slaves 
  Non-Combatants 
  +100% Females 
  +100% Young 
   
  Equipment 
  1d10 
  Weapon(s) & Armor 
  1-3 
  Shield, Spear, Club 
  4-6 
  Shield, 2 Spears 
  7-9 
  Shortbow & Club 
  10 
  Blowgun & Spear 
   
   
  Tribal Features & Motifs 
  3d6 
  Motif/Feature 
  3 
  bulky ornamental jewelry & beads, embroidered garb 
  4 
  Cannibals/headhunters/slavers 
  5 
  Cultists (worship the PCs, magic, demons etc.) 
  6 
  Garish warpaint, masks 
  7 
  Giant Predator Antagonist (King Kong) 
  8 
  Mysterious jungle drumming/chanting 
  9 
  Sexual libertines/prudes 
  10 
  Strict Taboos 
  11 
  Large or odd piercings, elongations, tattoos, scarification 
  12 
  Matriarchal/patriarchal 
  13 
  Nudists 
  14 
  Unusual steeds (rhinoceri, sabre-tooth tigers, boars) 
  15 
  Pygmies/giants 
  16 
  Totem Poles/Tiki-men/Monoliths (Easter Island) 
  17 
  Unusual Courting Rituals 
  18 
  Use of Drugs/Poisons (Hallucinogens & Narcotics) 
  Tribal Totems 
  1d10 
  Totem 
  1 
  Bird* 
  2 
  Snake* 
  3 
  Insect* 
  4 
  Fish* 
  5-7 
  Herd Animal* 
  8 
  Rodent* 
  9 
  Nonhuman* 
  10 
  Enchanted* 
  
   
  38 
  GUARDS & WATCHMEN  
   
   
   
   
   
   
   
  (RG) 
   
  Notes: Nearly all guards will wear either chain mail or scale mail. City guards will always have shields. The highest level 
  fighter of any group will always be the commander, with the levels below him filling the ranks of lieutenant and 
  sergeant. Magic-users and clerics will act as advisers. To determine exact equipment composition, the DM should roll on 
  or choose from the equipment table below.  
  Nearly all watchmen will wear either chain mail or scale mail. The watch may or may not carry shields. The 
  highest level fighter of any group will always be the commander, with the levels below him filling the ranks of lieutenant 
  and sergeant. Magic-users and clerics will act as advisers. To determine exact equipment composition, the DM should 
  roll on or choose from the equipment table below. 
   
   
   
   
   
   
   
                    Day-Watchmen  
   
   
   
      Night-Watchmen 
  Group #1 
   
  Group #2 
  # 
  Type 
   
  # 
  Type 
  1 
  2nd–lvl Fighter 
   
  1 
  5th–lvl Fighter 
  1 
  4th–lvl Cleric 
   
  1 
  4th–lvl Cleric 
  5 
  Mercenaries 
   
  10 
  Mercenaries  
   
   
   
   
   
  Group #3 
   
  Group #4 
  # 
  Type 
   
  # 
  Type 
  1 
  1st–lvl Fighter 
   
  1 
  4th–lvl Fighter 
  1 
  5th–lvl Cleric 
   
  1 
  2nd–lvl Cleric 
  5 
  Mercenaries  
   
  10 
  Mercenaries  
   
   
   
  Guards Group #1 
   
  Guards Group #2 
  # 
  Type 
   
  # 
  Type 
  1 
  4th–lvl Fighter 
   
  1 
  4th–lvl Fighter 
  1 
  3rd–lvl Fighter 
   
  1 
  3rd–lvl Fighter 
  1 
  1st–lvl Magic-User 
   
  1 
  1st–lvl Magic-User 
  12 
  Mercenaries  
   
  10 
  Mercenaries  
   
   
   
   
   
  Guards Group #3 
   
  Guards Group #4 
  # 
  Type 
   
  # 
  Type 
  1 
  2nd–lvl Fighter 
   
  1 
  5th–lvl Fighter 
  1 
  1st–lvl Magic-User 
   
  1 
  4th–lvl Fighter 
  7 
  Mercenaries  
   
  7 
  3rd–lvl Fighter 
   
   
   
  1 
  4th–lvl Magic-User 
   
   
   
  16 
  Mercenaries  
  Equipment 
  1d8 Equipment 
  AC 
  1 
  Scale mail, shield, flail, and long sword 
  4 
  2 
  Banded mail, military fork, and long sword 
  4 
  3 
  Scale mail, partisan, and longbow 
  4 
  4 
  Studded leather, shield, and broadsword 
  6 
  5 
  Scale mail, long sword, and light crossbow 
  4 
  6 
  Chain mail, halberd, and mace 
  5 
  7 
  Chain mail, flail, and spear 
  5 
  8 
  Studded leather, shield, club, light crossbow 
  6 
  
   
  39 
  PILGRIMS 
   
   
   
   
   
   
   
   
   
  (MM, p69) 
   
  Notes: The following section on pilgrims provides 4 different sized groups. No statistics are provided for adventurers as 
  these may be randomly. Pilgrims and monks usually have type J treasure. Fighters usually carry types L and M treasure. 
  Clerics may have types J, K, and M treasure. Magic-users often carry types L, N, and Q treasure. Thieves will have types 
  J, N, and Q treasure. * If the pilgrims are chaotic, no monks will be present. No alignment has been given for any group 
  and alignments may be determined by the campaign or on the table below. 
   
  Alignment 
  Lawful Neutral 
  5% 
  Lawful Good 
  20% 
  Lawful Evil 
  15% 
  Neutral 
  5% 
  Neutral Good 
  15% 
  Neutral Evil 
  10% 
  Chaotic Neutral 
  5% 
  Chaotic Good 
  15% 
  Chaotic Evil 
  10% 
   
  Groups 
  # Appearing: 10-100 (1d10x10) 
  All Pilgrim Groups 
  Patriarch (8th-lvl Cleric) 
  + 3rd-lvl Cleric Assistant 
  + 5th-lvl Cleric Assistant 
  All Pilgrim Groups 
  +1d6 2nd-lvl Clerics 
  + 1d4 4th-lvl Clerics 
  1d2 6th-lvl Clerics 
  All Pilgrim Groups 
  25% Monk 5th-6th-lvl 
   
   
  Every 10 Pilgrims 
  10% 1d10 1st-8th-lvl Fighters 
  10% 1d6 2nd-7th-lvl Thieves 
  5% 6th-9th-lvl Magic User 
  Lawful Good Groups 
  Fighters > Paladins 
   
   
  Chaotic Good Groups 
  Fighters > Rangers 
   
   
  Neutral Groups 
  Clerics > Druids 
   
   
  Lawful Evil Groups 
  Treat all pilgrims as berserkers 
   
   
  Chaotic Evil Groups 
  Thieves > Assassins 
   
   
   
   
  Group #1 
   
  Group #2 
   
  Group #3 
   
  Group #4 
  # 
  Type 
   
  # 
  Type  
   
  # 
  Type 
   
  # 
  Type 
  80 
  Pilgrims on foot 
   
  10 
  Pilgrims on foot 
   
  90 
  Pilgrims on horseback 
   
  30 
  Pilgrims on foot 
  5 
  2nd–lvl Clerics 
   
  4 
  2nd–lvl Clerics 
   
  4 
  2nd–lvl Clerics 
   
  5 
  2nd–lvl Clerics 
  4 
  4th–lvl Clerics 
   
  3 
  4th–lvl Clerics 
   
  4 
  4th–lvl Clerics 
   
  4 
  4th–lvl Clerics 
  1 
  6th–lvl Cleric 
   
  2 
  6th–lvl Clerics 
   
  2 
  6th–lvl Clerics 
   
  1 
  6th–lvl Cleric 
  1 
  8th–lvl Cleric 
   
  1 
  8th–lvl Cleric 
   
  1 
  8th–lvl Cleric 
   
  1 
  8th–lvl Cleric 
  1 
  1st–lvl Fighter 
   
  1 
  5th–lvl Monk* 
   
  2 
  1st–lvl Fighters 
   
  1 
  7th–lvl Magic-User 
  2 
  2nd–lvl Fighters 
   
   
   
   
  1 
  2nd–lvl Fighter 
   
   
   
  3 
  3rd–lvl Fighters 
   
   
   
   
  1 
  3rd–lvl Fighter 
   
   
   
  1 
  5th–lvl Fighter 
   
   
   
   
  2 
  4th–lvl Fighters 
   
   
   
  1 
  8th–lvl Fighter 
   
   
   
   
  1 
  6th–lvl Fighter 
   
   
   
  1 
  6th-lvl Thief 
   
   
   
   
  1 
  7th–lvl Fighter 
   
   
   
  2 
  9th–lvl Thieves 
   
   
   
   
  1 
  7th–lvl Thief 
   
   
   
  1 
  6th–lvl Monk* 
   
   
   
   
  1 
  8th–lvl Magic-User 
   
   
   
  Total 
  103 figures 
   
  Total 
  21 figures 
   
  Total 
  111 figures 
   
  Total 
  42 figures 
  
   
  40 
   NPC ADVENTURING PARTIES 
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  1st –lvl Fighter 
  scroll of protection from magic 
  2nd –lvl Paladin 
  +1 shield, +1 dagger 
  1st–lvl Fighter 
   
  1st–lvl Ranger 
   
  1st–lvl Thief 
   
  1st–lvl Fighter 
   
  2nd–lvl Cleric 
   
  1st–lvl Magic-User 
   
  #1 
  N  
  NE 
  CE 
  LE 
  5x Men-at-Arms 
   
  #2 
   
   
  LG 
  1st–lvl Cleric 
   
   
   
   
   
  3x Men-at-Arms 
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  2nd–lvl Cleric 
   
  1st –lvl Paladin 
  +1 plate mall 
  ½E 1st–lvl F/MU 
   
  2nd–lvl Cleric 
   
  5x Men-at-Arms 
   
  ½E 1st–lvl F/MU 
   
   
   
  Dw 2nd-lvl Fighter 
   
  #3 
   
  Any 
   
   
  #4 
   
  LG 
  2x Men-at-Arms 
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  D 3rd–lvl Fighter 
  +1 arrows (x10) 
  D 3rd–lvl Fighter 
  +1 shield 
  ½E 3rd–lvl F/MU 
   
  D 3rd–lvl Fighter 
   
  4th–lvl Thief 
   
  2nd–lvl Magic-User 
  +1 dagger 
  2nd–lvl Fighter 
   
  4th–lvl Cleric 
  +1 mace, S: augury 
  3rd–lvl Cleric 
  +1 mace 
  G 1st-lvl F/Ill 
  S: paralyzation 
  4x Men-at-Arms 
   
  ½ 3rd–lvl Thief 
  bracers AC 5, P: healing 
  #5 
  N  
  NE 
  CE 
  LE 
   
   
  #6 
  N 
  NG 
  NE 
  CE 
  LE 
  3rd–lvl Fighter 
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  4th–lvl Cleric 
   
  4th–lvl Cleric 
  +1 mace 
  1st–lvl Cleric 
   
  2nd–lvl Fighter 
  +1 shield 
  3rd–lvl Thief 
  ring of protection, +1 
  1st–lvl Fighter/MU 
  +1 chain mail 
  4th –lvl Magic-User 
  P: invisibility 
  5th–lvl Fighter 
  + 2 bolts (x15) 
  ½-O 1st-lvl Fighter 
  P: heroism 
  2nd–lvl Fighter 
   
  4th–lvl Monk 
   
  3rd–lvl Fighter 
  P: Extra-healing 
  #7 
   
   
  LE 
   
   
  #8 
   
   
  Any 
   
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  6th–lvl Magic-User 
  +1 dagger, ring of protection +2 
  7th–lvl Assassin 
  +1 leather, ring/prot. +1 
  6th–lvl Fighter 
   
  6th–lvl Thief 
  +1 leather, +1 sword 
  ½E 6th–lvl C/MU 
  +1 chain mail 
   
  P: Healing 
  2nd–lvl Fighter 
   
  4th–lvl Fighter 
  S: Prot. From Possession 
   
   
  5th–lvl Magic-User 
  +1 dagger, P: Invisibility 
   
   
   
  P: Growth, P: Healing 
  #9 
   
   
  Any 
   
   
  #10 
   
  NE 
  CE 
  LE 
  ½O 3rd–lvl Cleric 
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  5th–lvl Cleric 
  P: Healing 
  5th –lvl Fighter 
   
  E 5th-lvl Fighter/MU 
   
  ½ E 2nd-lvl F/MU/C 
  P: Growth  
  5th–lvl Fighter 
  +2 bolts (x4) 
   
  S: Extension II, Levitate 
  2nd–lvl Fighter 
   
   
  Phantasmal Force 
  1st–lvl Cleric 
   
  3rd –lvl Fighter 
  +1 shield 
  E 4th–lvl Cleric 
  +1 mace 
  2nd –lvl Thief 
  +1 sword 
  ½ E 2nd –lvl MU/Thief  
  Ring of Protection +1 
   
  S: Prot. From Undead 
  2nd–lvl Fighter 
   
  6th–lvl Magic User 
  ring of protection, +1 
   
   
   
  P: Climbing P: Flying 
   
   
  D 1st–lvl Fighter 
  +1 battleaxe 
   
   
  4th –lvl Cleric 
  +1 shield, +1 mace 
  #11 
   
   
   
  N 
  CE 
  NE 
  LE 
   
   
  #12 
   
   
   
   
  N 
  NE 
  2nd–lvl Fighter 
   
  
   
  41 
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  7th–lvl Thief 
   
  D 6th–lvl Fighter 
  +2 sword 
  1st–lvl Cleric 
   
  6th–lvl Magic-User 
  Bracers (AC6)  
  6th–lvl Thief 
  +3 sword, Bracers (AC4) 
   
  W: Enemy Detection 
  1/2 E 2nd–lvl Druid 
   
  6th–lvl Fighter 
  +2 plate mail, +3 shield 
  G 7th–lvl Illusionist 
  P: X-healing, Dust of App. 
  4th–lvl Cleric 
  +1 mace, S: Neut. Poison 
  2nd–lvl Assassin 
   
  D 5th–lvl Thief 
  Psuedo-dragon 
   
   
  5th–lvl Magic-User 
  R:Invisibility, Weasel  
  #13 
   
  N 
  NG 
  NE 
   
   
  #14 
  N 
  NE 
  CE 
  LE 
  NG 
  2nd–lvl Cleric 
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  8th–lvl Magic-User 
  Ring of Protection +3 
  7th–lvl Illusionist 
  Boots of Speed 
  3rd–lvl Fighter 
  Potion of Hill Giant Strength 
  5th–lvl Bard 
  Ring of Spell Turning 
  2nd–lvl Fighter 
  +1 arrows (x10 
  5th–lvl C/4th–lvl Thief 
  Serpent Staff 
  ½E 5th–lvl C/R  
  + 2 splint mall 
  G 5th–lvl Fighter 
  +1 shield, +1 chain mail 
  E 5th–lvl F/MU 
  Javelin of lightning 
  D 9th–lvl Fighter 
  +2 warhammer 
  4th–lvl Fighter 
   
   
   
  2nd–lvl Fighter 
   
   
   
  #15 
   
  LG 
  NG 
  CG 
   
   
  #16 
   
  N 
  NE 
  NG 
   
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  9th–lvl Fighter 
  +2 Mace, +1 Banded Armor 
  ½E 5th–lv Cleric/MU 
  +1 Mace, Elven Cloak 
  6th–lvl Druid 
  Brooch of Shielding 
  E 9th–lvl MU/Thief 
   +1 Leather, Ring of Spell 
  Storing 
  6th–lvl Thief 
  Boots of Elvenkind 
  ½E 5th–lvl Fighter 
  +1 Chainmail, +1 Sword 
  5th–lvl Fighter 
  Crossbow of Speed 
  ½E 8th–lvl Fighter  
  +1 Shield, +2 B Mail, Elven 
  Cloak  
  9th–lvl Fighter 
  +4 Splint Mail 
  E 4th–lvl Thief 
  +1 Leather, +1 Dagger 
  7th–lvl Cleric 
   
  ½E 7th–lvl Druid  
  Ring of Prot., Robe of  
  6th–lvl Fighter 
   
   
  Blending 
  #17 
   
   
  N 
  NE 
  4th–lvl Fighter 
   
  #18 
   
   
  N 
  NE 
   
   
   
   
  Lvl/Class 
  Magic Items 
  Lvl/Class 
  Magic Items 
  10th–lvl Cleric 
  ring of invisibility 
  ½ O 8th–lvl Thief 
  + 1 leather armor 
  E 5th–lvl F/MU 
  + 2 javelin 
   
  + 1 sword 
  ½E 4th–lvl C/MU 
   
   
  scroll: 
  prot 
  from 
  demons 
  6th–lvl Assassin 
  bracers of defense, AC 4 
  ½ O 6th–lvl Fighter 
  + 1 dagger 
  9th–lvl Magic-User 
  + 1 dagger 
  ½ O A11/C4 
  + 1 spear 
  6th–lvl Fighter 
  gauntlets of ogre power 
   
  + 1 leather armor 
  5th–lvl Fighter 
  + 1 dagger 
   
  + 1 shield 
  10th–lvl Magic-User 
  ring of protection, + 3 
   
  Potion: extra-healing 
  1/2 4th–lvl Fighter 
  + 1 chain mail 
  10th –lvl Fighter 
  + 1 chain mall 
  6th–lvl Cleric 
  Potion: healing 
   
  + 1 shield, + 1 sword 
  9th–lvl Cleric 
  staff of striking 
  9th –lvl Magic User 
  ring of protection, + 2 
  6th–lvl Magic User 
  ring of protection, + 1 
   
  + 2 dagger 
   
  wand of negation 
  8th –lvl Cleric 
  + 1 mace 
  6th–lvl Fighter 
   
   
  scroll: remove curse 
  2nd–lvl Fighter 
   
  5th –lvl Fighter 
   
  10th–lvl Fighter 
  + 1 mace 
   
   
   
  javelin of lightning (x2) 
   
   
  7th–lvl Ranger 
  robe of blending 
   
   
  #19 
   
   
   
   
  LG 
  NG 
  CG 
  6th–lvl Fighter 
  + 1 sword 
  #20 
   
   
   
   
  NE 
  CE 
  LE 
   
   
   
   
   
   
   
   
   
   
   
  
   
  42 
  SPELLBOOK ASSORTMENTS for NPC SPELLCASTERS 
   
  Note: These spellbook assortments may not be considered complete. Experienced NPC spellcasters will most probably 
  have more than those listed. These assortments are intended for improvised NPCs encountered randomly. For 
  additional information, see CDD#2: Old School Spells Reference.  
   
  1st or 2nd Level Magic Users 
  2d8 Spellbook Contents 
  2 
  Level 1: Burning Hands, Charm Person, Feather Fall, Identify, Jump , Mending, Read Magic 
  3 
  Level 1: Enlarge, Erase, Read Magic, Sleep, Floating Disk, Write 
  4 
  Level 1: Affect Normal Fires, Charm Person, Erase, Friends, Message, Magic Aura, Read Magic 
  5 
  Level 1: Charm Person, Find Familiar, Message, Push, Read Magic, Spider Climb, Floating Disk 
  6 
  Level 1: Comprehend Languages, Enlarge, Mending, Magic Aura, Read Magic 
  7 
  Level 1: Erase, Light, Magic Missile, Read Magic 
  8 
  Level 1: Affect Normal Fires, Protection from Evil, Push, Read Magic, Unseen Servant 
  9 
  Level 1: Burning Hands, Comprehend Languages, Dancing Lights, Read Magic, Shield 
  10 
  Level 1: Burning Hands, Protection from Evil, Read Magic, Ventriloquism 
  11 
  Level 1: Comprehend Languages, Enlarge, Hold Portal, Magic Missile, Message, Read Magic, Sleep 
  12 
  Level 1: Erase, Read Magic, Spider Climb, Melt, Precipitation 
  13 
  Level 1: Affect Normal Fires, Comprehend Languages, Identify, Read Magic, Mount 
  14 
  Level 1: Enlarge, Message, Read Magic, Shocking Grasp, Melt, Mount 
  15 
  Level 1: Affect Normal Fires, Burning Hands, Feather Fall, Find Familiar, Magic Missile, Read Magic 
  16 
  Level 1: Erase, Hold Portal, Identify, Read Magic, Unseen Servant, Alarm, Mount 
   
   
  3rd or 4th Level Magic Users 
  2d8 Spellbook Contents 
  2 
  Level 1: Burning Hands, Charm Person, Dancing Lights, Protection from Evil, Read Magic, Write, Firewater 
  Level 2: ESP, Forget, Mirror Image, Protection from Cantrips 
  3 
  Level 1: Affect Normal Fires, Hold Portal, Mending, Protection from Evil, Read Magic, Shield, Unseen Servant           
  Level 2: Stinking Cloud, Wizard Lock, Vocalize 
  4 
  Level 1: Find Familiar, Message, Push, Read Magic, Shield, Alarm, Run 
  Level 2: Continual Light, Locate Object, Pyrotechnics, Bind, Whip 
  5 
  Level 1: Dancing Lights, Erase, Magic Missile, Magic Aura, Read Magic, Grease, Melt, Taunt 
  Level 2: Fool’s Gold, Magic Mouth, Wizard Lock, Know Alignment 
  6 
  Level 1: Affect Normal Fires, Detect Magic, Friends, Read Magic, Spider Climb, Alarm, Firewater, Wizard Mark 
  Level 2: Audible Glamer, Continual Light, Stinking Cloud, Bind, Vocalize 
  7 
  Level 1: Find Familiar, Identify, Jump, Read Magic, Unseen Servant, Armor, Firewater 
  Level 2: Continual Light, Web, Preserve 
  8 
  Level 1: Charm Person, Feather Fall, Magic Aura, Read Magic, Spider Climb, Alarm, Melt, Taunt, Wizard Mark 
  Level 2: ESP, Invisibility, Trap, Wizard Lock 
  9 
  Level 1: Charm Person, Identify, Read Magic, Shocking Grasp, Sleep, Spider Climb, Grease, Wizard Mark 
  Level 2: Audible Glamer, Locate Object, Acid Arrow, Preserve, Whip 
  10 
  Level 1: Affect Normal Fires, Dancing Lights, Enlarge, Erase, Friends, Magic Aura, Read Magic, Spider Climb, 
  Level 2: Detect Evil, Invisibility, Magic Mouth, Rope Trick, Scare 
  11 
  Level 1: Affect Normal Fires, Light, Read Magic, Shocking Grasp, Spider Climb, Mount, Wizard Mark 
  Level 2: ESP, Invisibility, Flaming Sphere, Irritation, Acid Arrow 
  12 
  Level 1: Burning Hands, Erase, Find Familiar, Jump, Magic Aura, Read Magic, Melt, Mount 
  Level 2: Forget, Mirror Image, Rope Trick 
  13 
  Level 1: Magic Missile, Magic Aura, Protection from Evil, Push, Read Magic, Floating Disk, Run 
  Level 2: Detect Evil, Wizard Lock, Uncontrollable Hideous Laughter, Zephyr 
  14 
  Level 1: Comprehend Languages, Hold Portal, Light, Magic Missile, Push, Read Magic,Ventriloquism, Write   
  Level 2: Detect Evil, Knock, Levitate, Magic Mouth, Rope Trick 
  15 
  Level 1: Affect Normal Fires, Charm Person, Enlarge, Hold Portal, Magic Missile, Prot. from Evil, Read Magic, 
  Write 
  Level 2: Detect Invisibility, Trap, Ray of Enfeeblement, Stinking Cloud, Irritation   
  16 
  Level 1: Erase, Protection from Evil, Read Magic, Shield, Sleep, Run, Wizard Mark 
  Level 2: Invisibility, Ray of Enfeeblement, Strength, Deeppockets, Uncontrollable Hideous Laughter   
   
  
   
  43 
  SPELLBOOK ASSORTMENTS continued 
   
  5th or 6th Level Magic Users 
  1d8 Spellbook Contents 
  1 
  Level 1:  Hold Portal, Mending, Message, Magic Aura, Push, Read Magic, Sleep, Unseen Servant, Mount, Taunt 
  Level 2: Continual Light, Invisibility, Locate Object, Bind, Irritation, Zephyr 
  Level 3: Fly, Haste, Tiny Hut, Monster Summoning I, Suggestion, Water Breathing 
  2 
  Level 1: Hold Portal, Message, Magic Aura, Read Magic, Shocking Grasp, Spider Climb, Floating Disk, Mount 
  Level 2: Darkness 15’, Detect Evil, Pyrotechnics, Flaming Sphere, Know Alignment, Whip   
  Level 3: Dispel Magic, Slow, Material, Secret Page 
  3 
  Level 1: Read Magic, Bubbling Buoyancy, Run, Sleep, Erase, Charm Person ,Sleep, Serpent Missile, Detect Magic 
  Level 2: Fools Gold, Blazing Beam, Scent Mask, Pyrotechnics, Web 
  Level 3: Protection from Evil 10’, Monster Summoning I, Blink, Slow, Detect Illusion, Slow  
  4 
  Level 1: Read Magic, Shocking Grasp, Hold Portal, Sleep 
  Level 2: Brawl, Mirror Image, Ray of Enfeeblement, Web, Forget 
  Level 3: Material, Fly, Suggestion, Dispel Magic, Lightning Bolt, Iron Sack, Dispel Magic 
  5 
  Level 1: Read Magic, Shocking Grasp, Protection from Avians 
  Level 2: Wizard Lock, Preserve, Invisibility, Detect Evil, Protection from Cantrips, Breath of Life, Rope Trick 
  Level 3: Monster Summoning I, Fireball, Secret Page, Slow, Invisibility 10’ 
  6 
  Level 1: Read Magic, Sleep, Light Step, Charm Person, Magic Missile, Detect Magic, Message, Shocking Grasp 
  Level 2: Crystal Dagger, Skull Watch, Dispel Silence, Invisibility, Forget, Ray of Enfeeblement, Brawl, Trap 
  Level 3: Protection from Evil 10’, Fly, Blink, Slow, Revenance, Material, Fireball 
  7 
  Level 1: Read Magic, Affect Normal Fires, Detect Magic, Grease, Charm Person 
  Level 2: Breath of Life, Flaming Sphere, Detect Evil ,Rope Trick, Mirror Image 
  Level 3: Expenitious Fire Extinguisher, Mummy Touch, Feign Death, Sepia Snake Sigil, Fly, Lightning Bolt 
  8 
  Level 1: Read Magic, Detect Magic, Dancing Werelight, Charm Person, Enlarge, Charm Person  
  Level 2: Ray of Enfeeblement, Deep Pockets, Uncontrollable Laughter, Scare, Zephyr, Pyrotechnics 
  Level 3: Mummy Touch, Explosive Runes, Blink, Feign Death, Suggestion 
   
  
   
  44 
  SPELLBOOK ASSORTMENTS continued 
   
  7th or 8th Level Magic Users 
  1d8 Spellbook Contents 
  1 
  Level 1: Read Magic, Charm Person, Protection from Evil, Melt, Alarm,  Serpent Missile, Affect Normal Fires 
  Level 2: Preserve, ESP, Scare, Forget, Ray of Enfeeblement 
  Level 3: Radiant Baton, Flame Arrow, Fireball, Suggestion, Tiny Hut, Fireball, Crystal Rhythms 
  Level 4: Resilient Sphere, Dimension Door 
  2 
  Level 1: Read Magic, Enlarge, Unseen Servant, Charm Person, Sleep, Chime of Release, Taunt 
  Level 2: Flaming Sphere, Vocalize, Soothing Vibrations, Darkness 15’ Radius 
  Level 3: Material, Protection from Normal Missiles, Flame Arrow, Force Umbrella 
  Level 4: Instant Exit, Wall of Fire, Ultravision, Dimension Door, Confusion, Dig, Tool Box, Electric Arc 
  3 
  Level1: Read Magic, Light, Jump, Magic Missile, Shocking Grasp, Sleep, Firewater 
  Level 2: Dextrous Digits, Boiling Bath, Scent Mask, Detect Evil, Swift Mount 
  Level 3: Suggestion, Lightning Bolt ,Crystal Dirk, Tongues 
  Level 4: Confusion, Giant Strength, Lightburst,  Tool Box, Charm monster, Lightburst, Dig, Staff of Smiting 
  4 
  Level 1: Read Magic,Jump, Charm Person, Detect Magic, Magic Missile, Sleep 
  Level 2: Soothing Vibrations, Pyrotechnics, Skull Watch 
  Level 3: Water Breathing, Feign Death, Lightning Bolt, Minute Meteors 
  Level 4: Monster Summoning II, Master of Arms, Polymorph Self, Ice storm , Stoneskin, Battering Gauntlets 
  5 
  Level 1: Read Magic, Shocking Grasp, Magic Missile,Charm Person 
  Level 2: Darkness 15’ Radius, Continual Light, Magic Mouth, Pyrotechnics 
  Level 3: Lightning Bolt, Dispel Magic, Hold Person 
  Level 4: Massmorph, Polymorph Self, Battering Gauntlets, Plant Growth, Polymorph self, Polymorph other 
  6 
  Level 1: Read Magic, Shocking Grasp, Detect Magic, Magic Missile, Run, Protection from Avians 
  Level 2: Fools Gold,Mirror Image, Scent Mask, Invisibility, Magnify, Forget, Protection from Cantrips 
  Level 3: Protection from Evil 10’ radius, Water Breathing, Infravision 
  Level 4: Confusion, Battering Gauntlets, Hallucinatory terrain, Grue Conjuration, Master of Arms 
  7 
  Level 1: Read Magic,Jump, Enlarge, Ventriloquism, Magic Missile, Charm Person, Hold Portal 
  Level 2: Darkness 15’ Radius,Web, Skull Watch, Rope Trick, Mirror Image 
  Level 3: Monster Summoning I, Lightning Bolt, Feign Death, Blink 
  Level 4: Minor globe of inv.,Resilient Sphere, Tool Box, Charm monster, Minor globe of inv., Hallucinatory terrain 
  8 
  Level 1: Read Magic, Flare, Jump, Magic Missile, Push, Flash, Mount, Message 
  Level 2: Darkness 15’ Radius, Ray of Enfeeblement, Invisibility, Blackmote, Rope Trick, Mirror Image  
  Level 3: Haste, Protection from Normal Missiles, Dispel Magic, Flame Arrow, Tiny Hut, Slow, Iron Sack 
  Level 4: Fire Trap, Charm Monster, Protection from Slime, Fumble, Minor globe of inv., Monster Summoning II 
   
  
   
  45 
  SPELLBOOK ASSORTMENTS continued 
   
  9th to 11th Level Magic Users 
  1d8 Spellbook Contents 
  1 
  Level 1: Read Magic, Floating Disc, Enlarge, Sleep, Smoky Sphere, Affect Normal Fires, Detect Magic 
  Level 2: Irritation, Continual Light, Breath of Life, Scare, Protection from Cantrips, Detect Evil , Rope Trick  
  Level 3: Haste, Monster Summoning I, Detect Illusion, Invisibility 10’ radius  
  Level 4: Polymorph other, Wall of Fire, Fear 
  Level 5: Magic Jar, Feeblemind 
  2 
  Level 1: Read Magic, Enlarge, Charm Person, Melt, Detect Magic, Comp. Languages, Sleep, Hold Portal 
  Level 2: Invisibility to Undead, Scare, False Trap, Ray of Enfeeblement, Invisibility, Mirror Image, Levitate 
  Level 3: Suggestion, Fireball, Fly 
  Level 4: Secure Shelter, Stoneskin, Grue Conjuration, Dimension Door  
  Level 5: Cone of Cold 
  3 
  Level 1: Read Magic, Bubbling Buoyancy, Run, Ventriloquism, Hold Portal, Shield 
  Level 2: Web, Invisibility, Forget 
  Level 3: Fireball, Monster Summoning I, Slow, Tiny Hut, Haste 
  Level 4: Hallucinatory terrain, Fire shield, Fear 
  Level 5: Transmute Rock to Mud, Teleport, Cone of Cold 
  4 
  Level 1: Read Magic, Armor, Friends, Magic Missile 
  Level 2: Scare, Invisibility, ESP, Stinking Cloud, Rope Trick 
  Level 3: Cloudburst, Fireball, Flame Arrow, Fly,  Phantasmal Force, Defense Against Reptiles, Dispel Magic 
  Level 4: Dimension door, Polymorph Self, Fear, Running Warrior, Wall of fire, Fire charm, Lightburst, Magic Mirror 
  Level 5: Hold Undead, Conjure Elemental, Passwall, Monster Summoning III 
  5 
  Level 1: Read Magic, Shocking Grasp, Detect Magic, Feeling Fingers, Floating Disc, Comp. Languages  
  Level 2: Tones of Forgetfulness, Detect Evil, Ray of Enfeeblement  
  Level 3: Secret Page, Blink, Iron Sack, Clairvoyance, Fly, Flame Arrow 
  Level 4: Fire shield, Steaming Sphere, Confusion, Polymorph other, Charm monster, Memory Alteration 
  Level 5: Hold Undead, Conjure Elemental, Magic Jar, Electrical Screen 
  6 
  Level 1: Read Magic, Charm Person, Feeling Fingers, Dancing Werelight 
  Level 2: Preserve, Locate Object, Rope Trick, Hunting Hawk, Irritation, Whip 
  Level 3: Phantasmal Force, Protection from Normal Missiles, Slow, Fireball, Haste 
  Level 4: Fire shield, Polymorph other, Confusion 
  Level 5: Interposing Hand, Passwall, Conjure Elemental, Airy Water 
  7 
  Level 1: Read Magic, Bubbling Buoyancy, Protection from Evil, Charm Person, Shocking Grasp, Detect Magic  
  Level 2: Blackmote, Levitate, Mirror Image 
  Level 3: Haste, Suggestion, Pugnacious Pugilist, Suggestion, Feign Death, Fly 
  Level 4: Teleport Undead, Hallucinatory Terrain, Confusion, Silver Tongue, Monster Summoning II  
  Level 5: Teleport, Telekinesis, Passwall 
  8 
  Level 1: Read Magic, Shocking Grasp, Sleep, Protection from Avians, Floating Disc  
  Level 2: Brawl, ESP, Levitate, Invisibility, Scare 
  Level 3: Fireball, Phantasmal Force, Explosive Runes, Flame Arrow, Iron Sack, Force Umbrella 
  Level 4: Resilient Sphere, Charm Monster, Fire Trap, Fumble, Polymorph Self, Plant growth, Master of Arms 
  Level 5: Private Sanctum, Extension II, Wall of Force, Airy Water, Teleport 
   
  
   
  46 
  SPELLBOOK ASSORTMENTS continued 
   
  12th or 13th Level Magic Users 
  1d8 Spellbook Contents 
  1 
  Level 1: Read Magic, Magic Missile, Shocking Grasp, Jump, Corpselight,  
  Level 2: Swift Mount, Pyrotechnics, Detect Invisibility, Ray of Enfeeblement, Scent Mask, Forget, Web 
  Level 3: Lightning Bolt, Phantasmal Force, Infravision, Feign Death, Infravision, Flame Arrow 
  Level 4: Protection from Gas, Plant Growth, Fumble, Black Tentacles, Dig 
  Level 5: Airy Water, Magic Jar 
  Level 6: Globe of Invulnerability, Disintegrate, Extension III, Merciful Metamorphosis 
  2 
  Level 1: Read Magic, Armor, Message, Shocking Grasp, Charm Person, Sleep, Light 
  Level 2: Whip, Invisibility, ESP, Magnify, Detect Evil , Detect Evil, Soothing Vibrations 
  Level 3: Tiny Hut, Fireball, Crystal Dirk, Haste, Suggestion 
  Level 4: Fire shield, Wall of fire, Mnemonic Enhancer, Fire charm, Dispel Illusion 
  Level 5: Animate Dead, Conjure Elemental 
  Level 6: Disintegrate, Extension III, Globe of Invulnerability, Freezing Sphere 
  3 
  Level 1: Read Magic, Affect Normal Fires, Grease, Feeling Fingers, Charm Person, Magic Missile, Ventriloquism 
  Level 2: Darkness 15’ Radius, Magnify,  Deep Pockets, Mirror Image, Soothing Vibrations, Ray of Enfeeblement 
  Level 3: Dispel Magic, Lightning Bolt, Haste, Phantasmal Force, Protection from Normal Missiles, Flame Arrow, Fly 
  Level 4: Ice Storm, Drums of Despair, Hallucinatory Terrain, Tool Box, Dig, Construction Crew, Plant Growth  
  Level 5: Conjure Elemental, Dismissal, Contact Other Plane 
  Level 6: Excruciating Screen, Death Spell, Lower Water, Anti Magic Shell 
  4 
  Level 1: Read Magic, Corpselight, Charm Person, Feeling Fingers, Floating Disc, Comp. Languages 
  Level 2: Tones of Forgetfulness, Detect Evil, Scent Mask, Forget, Irritation 
  Level 3: Clairvoyance, Fireball, Blink, Fly, Infravision, Expenitious Fire Extinguisher 
  Level 4: Speak with Dead, Extension I, Polymorph self, Confusion, Fear 
  Level 5: Superior Force Sculpture, Dolor, Animal Growth, Distance Distortion, Animal Growth 
  Level 6: Geas, Invisible Stalker, Geas, Lower Water, Transformation 
  5 
  Level 1: Read Magic, Dancing Lights, Smoky Sphere, Enlarge, Magic Aura, Magic Missile 
  Level 2: Locate Object, Detect Invisibility, Web, Invisibility, Magic Mouth 
  Level 3: Protection from Normal Missiles, Suggestion 
  Level 4: Handy Timepiece, Tonal Attack, Protection from Slime, Polymorph self, Remove Curse 
  Level 5: Teleport, Electrical Screen 
  Level 6: Lucubration, Move Earth, Geas, Move Earth, Repulsion 
  6 
  Level 1: Read Magic, Push, Push, Erase, Eye of the Tiger, Shocking Grasp, Erase, Charm Person, Smoky Sphere 
  Level 2: Magnify, Zephyr, Forget, Detect Evil  
  Level 3: Slow, Sepia Snake Sigil, Haste, Phantasmal Force 
  Level 4: Monster Summoning II, Fear, Minor globe of inv., Drums of Despair,  
  Level 5: Faithful Hound 
  Level 6: Eyebite, Invisible Stalker, Orb of Containment, Death Spell, Freezing Sphere 
  7 
  Level 1: Read Magic, Magic Missile, Unseen Servant, Flash 
  Level 2: Web, Detect Invisibility, Forget, Continual Light 
  Level 3: Tiny Hut 
  Level 4: Charm monster, Fear, Confusion, Fear, Drums of Despair, Wall of Fire, Resilient Sphere 
  Level 5: Private Sanctum, Wall of Force 
  Level 6: Extension III, Project Image, Disintegrate, Contingency, Control Weather 
  8 
  Level 1: Read Magic, Jump, Charm Person, Detect Magic 
  Level 2: Scent Mask, Scare, Preserve, Invisibility, Magnify, Blackmote, Dispel Silence, Locate Object 
  Level 3: Fireball, Suggestion, Infravision 
  Level 4: Master of Arms 
  Level 5: Extension II, Stone Shape 
  Level 6: Eyebite, Project Image 
   
  
   
  47 
  SPELLBOOK ASSORTMENTS continued 
   
  14th or 15th Level Magic Users 
  1d8 Spellbook Contents 
  1 
  Level 1: Read Magic, Magic Aura, Shocking Grasp, Bubbling Buoyancy, Detect Magic, Magic Missile  
  Level 2: Stinking Cloud, Mirror Image, Hunting Hawk, ESP 
  Level 3: Protection from Evil 10’ radius, Secret Page, Water Breathing, Phantasmal Force, Lightning Bolt  
  Level 4: Enchanted weapon, Instant Exit, Spell Enhancer, Tool Box 
  Level 5: Conjure Elemental, Telekinesis, Magic Jar 
  Level 6: Excruciating Screen, Control Weather, Geas, Invisible Stalker 
  Level 7: Cacodemon, Siege Sphere 
  2 
  Level 1: Read Magic, Mount, Magic Missile, Protection from Evil, Shocking Grasp, Unseen Servant  
  Level 2: Trap, Strength, Flaming Sphere, Stinking Cloud, Forget 
  Level 3: Marvelous Shield, Monster Summoning I, Exp Fire Extinguisher, Blink, Eye of the Eagle, Lightning Bolt 
  Level 4: Mnemonic Enhancer, Confusion, Death’s Door,  Minor Globe of Invulnerability, Fear 
  Level 5: Feeblemind, Stone Shape, Passwall, Private Sanctum, Stone Shape 
  Level 6: Invisible Stalker, Transformation, Stone to Flesh, Death Spell 
  Level 7: Teleport without Error, Monster Summoning V 
  3 
  Level 1: Read Magic, Push, 1, Firewater, Eye of the Tiger, Sleep, Shocking Grasp, Charm Person 
  Level 2: ESP, Breath of Life, Zephyr, Scare, Stinking Cloud, Audible Glamer 
  Level 3: Secret Page, Dispel Magic, Phantasmal Force, Haste 
  Level 4: Steaming Sphere, Fear, Dimension Door 
  Level 5: Strangling Grip, Animal Growth, Lamentable Belabourment, Telekinesis, Cone of Cold  
  Level 6: Move Earth, Death Spell, Death Spell, Anti-magic shell, Forceful Hand 
  Level 7: Grasping Hand, Mass Invisibility, Power Word Kill, Meteor swarm 
  4 
  Level 1: Read Magic, Detect Magic, Flare, Protection from Evil, Sleep, Enlarge, Shocking Grasp 
  Level 2: Ray of Enfeeblement, Irritation, Tones of Forgetfulness 
  Level 3: Crystal Dirk, Clairvoyance, Explosive Runes, Protection from Normal Missiles 
  Level 4: Confusion, Spell Enhancer, Dimension door, Fear 
  Level 5: Extension II, Wall of Iron, Distance Distortion 
  Level 6: Invisible Stalker, Disintegrate 
  Level 7: Delayed Blast Fireball, Teleport without Error 
  5 
  Level 1: Read Magic, Feeling Fingers, Jump, Smoky Sphere, Message, Burning Hands, Enlarge 
  Level 2: Ray of Enfeeblement, Uncontrollable Laughter, Invisibility, Scare 
  Level 3: Item, Blink, Sepia Snake Sigil, Fireball, Lightning Bolt 
  Level 4: Mind Scan, Fear, Force Sculpture, Ice storm, Polymorph other, Polymorph self, Ultravision 
  Level 5: Cloudkill, Secret Chest, Telekinesis 
  Level 6: Invisible Stalker, Stone to Flesh, Transformation 
  Level 7: Grasping Hand, Reverse Gravity, Phase Door 
  6 
  Level 1: Read Magic, Eye of the Tiger, Enlarge, Magic Missile, Shocking Grasp, Shield 
  Level 2: Mirror Image, Web, Detect Evil, Invisibility, Levitate 
  Level 3: Hold Person, Fly, Suggestion, Flame Arrow, Blink, Feign Death 
  Level 4: Polymorph Other, Polymorph self, Fear, Dimension door 
  Level 5: Wall of Iron, Teleport, Airy Water, Extension II, Faithful Hound, Cloudkill 
  Level 6: Undead Regeneration, Protection from Scrying, Geas, Contingency, Anti-magic shell 
  Level 7: Power Word Stun, Mass Invisibility, Monster Summoning V, Charm Plants 
  7 
  Level 1: Read Magic, Jump, Sleep, Charm Person, Dancing Lights, Magic Missile 
  Level 2: Mirror Image, Levitate, Skull Watch, Detect Evil , Pyrotechnics, Invisibility, Web, Ray of Enfeeblement 
  Level 3: Protection from Normal Missiles, Iron Sack, Fireball, Phantasmal Force, Fly 
  Level 4: Fumble, Monster Summoning II, Polymorph other, Polymorph self 
  Level 5: Interposing Hand, Extension II, Wall of Force, Cloudkill, Magic Jar 
  Level 6: Besieging Bolt, Move Earth, Project Image, Invisible Stalker, Spirit Wrack, Project Image 
  Level 7: Power Word Stun, Penultimate Cogitation 
  8 
  Level 1: Read Magic, Magic Missile, Shocking Grasp, Hold Portal¸ Friends 
  Level 2: Mirror Image, Tones of Forgetfulness, Continual Light, Preserve, Magnify 
  Level 3: Monster Summoning I, Dispel Magic, Pugnacious Pugilist, Infravision, Tiny Hut, Blink, Lightning Bolt  
  Level 4: Tin Soldiers, Tonal Attack, Magic Mirror,  Silver Tongue, Tonal Attack, Charm Monster 
  Level 5: Stone Shape, Wall of Force, Replay of the Past, Conjure Elemental, Dispelling Screen 
  Level 6: Contingency, Repulsion, Orb of Containment 
  Level 7: Duo Dimension, Monster Summoning V 
   
  
   
  48 
  SPELLBOOK ASSORTMENTS continued 
   
  16th or 17th Level Magic Users 
  1d6 Spellbook Contents 
  1 
  Level 1: Read Magic, Firewater, Charm Person, Hold Portal 
  Level 2: Levitate, Uncontrollable Laughter, Levitate, Ray of Enfeeblement 
  Level 3: Eye of the Eagle, Crystal Rhythms, Phantasmal Force, Crystal Dirk, Expenitious Fire Extinguisher, Fly 
  Level 4: Magic Mirror, Fear, Minor globe of inv., Dimension door, Massmorph, Protection from Gas  
  Level 5: Wall of Force, Stone Shape, Teleport, Dispelling Screen, Wall of Iron 
  Level 6: Repulsion, Ensnarement, Freezing Sphere, Invisible Stalker, Monster Summoning IV 
  Level 7: Instant Summons,  Monster Summoning V, Spell Immunity, Antipathy & sympathy 
  Level 8: Maze, Unlife, Mass Charm, Maze, Spell Immunity 
  2 
  Level 1: Read Magic, Charm Person, Jump, Chime of Release 
  Level 2: Crystal Dagger, Deep Pockets, Forget, Rope Trick, Encompassing Vision, Detect Invisibility, Web 
  Level 3: Phantasmal Force, Tiny Hut, Suggestion, Blink, Flame Arrow, Monster Summoning I 
  Level 4: Fear, Spell Enhancer, Fire Trap, Polymorph self, Instant Exit, Bestow curse, Fire Trap 
  Level 5: Dismissal,  Telekinesis, Distance Distortion, Extension II 
  Level 6: Disintegrate, Anti Magic Shell, Death Spell, Extension III, Death Spell, Orb of Containment 
  Level 7: Statue, Mass Invisibility, Instant Summons  
  Level 8: Polymorph Any Object, Symbol 
  3 
  Level 1: Read Magic, Charm Person, Magic Missile, Shield 
  Level 2: Magnify, Scare, Invisibility, Darkness 15’ Radius 
  Level 3: Flame Arrow, Fireball, Blink, Infravision 
  Level 4: Blacklight Burst,  Extension I, Charm monster, Dig,  Drums of Despair 
  Level 5: Teleport, Replay of the Past, Conjure Elemental, Teleport 
  Level 6: Globe of Invulnerability, Reincarnation, Antimagic shell, Disintegrate, Monster Summoning IV 
  Level 7: Monster Summoning V, Limited Wish 
  Level 8: Monster Summoning VI, Irresistible Dance,  Clone 
  4 
  Level 1: Read Magic, Melt, Friends, Magic Missile 
  Level 2: Detect Evil , Levitate, Web, ESP 
  Level 3: Lightning Bolt, Haste, Infravision, Pugnacious Pugilist, Fireball 
  Level 4: Minor globe of inv., Fumble, Steaming Sphere 
  Level 5: Gong of Isolation, Wall of Stone 
  Level 6: Control Weather, Chain Lightning, Project Image, Repulsion, Orb of Containment 
  Level 7: Teleport without Error, Duo Dimension, Reverse Gravity 
  Level 8: Sunburst, Monster Summoning VI, Spell Immunity 
  5 
  Level 1: Read Magic, Protection from Evil, Push, Magic Aura, Charm Person, Sleep, Dancing Lights, Floating Disc 
  Level 2: Dispel Silence,  ESP, Pyrotechnics, Scare, Know Alignment 
  Level 3: Monster Summoning I, Haste, Protection from Normal Missiles, Suggestion,  Dispel Magic 
  Level 4: Wall of fire, Lightburst,  Confusion,  Confusion, Memory Alteration, Wall of fire 
  Level 5: Faithful Hound, Electrical Screen 
  Level 6: Forceful Hand, Control Weather, Repulsion,  Death Spell 
  Level 7: Mass Invisibility, Statue, Banishment 
  Level 8: Maze, Mass Charm, Telekinetic Sphere 
  6 
  Level 1: Read Magic, Detect Magic, Dancing Werelight, Magic Missile, Charm Person,  Comp.Languages 
  Level 2: Invisibility, Detect Evil , Scare 
  Level 3: Gust of Wind, Defense Against Reptiles, Tongues, Phantasmal Force, Fireball 
  Level 4: Memory Alteration, Massmorph, Protection from Gas, Drums of Despair 
  Level 5: Interposing Hand, Wall of Force, Gong of Isolation, Monster Summoning III,  Wall of Iron 
  Level 6: Globe of Invulnerability, Invisible Stalker, Control Weather 
  Level 7: Torment, Monster Summoning V, Mass Invisibility, Instant Summons 
  Level 8: Mass Charm, Antipathy & sympathy, Permanency, Monster Summoning VI 
   
  
   
  49 
  SPELLBOOK ASSORTMENTS continued 
   
  18th+ Level Magic Users 
  1d6 Spellbook Contents 
  1 
  Level 1: Read Magic, Charm Person, Protection from Evil, Jump, Magic Missile, Shocking Grasp, Enlarge 
  Level 2: Detect Evil , Ray of Enfeeblement, Web, Hunting Hawk, Rope Trick,  Tones of Forgetfulness, ESP 
  Level 3: Slow, Fireball, Revenance, Secret Page, Pugnacious Pugilist, Crystal Dirk, Force Umbrella 
  Level 4: Charm monster, Tin Soldiers, Wall of fire, Fire Trap, Hallucinatory terrain, Dispel Illusion 
  Level 5: Superior Spell Enhancer, Conjure Elemental, Passwall, Telekinesis, Wall of Iron 
  Level 6: Project Image, Lucubration, Repulsion, Freezing Sphere,  Invisible Stalker 
  Level 7: Mass Invisibility,  Instant Summons, Duo Dimension 
  Level 8: Irresistible Dance, Symbol, Mass Charm 
  Level 9: Prismatic Sphere, Time Stop,  Imprisonment 
  2 
  Level 1: Read Magic, Sleep, Jump, , Protection from Evil, Push, Magic Aura, Charm Person 
  Level 2: Stinking Cloud, Mirror Image, Detect Evil, Blazing Beam, Forget 
  Level 3: Crystal Dirk, Explosive Runes, Phantasmal Force, Blink,  Water Breathing, Suggestion,  
  Level 4: Wall of fire,  Polymorph self, Bestow curse, Mnemonic Enhancer, Magic Mirror 
  Level 5: Wall of Iron, Conjure Elemental, Magic Jar, Distance Distortion 
  Level 6: Freezing Sphere, Geas 
  Level 7: Cacodemon, Charm Plants 
  Level 8: Irresistible Dance, Irresistible Dance, Symbol, Antipathy & Sympathy 
  Level 9: Prismatic Sphere, Temporal Stasis, Meteor swarm, Time Stop 
  3 
  Level 1: Read Magic, Chime of Release, Firewater,  Sleep 
  Level 2: Magic Mouth, Breath of Life, Ray of Enfeeblement, Know Alignment, Mirror Image, Invisibility,  
                Pyrotechnics, Detect Rope Trick, Levitate 
  Level 3: Explosive Runes, Defense Against Reptiles, Monster Summoning I, Revenance 
  Level 4: Hallucinatory terrain, Dig, Shout, Dispel Illusion, Tonal Attack 
  Level 5: Superior Spell Enhancer 
  Level 6: Death Spell, Protection from Scrying, Extension III 
  Level 7: Reverse Gravity, Statue, Monster Summoning V, Instant Summons, Mass Invisibility 
  Level 8: Spell Immunity, Clone 
  Level 9: Disjunction, Monster Summoning VII, Time Stop, Temporal Stasis 
  4 
  Level 1: Read Magic, Protection from Evil, Enlarge, Charm Person 
  Level 2: Scent Mask, Locate Object, Soothing Vibrations, Invisibility 
  Level 3: Iron Sack, Lightning Bolt, Lightning Bolt, Infravision 
  Level 4: Charm monster, Bestow curse, Ice storm, Tonal Attack, Dig, Hallucinatory Terrain 
  Level 5: Sending, Distance Distortion, Conjure Elemental 
  Level 6: Part Water, Repulsion, Orb of Containment, Project Image, Stone to Flesh 
  Level 7: Delayed Blast Fireball, Phase Door 
  Level 8: Clenched Fist, Glassteel 
  Level 9: Crushing Hand, Prismatic Sphere 
  5 
  Level 1: Read Magic, Charm Person, Magic Missile 
  Level 2: Breath of Life, Invisibility, Breath of Life, Blackmote, Forget 
  Level 3: Haste, Defense Against Lycanthropes, Lightning Bolt, Fireball, Suggestion 
  Level 4: Fire shield, Drums of Despair, Staff of Smiting, Plant growth, Tonal Attack, Fire Charm, Minor Globe of   
                Invulnerability 
  Level 5: Private Sanctum, Stone Shape, Dispelling Screen 
  Level 6: Repulsion, Move Earth, Besieging Bolt, Disintegrate 
  Level 7: Monster Summoning V, Phase Door, Duo Dimension, Statue, Reverse Gravity 
  Level 8: Clenched Fist, Spell Immunity 
  Level 9: Gate, Monster Summoning VII 
  6 
  Level 1: Read Magic, Serpent Missile, Sleep, Comp.Languages, Magic Missile, Dancing Lights, Light Step, Jump 
  Level 2: Scare, Blackmote, Magnify, ESP, Pyrotechnics, Detect Invisibility, Uncontrollable Laughter 
  Level 3: Protection from Normal Missiles, Slow, Fireball, Dispel Magic  
  Level 4: Staff of Smiting, Wall of fire, Charm monster, Wall of fire, Death’s Door  
  Level 5: Airy Water, Magic Jar, Dismissal 
  Level 6: Phantom Guardian, Disintegrate, Urgent Utterance, Freezing Sphere  
  Level 7: Sword, Duo Dimension, Teleport without Error 
  Level 8: Power Word Blind, Unlife, Maze 
  Level 9: Power Word Kill, Monster Summoning VII, Temporal Stasis 
   
  
   
  50 
  CHAPTER II: DEMI-HUMANS & HUMANOIDS 
   
      In those days the Faerie folk still dwelt upon earth, but even then a strangeness hung over their holdings, as if these 
  wavered halfway between the mortal world and another; and places which might at a given time appear to be a 
  simple lonely hill or lake or forest would at another time gleam forth in eldritch splendour. Hence those northern 
  highlands known as the elf-hills were shunned by men. 
      Imric rode toward Elfheugh, which he saw not as a tor but as a castle tall and slender-spired, having gates of bronze 
  and courtyards of marble, the corridors and rooms within hung with the loveliest shifty-patterned tapestries of magic 
  weave and crusted with great blazing gems. In the moonlight the dwellers were dancing on the green before the outer 
  walls. Imric rode by, through ,the main portal. His horse's hoofbeats echoed hollowly, and dwarf thralls hurried forth to 
  attend him. He swung to the ground and hastened into the keep. 
      There the light of many tapers was broken into a flowing, tricky dazzle of colours by mosaics gilt and bejewelled. 
  Music breathed through the chambers, rippling harps and keening pipes and flutes with voices like mountain brooks. 
  Patterns in the rugs and tapestries moved slowly, like live figures. The very walls and floors, and the groined ceiling in its 
  blue twilight of height, had a quicksilveriness about them; they were never the same and yet one could not say just how 
  they changed. 
      Imric went down a staircase. His byrnie clinked in the stillness. Of a sudden it grew dark about him, save for the rare 
  light of a torch, and the air of the inner earth filled his lungs with chill. Now and again a clash of metal or a wail 
  resounded through the wet rough-hewn corridors. Imric paid no need. Like all elves, he moved as a cat does, swift and 
  silent and easy, down into the dungeons. 
      Finally he stopped at a door of brass-barred oak. It was green with mould and dark with age, and only Imric had the 
  keys to the three big locks. These he undid, muttering certain words, and swung back the door. It groaned, for three 
  hundred years had gone by since last he opened it. 
      A woman of the troll race sat in the cell beyond. She wore only the bronze chain, heavy enough to anchor a ship, 
  which fastened her by the neck to the wall. Light from a torch ensconced outside the door fell dimly on her huge squat 
  mighty-muscled form. She had no hair, and the green skin moved on her bones. As she turned her hideous head 
  toward Imric, her snarl showed wolf teeth. But her eyes were empty, two pools of blackness in which a soul could 
  drown. For nine hundred years she had been Irene's captive, and she was mad. 
      The elf-earl looked at her, though not into her eyes. He said softly, "We are to make a changeling again, Gora." 
      The troll-woman's voice was like a thunder, slowly rolling from the deeps of the earth. "Oho, oho," she said, "he is here 
  again. Be welcome, whoever you are, you out of night and chaos. Ha, will none wipe the sneer off the face of the 
  cosmos?" 
      "Hurry," said Imric. "I must make the change ere dawn." 
   
   
   
   
   
   
   
   
   
  - Excerpt from The Broken Sword by Poul Anderson 
   
   
   
   
  The following chapter is divided into several sub-sections that are designed to allow the Dungeon 
  Master to quickly and completely detail large groups of demi-humans and humanoids. Below are specific 
  instructions for using the sets of tables: 
   
   
  Humanoid Ability Scores: These tables can be used to generate ability scores for humanoid and other 
  monsters where needed. To generate one or more ability scores, reference the given monster’s size or 
  intelligence statistics as given in CDD#1: Old School Statblock Reference (cf. Monster Manual, Fiend 
  Folio, or Monster Manual II). Next, roll 3d6 and cross reference the score on the table with the particular 
  statistic to find the creature’s approximate ability score. 
   
  Tribal Spellcasters: These tables allow for the creation of humanoid shaman/witch-doctors according to 
  the rules given in the Dungeon Master’s Guide.  
   
  Humanoid Tribes: These tables list the pertinent details for commonly encountered humanoid groups in 
  adherence to their respective entries in the Monster Manual or Fiend Folio. The listings include the 
  following: Bugbears, Centaurs, Gnolls, Goblins, Hobgoblins, Kobolds, Lizardmen, Locathah, Ogres, Orcs, 
  Sahuagin, Troglodytes, and Trolls and Xvarts.  
   
  Demi-human Groups: These tables list the pertinent details for commonly encountered demi-human 
  groups in adherence to their respective entries in the Monster Manual. The listings include the following: 
  Dwarves, Elves, Gnomes, Halflings, Tritons, and Mermen.  
   
  
   
  51 
  HUMANOID ABILITY SCORES 
   
  Abbreviations 
  T= Tiny (2' or less); S= Small (2-4'); M= Man-sized (4-7'); L= Large (7-12'); H= Huge (12-25'); G= Gargantuan (25'+) 
  A= Animal Intelligence; S= Semi Intelligent; Av= Average Intelligence; V= Very Intelligent; H= Highly Intelligent; 
  E= Exceptionally Intelligent; G= Genius Intelligence; Sg= Supra-genius Intelligence; Go= Godlike Intelligence 
   
  Monster Strength Scores 
  3d6 
  T 
  S 
  M 
  L 
  H 
  G 
  3 
  2 
  4 
  6 
  13 
  15 
  18 
  4 
  3 
  5 
  7 
  14 
  17 
  18/01 
  5 
  4 
  6 
  8 
  15 
  18 
  18/51 
  6 
  5 
  7 
  9 
  16 
  18/01 
  18/76 
  7 
  6 
  8 
  10 
  17 
  18/51 
  18/91 
  8 
  7 
  9 
  11 
  18 
  18/76 
  18/00 
  9-12 
  8 
  10 
  12 
  18/01 
  18/91 
  19 
  13 
  10 
  11 
  13 
  18/51 
  18/00 
  20 
  14 
  11 
  12 
  14 
  18/76 
  19 
  21 
  15 
  12 
  13 
  15 
  18/91 
  20 
  22 
  16 
  13 
  14 
  16 
  18/00 
  21 
  23 
  17 
  14 
  15 
  17 
  19 
  22 
  24 
  18 
  15 
  16 
  18 
  20 
  23 
  25 
   
  Monster Constitution Scores 
  3d6 
  T 
  S 
  M 
  L 
  H 
  G 
  3 
  3 
  5 
  7 
  9 
  11 
  13 
  4 
  4 
  6 
  8 
  10 
  12 
  14 
  5 
  5 
  7 
  9 
  11 
  13 
  15 
  6 
  6 
  8 
  10 
  12 
  14 
  16 
  7 
  7 
  9 
  11 
  13 
  15 
  17 
  8 
  8 
  10 
  12 
  14 
  16 
  18 
  9-12 
  9 
  11 
  13 
  15 
  17 
  19 
  13 
  10 
  12 
  14 
  16 
  18 
  20 
  14 
  11 
  13 
  15 
  17 
  19 
  21 
  15 
  12 
  14 
  16 
  18 
  20 
  22 
  16 
  13 
  15 
  17 
  19 
  21 
  23 
  17 
  14 
  16 
  18 
  20 
  22 
  24 
  18 
  15 
  17 
  19 
  21 
  23 
  25 
  Monster Dexterity Scores 
  3d6 
  T 
  S 
  M 
  L 
  H 
  G 
  3 
  13 
  11 
  9 
  7 
  5 
  3 
  4 
  14 
  12 
  10 
  8 
  6 
  4 
  5 
  15 
  13 
  11 
  9 
  7 
  5 
  6 
  16 
  14 
  12 
  10 
  8 
  6 
  7 
  17 
  15 
  13 
  11 
  9 
  7 
  8 
  18 
  16 
  14 
  12 
  10 
  8 
  9-12 
  19 
  17 
  15 
  13 
  11 
  9 
  13 
  20 
  18 
  16 
  14 
  12 
  10 
  14 
  21 
  19 
  17 
  15 
  13 
  11 
  15 
  22 
  20 
  18 
  16 
  14 
  12 
  16 
  23 
  21 
  19 
  17 
  15 
  13 
  17 
  24 
  22 
  20 
  18 
  16 
  14 
  18 
  25 
  23 
  21 
  19 
  17 
  15 
   
  Monster Intelligence Scores 
  3d6 
  A 
  S 
  L 
  Av 
  V 
  H 
  E 
  G 
  Sg 
  Go 
  3 
  1 
  1 
  3 
  6 
  7 
  9 
  10 
  13 
  15 
  17 
  4 
  1 
  1 
  3 
  7 
  7 
  10 
  11 
  14 
  16 
  18 
  5 
  1 
  1 
  4 
  7 
  8 
  11 
  13 
  15 
  17 
  19 
  6 
  1 
  1 
  4 
  8 
  8 
  11 
  13 
  16 
  17 
  19 
  7 
  1 
  2 
  5 
  8 
  9 
  12 
  14 
  16 
  18 
  20 
  8 
  1 
  2 
  5 
  9 
  9 
  12 
  14 
  17 
  18 
  20 
  9-12 
  1 
  3 
  6 
  9 
  11 
  13 
  15 
  17 
  19 
  21 
  13 
  1 
  3 
  6 
  10 
  11 
  13 
  15 
  18 
  19 
  21 
  14 
  2 
  4 
  7 
  10 
  12 
  14 
  16 
  19 
  20 
  22 
  15 
  2 
  4 
  7 
  11 
  12 
  15 
  17 
  20 
  21 
  22 
  16 
  3 
  5 
  8 
  11 
  13 
  16 
  18 
  21 
  22 
  23 
  17 
  3 
  5 
  8 
  12 
  14 
  17 
  19 
  22 
  23 
  24 
  18 
  4 
  6 
  9 
  13 
  15 
  19 
  20 
  23 
  24 
  25 
   
  Monster Wisdom Scores 
  3d6 A S 
  L 
  Av 
  V 
  H 
  E 
  G 
  Sg Go 
  3 
  1 
  2 
  3 
  6 
  8 
  10 
  12 
  14 
  16 
  18 
  4 
  1 
  2 
  3 
  6 
  8 
  10 
  12 
  14 
  16 
  18 
  5 
  1 
  2 
  4 
  7 
  9 
  11 
  13 
  15 
  17 
  19 
  6 
  2 
  3 
  4 
  7 
  9 
  11 
  13 
  15 
  17 
  19 
  7 
  2 
  3 
  5 
  8 
  10 
  12 
  14 
  16 
  18 
  20 
  8 
  2 
  3 
  5 
  8 
  10 
  12 
  14 
  16 
  18 
  20 
  9-12 
  3 
  4 
  6 
  9 
  11 
  13 
  15 
  17 
  19 
  21 
  13 
  3 
  4 
  6 
  9 
  11 
  13 
  15 
  17 
  19 
  21 
  14 
  3 
  4 
  7 
  10 
  12 
  14 
  16 
  18 
  20 
  22 
  15 
  4 
  5 
  7 
  10 
  12 
  14 
  16 
  18 
  20 
  22 
  16 
  4 
  5 
  8 
  11 
  13 
  15 
  17 
  19 
  21 
  23 
  17 
  4 
  5 
  8 
  11 
  13 
  16 
  18 
  20 
  22 
  24 
  18 
  5 
  6 
  9 
  12 
  14 
  17 
  19 
  21 
  23 
  25 
   
  Monster Charisma Scores 
  3d6 
  A 
  S 
  L 
  Av 
  V 
  H 
  E 
  G 
  Sg 
  Go 
  3 
  1 
  1 
  3 
  6 
  8 
  11 
  13 
  15 
  17 
  19 
  4 
  1 
  1 
  3 
  6 
  8 
  11 
  13 
  15 
  17 
  19 
  5 
  1 
  1 
  4 
  7 
  9 
  12 
  14 
  16 
  18 
  20 
  6 
  1 
  1 
  4 
  7 
  9 
  12 
  14 
  16 
  18 
  20 
  7 
  1 
  2 
  5 
  8 
  10 
  13 
  15 
  17 
  19 
  21 
  8 
  1 
  2 
  5 
  8 
  10 
  13 
  15 
  17 
  19 
  21 
  9-12 
  1 
  3 
  6 
  9 
  11 
  14 
  16 
  18 
  20 
  22 
  13 
  1 
  3 
  6 
  9 
  11 
  14 
  16 
  18 
  20 
  22 
  14 
  1 
  4 
  7 
  10 
  12 
  15 
  17 
  19 
  21 
  23 
  15 
  2 
  4 
  7 
  10 
  12 
  15 
  17 
  19 
  21 
  23 
  16 
  2 
  5 
  8 
  11 
  13 
  16 
  18 
  20 
  22 
  24 
  17 
  3 
  5 
  8 
  11 
  13 
  16 
  18 
  20 
  22 
  24 
  18 
  3 
  6 
  9 
  12 
  14 
  17 
  19 
  21 
  23 
  25 
   
  
   
  52 
  TRIBAL SPELLCASTERS 
   
  Tribal Shaman (Cleric) Spell List 
  1d6 1st–Level   
  1d6 
  2nd–level 
  1d6 3rd–Level  
  1d4 
  4th–Level  
  1 
  cure light wounds 
  1 
  augury 
  1 
  cure blindness 
  1 
  divination 
  2 
  detect evil 
  2 
  chant 
  2 
  cure disease 
  2 
  exorcise 
  3 
  detect magic 
  3 
  detect charm 
  3 
  dispel magic 
  3 
  neutralize poison 
  4 
  light 
  4 
  resist fire 
  4 
  locate object 
  4 
  tongues 
  5 
  protection from evil 
  5 
  snake charm 
  5 
  prayer 
   
   
  6 
  resist fear 
  6 
  speak with animals 
  6 
  remove curse 
   
   
  Note: WIS does not affect the number of spells of tribal clerics, and the number of spells any such  
  tribal cleric possesses is determined as if the shaman were a character of the appropriate level. 
   
  Tribal Witch-Doctor (Magic-User) Spell List 
  1d6 1st–Level   
  1d6 
  2nd–level 
  1 
  affect normal fires 
  1 
  audible glamer 
  2 
  dancing lights 
  2 
  detect invisibility 
  3 
  identify 
  3 
  invisibility 
  4 
  push 
  4 
  levitate 
  5 
  shield 
  5 
  magic mouth 
  6 
  ventriloquism 
  6 
  scare 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tribal Spellcasters Level Limits 
  Race 
  Shaman 
  Witch-Doctor 
  Bugbear 
  5 
  2 
  Centaur 
  7 
  4 
  Ettin 
  3 
  N/A 
  Giant, Hill 
  7 
  N/A 
  Giant, Frost 
  7 
  N/A 
  Giant, Fire 
  7 
  N/A 
  Giant, Stone 
  7 
  N/A 
  Gnoll 
  5 
  2 
  Goblin 
  7 
  4 
  Hobgoblin 
  7 
  4 
  Kobold 
  5 
  2 
  Lizard Man 
  7 
  2 
  Ogre 
  3 
  N/A 
  Orc 
  5 
  4 
  Troglodyte 
  3 
  N/A 
  Troll 
  3 
  N/A 
  Tribal Familiars 
  1d20 Totem 
  1 
  Snake 
  2 
  Spider 
  3 
  Rat 
  4 
  Wolf 
  5 
  Worm 
  6 
  Zombie/Ghouls/Undead 
  7 
  Monkey/Ape 
  8 
  Pig/Boar 
  9 
  Bat 
  10 
  Beetle/Centipede 
  11 
  Shark/Whale 
  12 
  Plant/Fungi 
  13 
  Ancestors 
  14 
  Devils 
  15 
  Demons 
  16 
  Jaguar/Tiger/Lion 
  17 
  Elephant/Mastodon 
  18 
  Eagle/Hawk 
  19 
  Elemental 
  20 
  Monster 
  
   
  53 
   HUMANOID GROUPS 
   
  BUGBEARS 
   
   
   
   
   
   
   
   
   
  (MM, p12) 
   
  Bugbear: AC 5; MV 90’; HD 3+1; hp 4-25; THAC0 16; #AT 1; D 2-8 or by wpn; SA surprise on a 1-3; SD Darkvision 60’; SZ M; 
  Int Low~Avg; AL CE; XP 85+4/hp.  
  Bugbear Leader/Subchief: AC 4; MV 90’; HD 4; hp 22-25; THAC0 15; #AT 1; D 3-9 or by wpn  (+1 dmg);  SA  surprise  on 
  a  1-3;  SD Darkvision  60’;  SZ M;  Int  Low~Avg; AL CE;  XP 130+5/hp.  
  Bugbear Chief: AC 3; MV 90’; HD 4; hp 28-30;  THAC0 15; #AT 1; D 3-10 or by wpn  (+2 dmg); SA  surprise on a 1-3; SD 
  Darkvision 60’; SZ M;  Int Low~Avg; AL CE; XP 175+5/hp.  
   
  Groups 
   
  #Appearing: 6-36 (6d6) 
  Every 12 Bugbears 
  Leader (4HD) 
   
  Lairs 
  >24 Bugbears 
  Chief (4HD) 
  + Sub-chief (4HD) 
  Non-combatants 
  +50& Females 
  +50% Children 
   
   
  CENTAURS  
   
   
   
   
   
   
   
   
   
  (MM, p14) 
   
  Centaur: AC 5(4); MV 180’; HD 4; hp 4-32; THAC0 15; #AT 2; D 1-6/1-6 or by wpn; SD Darkvision 60’; SZ L; Int Low~Avg; AL 
  CG; XP85+4/hp  
   
  Groups                                                                               #Appearing: 4-24 (4d6) 
  Every 6 Centaurs 
  Leader (5HD) 
  200% Treasure, fights with lance and shield 
  Lairs 
  1d6 male centaurs 
  + 200% females (3HD) 
  + 1d6x5 young (1-3HD) 
   
  Equipment 
  d% 
  Weapon(s) 
  01-50 
  Oaken Clubs 
  51-75 
  Composite Longbows 
  76-00 
  Shield & Lance 
   
   
  Equipment 
  d% 
  Weapon(s) 
  Armor 
  01-20 
  Sword 
  Shield [AC 4] 
  21-60 
  Spear & Club 
  - 
  61-80 
  Morningstar  
  Shield [AC 4] 
  81-00 
  Halberd & Club 
  - 
  
   
  54 
  GNOLLS   
   
   
   
   
   
   
   
   
   
  (MM, p46) 
   
  Gnoll: AC 5; MV 90'; HD 2; hp 2-16; THAC0 16; #AT 1; D 2-8 or by wpn; SZ L; Int Low~Avg;  AL CE; XP 28+2/hp  
  Gnoll  Leader: AC 5; MV 90'; HD 3; hp 16;  THAC0 15; #AT 1; D 2-8 or by wpn;  SZ  S;  Int  Low~Avg; AL CE; XP 60+4/hp  
  Gnoll Guard: AC  4; MV  90'; HD  3;  hp  20;  THAC0  15; #AT  1; D  3-9 or by wpn;  SZ  S;  Int Low~Avg; AL CE; XP 60+4/hp  
  Gnoll Chieftain: AC 3; MV 90'; HD 4; hp 22; THAC0 15; #AT 1; D 3-9 or by wpn; SZ S;  Int Low~Avg; AL CE; XP 90+5/hp  
   
  Groups                                                                           # Appearing: 20-200 (20d10) 
  Every 20 Gnolls 
  Gnoll Leader [3HD] 
   
  > 100 Gnolls 
  Gnoll Chieftain [4HD] 
  2d6 Gnoll Guards [3HD) 
  Lairs                                                                             # Appearing: 20-200 (20d10) 
  (01-85) Underground 
  Gnoll Chieftain 
  +5d4 Gnoll Guards 
   
  +50% females 
  +200% young 
  (86-00)   Ruins 
  Gnoll Chieftain 
  +5d4 Gnoll Guards 
   
  +50% females 
  +200% young 
  Guardians 
  65%   01-80 4d4 Hyenas 
   
   
  81-00 2d6 Hyenadons 
   
  35% 
  1d3 Trolls 
  Slaves 
   
  1 per 10 gnolls 
  Allies 
  10% 
  1d6 Flinds 
   
  Equipment 
  d% 
  Weapon(s) 
  01-15 
  Long Bow 
  16-50 
  Polearm 
  51-65 
  2-handed Sword 
  66-85 
  Battle Axe 
  86-00 
  Morning Star 
   
  GOBLINS   
   
   
   
   
   
   
   
   
   
  (MM, p47) 
   
  Goblin:  AC  6,  MV  60';  HD  1-1;  hp  1-7;  THAC0  20;  #AT  1;  D  1-6  or  by  wpn;  SZ  S;  Int Low~Avg; AL LE; XP 10+1/hp  
  Goblin Leader/Assistant: AC 6, MV 60'; HD 1; hp 7; THAC0 20; #AT 1; D 1-6 or by wpn; SZ S; Int Low~Avg; AL LE; XP 17  
  Goblin Sub-chief/Guard: AC 5, MV 60'; HD 1+1; hp 8; THAC0 18; #AT 1; D 1-8 or by wpn; SZ S; Int Low~Avg; AL LE; XP 36  
  Goblin Chief/Bodyguard: AC 4, MV 60'; HD 2; hp 9-14; THAC0 16; #AT 1; D 2-8 or by wpn; SZ S; Int Low~Avg; AL LE; XP 
  35+3/hp  
   
  Groups                                                                          # Appearing: 10-40 (1d4 x 10) 
  Every 40 goblins 
  Goblin Leader (7hp) 
  +4 Goblin Guards (7hp) 
  Every 200 goblins 
  Goblin Subchief (8hp) 
  +2d4 Goblin Guards (7hp) 
  25% chance 
  10% mounted on dire wolves 
  +1d4x10 dire wolves (no riders) 
  Lairs 
   
  # Appearing: 40-400 (40d10) 
   
  Goblin Chief (16hp/2HD) 
  +2d4 Goblin Bodyguards (9-14hp/2HD) 
   
  +60% Goblin Females 
  +100% Goblin Young 
  Creature Allies 
  20% + 2d6 Bugbears 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  d% 
  Weapon(s) 
  Armor 
  01-10 
  Short Sword & Military Pick 
  11-20 
  Short Sword & Sling 
  21-30 
  Short Sword & Spear 
  31-40 
  Sling 
  41-60 
  Morning Star 
  61-70 
  Military Pick 
  Equipment  
  71-00 
  Spear 
  Leather or 
  Piecemeal 
  armors 
  [AC6] 
  
   
  55 
  HOBGOBLINS   
   
   
   
   
   
   
   
   
  (MM, p52) 
   
  Hobgoblin: AC 5; MV 90’; HD 1+1; hp 2-9; THAC0 18; #AT 1; D 1-8 or by wpn; SZ M;  Int Avg; AL LE; XP 20+2/hp.  
  Hobgoblin Leader/Assistant: AC 5; MV 90’; HD 1+1; hp 9; THAC0 18; #AT 1; D 1-8 or by wpn; SZ M; Int Avg; AL LE; XP 
  20+2/hp  
  Hobgoblin Subchief/Bodyguard: AC 3; MV 90’; HD 3; hp 16; THAC0 16; #AT 1; D 3-10 or by wpn; SZ M; Int Avg; AL LE; 
  XP 35+4/hp.  
  Hobgoblin Chief: AC 2; MV 90’; HD 4; hp 22; THAC0 15; #AT 1; D 2-11 or by wpn; SZ M; Int Avg; AL LE; XP 90+4/hp.  
  Koalinth (Aquatic Hobgoblin): As normal hobgoblin   
   
  Groups                                                                           # Appearing: 20-200 (20d10) 
  Every 20 Hobgoblins 
  Hobgoblin Leader [2HD] 
  2 Hobgoblin Guards (9hp) 
  Every 100 Hobgoblins 
  Hobgoblin Subchief [3HD] 
  20% Tribal Standard 
  Lairs 
   
   
      (01-20)              Village 
  Ditch, Rampart, Palisade 
  2 gates, 3-6 watchtowers 
   
  Hobgoblin Chief [4HD] 
  1d4x5 Hobgoblin Guards [3HD] 
  Non-Combatants 
  X150% Females x300% Young 
  Tribal Standard 
  Seige Engines 
  Every 50 hobgoblins 
  +2 Hvy Catapults,  
  2 Lt Catapult, 1 Ballista 
  (21-00)   Underground 
  Hobgoblin Chief [4HD, 22hp] 
  1d4x5 Hobgoblin Guards [3HD] 
  Non-Combatants 
  +150% Females x300% Young 
  +Tribal Standard 
  Animal Guardians: 
  60%: 2d6 Carnivorous Apes 
   
   
  Equipment 
  d% 
  Weapons 
  Armor 
  01-20 
  Sword & Composite Bow 
   21-30 
  Sword & Spear 
  31-35 
  Sword & Morning Star 
  36-40 
  Sword & Whip 
  41-70 
  Polearm 
  71-80 
  Spear 
  Leather & 
  Lamellar Armor 
  [AC5] 
   
  81-00 
  Morning Star 
  Dm’s Choice 
   
  Note:  Leaders equipped with 2 weapons 
   
  KOBOLDS  
   
   
   
   
   
   
   
   
   
  (MM, p57) 
   
  Groups                                                                           # Appearing: 40-400 (40d10) 
  Every 40 Kobolds 
  Kobold Leader(4hp) 
  +5d4Guards (3-4hp) 
  Every 100 Kobolds 
  Kobold Witchdoctor 
   
  Animal Guardians 
  65% chance 
  1d4+1 Wild Boars 
   
  30% chance 
  1d4 Giant Weasels 
  Lairs  
  Non-Combatants 
  +50% Females 
  +10% Young 
   
  +3d100 Kobold Eggs 
   
   
  Equipment 
  d% 
  Weapons 
  01-05 
  Short Sword & Javelin 
  06-15 
  Short Sword & Spear 
  16-25 
  Short Sword 
  26-45 
  Axe 
  46-75 
  Spiked Wooden Club 
  76-90 
  2-3 Javelins 
  91-00 
  Spear 
  Armor 
  50% chance 
  equipped 
  with a shield  
   
  Tribal Standards 
  1d8 
  Tribes 
  1 
  Rippers 
  2 
  Leg Breakers 
  3 
  Skull Smashers 
  4 
  Flesh Renders 
  5 
  Marrow Suckers 
  6 
  Flayers 
  7 
  Slow Killers 
  8 
  Lotus Eaters 
  Kobold:  AC  7; MV  60’;  HD  ½  ;  hp  1-4;  THAC0  20;  #AT  
  1;  D  1-4  or  by  wpn;  SZ  S;  Int Low~Avg; AL LE; XP 5+1/hp  
  Kobold Guard/Leader: AC 6; MV 60’; HD 1-1 ; hp 4; THAC0 
  20; #AT 1; D 1-6 or by wpn; SZ S; Int Low~Avg; AL LE; XP 
  10+1/hp  
  
   
  56 
  LIZARDMEN    
   
   
   
   
   
   
   
   
  (MM, p62) 
   
  Lizard King: AC 3; MV 150’/120’; HD 8; hp 8-64; THAC0 12; #AT 1; D 5-20; SD Skewering; MR  20%; SZ L; Int Avg; AL CE; XP 
  550+10/hp. (FF)  
  Lizardman: AC  5; MV  60’/120’; HD  2+1;  hp  3-17;  THAC0  16; #AT  3; D  1-2/1-2/1-8;  SZ M;  Int Low~Avg; AL N; XP 
  35+3/hp.  
   
  Groups 
  # Appearing: 10-40 (1d4x10) 
  Every 10 Lizardmen 
  Hero (17hp) 
   
  Every 20 Lizardmen 
  Champion (24hp) 
   
  All Lizardmen bands 
  Chief [3+3HD] 
  +1d4 Guards [2+2HD] 
  Lairs 
   
   
  Chieftain [4+4HD] 
  +1d4 Guards [2+2 HD] 
  Every 10 Lizardmen 
  10% chance Cleric (3rd-6th lvl) 
   
  Non-Combatants 
  +10-40 (1d4x10) females 
  +20-80 (1d4x20) Eggs 
   
  Equipment 
  d% 
  Weapon(s) 
  Armor 
  01-20 
  Sword 
  Shield  
  21-60 
  Javelins (2) & Club 
  - 
  61-80 
  Javelins (2) & Club 
  Shield  
  81-00 
  Darts & Club 
  Shield  
   
  LOCATHAH    
   
   
   
   
   
   
   
   
  (MM, p62) 
   
  Locathah: AC 6; MV 120’; HD 2; hp 2-16; THAC0 variable; #AT 1; D by wpn; SZ M; Int Very; AL N; XP 20+2/hp.  
   
  Groups 
   
  # Appearing: 20-200 (20d10) 
  Every 40 Locathah 
  Leader (18hp) Fighter 4th lvl 
  +4 Assistants (14hp) Fighter 3rd lvl 
  >120 
  Chief (22hp) Fighter 5th lvl 
  +12 Guards (12-14hp) Fighter 3rd lvl 
  Lairs 
   
  Animal Guardians 
  4d4 Moral Eels 
  +50% chance Portugese Man-o-war 
   
  Weapons 
  d% 
  Weapon(s) 
   
  01-20 
  Lance 
  21-50 
  Crossbow 
  51-80 
  Trident 
  81-00 
  Net & Dagger 
   
  * All warriors mounted on Giant Eels 
   
  OGRES    
   
   
   
   
   
   
   
   
   
  (MM, p75) 
   
  Ogre: AC 5; MV 90’; HD 4+1; hp 5-33; THAC0 15; #AT 1; D 1-10 or by wpn; SZ L; Int Low; AL CE; XP 90+5.  
  Ogre Leader: AC 3; MV 90’; HD 7; hp 30-33; THAC0 13; #AT 1; D 2-12 or by wpn; SZ L; Int Low; AL CE; XP 225+8/hp.  
  Ogre Chieftain: AC 4; MV 90’; HD 7; hp 34-37; THAC0 13; #AT 1; D 4-14 or by wpn; SZ L; Int Low; AL CE; XP 225+8/hp.  
   
  Groups 
  # Appearing: 2-20 (2d10) 
  >11 Ogres 
  Leader [AC3, 33hp] 
   
  >16 Ogres 
  Chieftain [5HD] 
  +Ogre Guard [AC3, 33hp] 
  Lairs 
   
  Non-Combatants 
  +2d6 Females  
  +2d4 Young  
  30 % chance 
  +2d8 Prisoners for Food (75%) or Slave labor (25%) 
   
  
   
  57 
  ORCS  
   
   
   
   
   
   
   
   
   
   
  (MM, p76) 
   
  Orc: AC 6; MV 90’; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-8 or by wpn; SZ M; Int Low~Avg; AL LE; XP 10+1/hp.  
  Orc Leader/Assistant: AC 6; MV 90’; HD 1; hp 8; THAC0 19; #AT 1; D 1-8 or by wpn; SZ M; Int Low~Avg; AL LE; XP 
  10+1/hp.  
  Orc Subchief/Guard: AC 4; MV 90’; HD 2; hp 11; THAC0 16; #AT 1; D 2-7 or by wpn; SZ M; Int Low~Avg; AL LE; XP 
  20+2/hp.  
  Orc Chief/Bodyguard: AC 4; MV 90’; HD 3; hp 13-16; THAC0 16; #AT 1; D 2-8 or by wpn; SZ M; Int Low~Avg; AL LE; XP 
  20+2/hp. 
   
  Groups 
  d% 
  Scouting Party 
   
  # Appearing: 10-30 (1d3 x 10) 
  01-80 
  Every 30 orcs 
  Boss (8hp) 
  + 3 Guards (8hp) 
   
  Every 150 orcs 
  Subchief (2HD) 
  + 3-18 (3d6) Guards (8hp) 
  81-00 
  Warparty 
   
     # Appearing:  20-80 (2d4 x 10) 
   
   
  1d6 Carts 
  + 1d6x10 Slavebearers 
   
  Every 10 orcs 
  Orc Boss (8hp) 
  +2 Orc Guards (8hp) 
   
  Every Warparty 
  Orc Subchief (2HD) 
  +1d6x5 Orc Guards (8hp) 
  Lairs 
   
  # Appearing: 30-300 (30d10) 
  01-25 
  Village 
  1d4 Watchtowers, 1 Gate 
  +1 catapult, 1 ballista for every 100 orcs 
  26-00 
  Underground 
   
   
   
  Every 100 orcs 
  1 Orc Smith + 2 Apprentices 
  +1d20 Slaves 
   
  Allies 
  5% chance 
  1d6 Ogrillons 
   
   
  50% chance 
  1d4+1 Ogres 
  Non-Combatants 
  +100% Females 
  +150% Young 
   
   
  Equipment 
  d% 
  Weapons 
  Armor 
  01-05 
  Sword & Flail 
  06-15 
  Sword & Spear 
  16-25 
  Axe & Spear 
  26-35 
  Axe & Polearm 
  36-45 
  Axe & Crossbow 
  46-55 
  Axe & Bow 
  56-60 
  Sword & Battleaxe 
  61-70 
  Spear 
  71-80 
  Axe 
  Armor 
  Leather 
  & 
  Shield 
   
  81-00 
  Polearm 
  DM’s Choice 
  Note:  Leaders equipped with 2 weapons 
  Tribes 
  2d6 
  Tribe Name 
  Tribal Colors 
  2 
  Vile Rune 
  Blood red & Moss green 
  3 
  Bloody Head 
  Greenish purple & Blood Red 
  4 
  Death Moon 
  Black & Yellow 
  5 
  Broken Bone 
  Brown & Mustard Yellow 
  6 
  Evil Eye 
  White, Black & Moss Green 
  7 
  Leprous Hand 
  Yellow Green & Brown 
  8 
  Rotting Eye 
  Moss Green & Rust Red 
  9 
  Dripping Blade 
  Blood Red & Black 
  10 
  Nightcrawlers 
  Brown & Purple 
  11 
  Yellow Shroom 
  Mustard Yellow & Green 
  12 
  Frothcanker 
  Reddish Brown & Orange 
  
   
  58 
  SAHUAGIN  
   
   
   
   
   
   
   
   
   
  (MM, p84) 
   
  Sahuagin: AC 5; MV 120’/240’; HD 2+2; hp 4-18; THAC0 16; #AT 1, 3 or 5; D by wpn or 1-2/1-2/1-4 or 1-4/1-4; SD Keen 
  Underwater sight/hearing; SZ M; Int High; AL LE; XP 35+3/hp  
  Sahuagin Chief: AC 5; MV 120’/240’; HD 4+4; hp 8-36; THAC0 15; #AT 1; D by wpn or 1-2/1-2/1-4  or  1-4/1-4;  SD  Keen  
  Underwater  sight/hearing;  SZ  M;  Int  High;  AL  LE;  XP 130+5/hp  
  Sahuagin Lieutenant/Guard: AC 5; MV 120’/240’; HD 3+3; hp 6-27; THAC0 16; #AT 1; D by wpn or 1-2/1-2/1-4 or 1-4/1-
  4; SD Keen Underwater sight/hearing; SZ M; Int High; AL LE; XP 85+4/hp  
  Sahuagin Female: AC 5; MV 120’/240’; HD 2; hp 2-16; THAC0 16; #AT 1; D by wpn or 1-2/1-2/1-4 or 1-4/1-4; SD Keen 
  Underwater sight/hearing; SZ M; Int High; AL LE; XP 20+2/hp  
  Sahuagin Hatchling: AC 5; MV 120’/240’; HD 1; hp 1-8; THAC0 19; #AT 1; D by wpn or 1-2/1-2/1-4 or 1-4/1-4; SD Keen 
  Underwater sight/hearing; SZ M; Int High; AL LE; XP 10+1/hp  
  Sahuagin Baron/Noble Guard: AC 5; MV 120’/240’; HD 6+6; hp 12-54; THAC0 13; #AT 1; D by wpn or 1-2/1-2/1-4 or 1-
  4/1-4; SD Keen Underwater sight/hearing; SZ M; Int High; AL LE; XP 350+8/hp  
  Sahuagin Priestess: AC 5; MV 120’/240’; HD 3+3; hp 4-18; THAC0 16; #AT 1; D by wpn or 1-2/1-2/1-4  or  1-4/1-4;  SA  
  Spells as C5-8;  SD  Keen  Underwater  sight/hearing;  SZ M;  Int High; AL LE; XP variable  
  Sahuagin Asst. Priestess: AC 5; MV 120’/240’; HD 2+2; hp 4-18;  THAC0 16; #AT 1; D by wpn or 1-2/1-2/1-4 or 1-4/1-4; SA 
  Spells as C3-4; SD Keen Underwater sight/hearing; SZ M; Int High; AL LE; XP variable  
  Sahuagin Prince: AC 5; MV 120’/240’; HD 8+8; hp 16-72; THAC0 12; #AT 1; D by wpn or 1-2/1-2/1-4  or  1-4/1-4;  SD  
  Keen  Underwater  sight/hearing;  SZ  M;  Int  High;  AL  LE;  XP 600+12/hp  
  Sahuagin King: AC 5; MV 120’/240’; HD 10+10; hp 20-90; THAC0 10; #AT 1; D by wpn or 1-2/1-2/1-4  or  1-4/1-4;  SD  
  Keen  Underwater  sight/hearing;  SZ  M;  Int  High;  AL  LE;  XP 1,350+14/hp  
   
  Groups 
   
  # Appearing: 20-80 (1d8x10) 
  All Sahuagin bands 
  Sahuagin Chieftain (4HD) 
   
  Every 10 Sahuagin 
  Sahuagin Lieutenant (3+3 HD) 
   
  Lairs 
   
  01-95 Normal Lairs  1 Sahuagin Baron (6+6 HD) 
  + 9 Sahuagin Guards (3+3HD) 
  Every 10 Sahuagin 
  10% chance Female  
  5th-8th lvl Cleric 
  +1d4 3rd-4th lvl Cleric Assistants 
   
  +1d4x30 Females 
  +1d4x10 Hatchlings 
   
  +1d4x20 Eggs 
   
  Animal Guardians 
  2d4 Sharks 
   
  96-00 Princes’ Lair 
  Sahuagin Prince (8+8 HD) 
  +9 Sahuagin Chieftains (4+4 HD) 
   
  Sahuagin High Priestess 8th lvl 
  +4 Underclerics 4th lvl 
  Non-Combatants 
  +1d4x40 Females 
  +1d4x20 Hatchlings 
   
  +1d4x40 Eggs 
   
  Animal Guardians 
  4d6 Sharks 
   
   
  Equipment 
  d% 
  Weapon(s) 
  01-30 
  Spear & Dagger 
  31-80 
  Trident, Net & Dagger 
  81-00 
  Heavy Crossbow & Dagger 
   
   
  
   
  59 
  TROGLODYTES  
   
   
   
   
   
   
   
   
  (MM, p97) 
   
  Troglodyte: AC 5; MV 120’; HD 2; hp 2-16; THAC0 16; #AT 3 or 1; D 1-3/1-3/2-5 or by wpn; SA Revulsion Odor; SD 
  Chameleon; SZ M; Int Low; AL CE; XP 36+2/hp  
  Troglodyte Leader/Guard: AC 5; MV 120’; HD 3; hp 3-24; THAC0 16; #AT 3 or 1; D 1-3/1-3/2-5 or by wpn; SA Revulsion 
  Odor; SD Chameleon; SZ M;  Int Low; AL CE; XP 65+3/hp  
  Troglodyte Subchief: AC 5; MV 120’; HD 4; hp 4-32; THAC0 15; #AT 3 or 1; D 1-3/1-3/2-5 or by wpn; SA Revulsion Odor; 
  SD Chameleon; SZ M; Int Low; AL CE; XP 65+3/hp  
  Troglodyte Chieftain: AC 5; MV 120’; HD 6; hp 6-48; THAC0 13; #AT 3 or 1; D 1-3/1-3/2-5 or by wpn; SA Revulsion Odor; 
  SD Chameleon; SZ M; Int Low; AL CE; XP 110+4/hp  
  Troglodyte Female: AC 5; MV 120’; HD 1+1; hp 2-9; THAC0 18; #AT 3 or 1; D 1-3/1-3/2-5 or by wpn; SA Revulsion Odor; 
  SD Chameleon; SZ M; Int Low; AL CE; XP 280+2/hp  
   
  Groups 
  # Appearing: 10-100 (1d10x10) 
  Every 10 Troglodytes 
  Leader [3HD] 
   
  Every 20 Troglodytes 
  2 Leaders [4 HD] 
   
  Every 60 Troglodytes 
  Chieftain [6HD] 
  +2d4 Guards [3HD] 
  Lairs 
   
  Non-Combatants 
  +100% females 
  +100% Young 
   
   
   
   
   
   
   
   
  TROLLS   
   
   
   
   
   
   
   
   
   
  (MM, p97) 
   
  Troll:  AC  4;  MV  120’;  HD  6+6;  hp  12-54;  THAC0  13;  #AT  3;  D  15-8/5-8/2-12;  SD Regeneration 3/rd, Darkvision 60’; 
  SZ L; Int Low; AL CE; XP 525+8/hp  
  Giant Troll: AC 4; MV 120’; HD 8; hp 8-64; THAC0 12; #AT 1; D 2-16; SD Regeneration 2/rd, Darkvision 60’; SZ L; Int Low; AL 
  CE; XP 725+10/hp (FF)  
  Giant 2-headed Troll: AC 4; MV 120’; HD 10; hp 10-80; THAC0 10; #AT 4; D 1-6/1-6/1-10/1-10;  SD Regeneration 1/rd,  
  Surprised only 1  in 6, Darkvision 60’;  SZ L;  Int Avg; AL CE; XP 1,800+14/hp (FF)  
  Ice  Troll: AC  8; MV  90’; HD  2;  hp  2-16;  THAC0  16; #AT  2; D  1-8/1-8;  SD  +1 wpn  to-hit, Regeneration 2/rd,  Immune  
  to Cold, Surprised only 1  in 6, Darkvision 90’; SZ L;  Int Semi; AL CE; XP 44+2/hp (FF)  
  Marine Freshwater Troll (Scrag): AC 3; MV 30’/150’; HD 5+5; hp 10-45; THAC0 15; #AT 3; D 2-5/2-5/3-12;  SA Attk 
  multiple opponents;  SD Regenerate 3/rd;  SZ M;  Int  Semi~Low; AL CE; XP 400+8/hp (MM2)  
  Marine Saltwater Troll (Scrag): AC 2; MV 30’/120’; HD 6+12; hp 18-60; THAC0 13; #AT 3; D 1-4/1-4/9-16; SA Attk multiple 
  opponents; SD Regenerate 3/rd; SZ L; Int Low~Avg; AL CE; XP 900+12/hp. (MM2)  
  Spirit Troll: AC 2; MV 150’; HD 5+5; hp 10-45; THAC0 15; #AT 3; D 1-6/1-3/1-3; SA Drain STR; SD Invisible, Regeneration 
  3/rd, Surprised only 1 in 6, Darkvision 120’; SZ L; Int Very; AL CE; XP 575+6/hp (FF) 
   
  Groups 
  # Appearing: 6-60 (6d10) 
  Every 12 Trolls 
  Sub-leader [7+7HD] 
   
  Every 24 Trolls 
  Chief [9+9 HD] 
  +1d4 Guards [7+7HD] 
  Lairs 
   
  Non-Combatants 
  +100% females 
  +100% Young 
   
   
   
   
   
  Equipment 
  d% 
  Weapon(s) 
  01-25 
  Javelin 
  26-35 
  Stone Battleaxe 
  36-45 
  Stone Morning Star 
  46-50 
  Sword 
  51-00 
  Unarmed 
  
   
  60 
  XVARTS   
   
   
   
   
   
   
   
   
   
  (FF, p96) 
   
  Xvart: AC 7; MV 60’; HD 1-1; hp 1-7; THAC0 20; #AT 1; D 2-5 or by wpn; SZ S; Int Avg; AL CE; XP 5+1/hp  
  Xvart Shaman: AC 7; MV 60’; HD 1-1; hp 8-11; THAC0 20; #AT 1; D 2-5 or by wpn; SA MU Spells (1st – 2nd lvl); SZ S; Int 
  Avg; AL CE; XP 15+1/hp  
  Xvart Leader: AC 7; MV 60’; HD 2; hp 8-11; THAC0 18; #AT 1; D 2-5 or by wpn; SZ S;  Int Avg; AL CE; XP 20+2/hp  
   
  Groups 
  # Appearing: 40-400 (4d10x10) 
  Every 20 Xvarts 
  Entangler (Armed with Net) 
   
  Every 100 Xvarts 
  Leader [1+1HD] 
   
   
   
   
  Lairs 
   
   
  Leader [1+3HD] 
  +2 Lieutenants [1+1HD] 
  Non-Combatants 
  +120% Females 
  +200% Young 
  Animal Guardians 
  3d10 Giant Rats 
   
  Equipment 
  d% 
  Weapon(s) 
  01-25 
  Morning Star 
  26-35 
  Mace 
  36-45 
  Hand Axe 
  46-50 
  Flail 
  51-00 
  Shortsword (2-5)  
  
   
  61 
  DEMI-HUMAN GROUPS 
   
   
  DWARVES  
   
   
   
   
   
   
   
   
   
  (MM, p35) 
   
  Dwarf: AC 4, MV 60'; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-8 or by wpn; SD Save vs. Magic +4; SZ S; Int Very; AL LG; XP 
  variable.  
   
  Types 
   
   
  01-65 Mountain Dwarf (LN-LG) 
  66-95 Hill Dwarf (CG-CN) 
  96-00 Duergar/Gray(CN-CE) 
   
  Groups 
   
  # Appearing: 40-400 (1d10x40) 
  Every 40 Dwarves 
  Fighter 2nd-4th lvl 
   
  >160 Dwarves 
  Chief- 6th lvl Fighter 
   
   
  Lieutenant- 4th lvl Fighter 
   
  >200 Dwarves 
  3rd-6th/4th-7th lvl Fighter/Cleric 
   
  >320 Dwarves 
  8th lvl Fighter 
  + 7th lvl Fighter 
   
  6th/7th lvl Fighter/Cleric 
  +2 4th/4th lvl Fighter/Cleric 
  Lairs/Settlements 
   
   
   
  +2d6 2nd-5th lvl Fighters 
  +2d4 2nd-4th lvl Fighter/Clerics 
  Non-Combatants 
  +50% Dwarf Females 
  +25% Dwarf Young 
  Animal Guardians 
  60% chance  
  (01-25) 5d4 Wolves 
  (26-00) 2d4 Brown Bears 
   
  Equipment 
  d% 
  Weapon(s) 
  Armor 
  01-15 
  Sword & Light Crossbow 
  16-25 
  Sword & Polearm 
  26-45 
  Sword & Spear 
  46-55 
  Axe & Heavy Crossbow 
  56-80 
  Axe & Hammer 
  81-90 
  Axe & Mace 
  91-00 
  Hammer & Pick 
  Chainmail 
  & 
  Shield 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Professions 
  Adventurers 
  1d10 Profession 
  d% 
  Class 
  1 
  Miner 
  01-30 
  Fighter 
  2 
  Craftsman 
  31-40 
  Cleric 
  3 
  Artisan 
  41-50 
  Thief 
  4 
  Merchant 
  51-55 
  Acrobat 
  5 
  Smith 
  56-65 
  Assassin  
  6 
  Stonemason 
  66-70 
  Cleric/Thief 
  7 
  Scholar 
  71-80 
  Cleric/Fighter 
  8 
  Banker 
  81-87 
  Fighter/Thief 
  9 
  Artist/Entertainer 
  88-90 
  Cleric/Assassin 
  10 
  Adventurer (see next) 
  91-00 
  Fighter/Assassin 
  Dwarven Beers & Ales 
  1d20 
  Label 
  1 
  Bristlebeard Cream Ale 
  2 
  Tubal XXX Stout 
  3 
  Dwalin Strongarm Ale 
  4 
  Mt. Kharmen Porter 
  5 
  Hrodni’s Best Bitter 
  6 
  Stoneking Export Strength 
  7 
  Sven’s Shroom Meal Pilsener 
  8 
  Duergar Old Peculiar 
  9 
  King Crumble Summer Beer 
  10 
  Thorn Mt. Wheat Beer 
  11 
  Franklin’s Cyst Lager 
  12 
  Borderlands Brown Ale 
  13 
  Horstedding  
  14 
  Bridge Dwarf Imperial Extra XX Stout 
  15 
  Brakspear Rapids Triple Keg 
  16 
  Grimmli’s Blue Banner Ale 
  17 
  Blue Goblin Bitter 
  18 
  Mt. Gunderbal Special Reserve 
  19 
  Orc Valley Headcracker 
  20 
  Balin’s Rosey-Nosey 
   
  
   
  62 
  ELVES   
   
   
   
   
   
   
   
   
   
  (MM, p39) 
   
  Elf: AC 5; MV 120'; HD 1+1; hp 2-9; THAC0 18; #AT 1; D 1-10 or by wpn; SA +1 to-hit w/  normal  bows/swords;  SD  90%  
  immune  to Charm/Sleep;  SZ M;  Int  Very;  AL CG;  XP variable.   
   
  Types                    01-25 Gray 
  51-65 Wild 
  91-95 Valley 
  26-50 Wood 
  66-90 High 
  96-00 Dark (Drow) 
   
  Groups 
   
  # Appearing: 20-200 (1d10x20) 
  Every 20 Elves 
  2nd/3rd lvl Fighter 
   
  Every 40 Elves 
  2nd - 3rd/1st - 2nd  Fighter/Magic User 
   
  >100 Elves 
  4th/8th lvl Fighter/Magic User 
  + 2x 4th/5th lvl Fighter/Magic Users 
   
  4th/4th/4th Fighter/Magic User/Cleric 
   
  >160 Elves 
  6th/9th lvl Fighter Magic User 
  + 4th /5th lvl Fighter/Magic User 
   
  6th/6th/6th Fighter/Magic User/Cleric 
  + 3rd/3rd/3rd Fighter/Magic User/Cleric 
  Lairs or Settlements 
   
  4th/7th lvl Fighter/Magic User 
   
  Every 40 Elves 
  1 each : 4th lvl, 5th lvl, 6th lvl Fighters 
   
  Non-Combatants 
  + 100% Elf Females 
  + 5% Elf Young 
  Creature Guardians 
  65% chance 2d6 Giant Eagles 
  5% chance 1d10x3 females mounted 
  on unicorns 
   
  Professions 
  Adventurers 
  Equipment 
  1d20 
  Profession 
  d% 
  Class 
  d% 
  Weapon(s) 
  1 
  Forester 
  1 
  Cleric 
  01-10 
  Sword & Longbow 
  2 
  Craftsman 
  2 
  Druid 
  11-30 
  Sword & Spear 
  3 
  Artisan 
  3 
  Fighter 
  31-50 
  Cleric/Fighter/Thief 
  4 
  Entertainer 
  4 
  Magic-User 
  51-55 
  Cleric/Magic-User/Thief 
  5 
  Artist 
  5 
  Thief 
  56-85 
  Fighter/Magic-User/Thief 
  6 
  Scholar 
  6 
  Assassin 
  86-00 
  Long Bow 
  7 
  Boatman 
  7 
  Cleric/Fighter 
  d% 
  Armor 
  8 
  Farmer 
  8 
  Cleric/Magic-User 
  01-10 
  Scale Mail  
  9 
  Shopkeeper 
  9 
  Cleric/Thief 
  11-20 
  Ringmail  
  10 
  Herder 
  10 
  Cleric/Assassin 
  21-30 
  Chainmail  
  11 
  Merchant 
  11 
  Fighter/Magic-User 
  31-50 
  Scalemail & Shield  
  12 
  Noble 
  12 
  Fighter/Thief 
  51-80 
  Chainmail & Shield  
  13 
  Servant 
  13 
  Fighter/Assassin 
  81-00 
  Ringmail & Shield  
  14 
  Scribe 
  14 
  Magic-User/Thief 
  15 
  Militiaman 
  15 
  Magic-User/Assassin 
  16 
  Fisherman 
  16 
  Cleric/Fighter/Magic-User 
  17 
  Hunter 
  17 
  Cleric/Fighter/Thief 
  18 
  Musician 
  18 
  Cleric/Magic-User/Thief 
  19 
  Criminal 
  19 
  Fighter/Magic-User/Thief 
  20 
  DM’s Choice 
  20 
  DM’s Choice 
   
  Age 
  Alignment 
  Elven Magic Items 
  d% 
  Age 
  1d10 
  Alignment 
  d% 
  Item 
  1–30 
  100–200 
  1–7 
  Chaotic Good (CG) 
  01-10 
  Elfin Long Bow +1 
  31–50 
  201–250 
  8–10 
  Neutral Good (NG) 
  11-20 
  Elfin Chain Mail  +1 
  51–75 
  251–300 
  11–12 
  Lawful Good (LG) 
  21-35 
  Cloak of Elvenkind 
  76–95 
  301–350 
  13 
  Chaotic Evil (CE) 
  36-60 
  Boots of Elvenkind 
  14 
  Neutral Evil (NE) 
  61-70 
  Elfin Short Bow +1 
  15 
  Lawful Evil (LE) 
  71-80 
  Elfin Long Bow +2 
  16–17 
  Chaotic Neutral (CN) 
  81-90 
  Elfin Chain Mail +2 
  18–19 
  Neutral (N) 
  91-97 
  Elfin Short Bow +2 
   
  20 
  Lawful Neutral (LN) 
  98-00 
  Ioun Stone (Dm’s choice) 
  
   
  63 
  GNOMES   
   
   
   
   
   
   
   
   
   
  (MM, p46) 
   
  Gnome: AC 5; MV 60'; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-6 or by wpn; SD Save as F4; SZ S; Int Very; AL N~LG; XP 
  variable  
   
  Types 
   
   
  01-65 Surface Gnome 
  66-95 Deep Gnome (Svirfneblin) 
  96-00 Exiled Gnome 
   
  Groups                                                                          # Appearing: 40-400 (1d10x40) 
  Every 40 Gnomes 
  Fighter 2nd-4th lvl 
   
  >160 Gnomes 
  Chief - Fighter 5th lvl 
  + Lieutenant – Fighter 3rd lvl 
  >200 Gnomes 
  Cleric 4th-6th lvl 
   
  >320 Gnomes 
  Gnome King – Fighter 6th lvl 
  + 2 Bodyguards – Fighters 5th lvl 
   
  Gnome High Priest – Cleric 7th lvl 
  + 4 Priests – Cleric 3rd lvl 
   
   
   
  Lairs 
  Location 
  +2d4 2nd/3rd lvl Fighters 
  +1d4 2nd lvl Clerics 
  01-25 Earthen Burrow 
   
   
  26-00 Rocky Hill Caves 
   
   
  Non-Combatants 
  +50% Females 
  + 25% Young 
  Animal Guardians  
  01-70 Badgers (5d6) 
  71-90 Giant Badgers (3d4)  
  91-00 Wolverines (2d4) 
   
  Equipment 
  d% 
  Weapon(s) 
  Armor 
  01-10 
  Short Sword & Short Bow 
  11-30 
  Short Sword & Spear 
  31-45 
  Club & Sling 
  46-85 
  Club & Spear 
  86-00 
  Club & Short Sword 
  Leather or Ring Mail 
  & 
  Shield 
   
  Gnomish Mercantile Goods 
  1d20 
  Merchandise 
  1 
  Crystal Balls 
  2 
  Heat-resistant Fabrics 
  3 
  Lead-lined Containers 
  4 
  Glass/Ceramic Potion Vials 
  5 
  Fireworks 
  6 
  Timepieces, Watches, Sundials 
  7 
  Candies & Sweets 
  8 
  Lanterns 
  9 
  Astrological Charts/Equipment 
  10 
  Herbal Tinctures & Essences 
  11 
  Toys & Dolls 
  12 
  Fine tools 
  13 
  Traps & Locking Mechanisms 
  14 
  Inlaid/Gilt Accessories 
  15 
  Shoes, Hats & Handbags 
  16 
  Ocular Lenses 
  17 
  Silverware & Dinnerware 
  18 
  Dice & Gambling Equipment 
  19 
  Mechanical Devices 
  20 
  Stained Glass 
  Professions 
  Adventurers 
  1d10 
  Profession 
  1d20 
  Class 
  1 
  Miner 
  1-2 
  Cleric 
  2 
  Craftsman 
  3-4 
  Fighter 
  3 
  Artisan 
  5-7 
  Illusionist 
  4 
  Merchant 
  8-9 
  Thief 
  5 
  Smith 
  10 
  Assassin 
  6 
  Stonemason 
  11 
  Acrobat 
  7 
  Scholar 
  12 
  Cleric/Fighter 
  8 
  Banker 
  13 
  Cleric/Illusionist 
  9 
  Artist/Entertainer 
  14 
  Cleric/Thief 
  10 
  Adventurer 
  15 
  Cleric/Assassin 
   
   
  16 
  Fighter/Illusionist 
   
   
  17 
  Fighter/Thief 
   
   
  18 
  Fighter/Assassin 
   
   
  19 
  Illusionist/Thief 
   
   
  20 
  Illusionist/Assassin 
  
   
  64 
  HALFLINGS   
   
   
   
   
   
   
   
   
  (MM, p50) 
   
  Halfling:  AC  7;  MV  90’;  HD  1-1;  hp  1-6;  THAC0  20;  #AT  1;  D  1-6  or  by  wpn;  SA  +3  with bow/sling; SD Save as 
  F4; SZ S; Int Very; AL LG; XP variable.  
   
  Types 
   
   
  01-65 Hairfoot 
  66-95 Tallfellow 
  96-00 Stout 
   
  Groups                                                              # Appearing: 30-300 (1d10x30) 
  Every 30 Halflings 
  2x 2nd lvl Fighters 
  - 
  >90 Halflings 
  3rd lvl Fighter 
  +2x 3rd lvl Fighters 
  >150 Halflings 
  4th lvl Fighter 
  +3x 2nd lvl Fighters 
   
   
   
  Settlements 
  Non-Combatants 
  + 100% Females 
  + 60% Young 
  Animal Guardians 
  1d4 Wild Dogs 
   
   
  Professions 
  Adventurers 
  1d10 
  Profession 
  1d20 
  Class 
  1 
  Herbalist 
  1-2 
  Cleric 
  2 
  Farmer 
  3-4 
  Druid 
  3 
  Entertainer 
  5-8 
  Fighter 
  4 
  Merchant 
  9-12 
  Thief 
  5 
  Shopkeeper 
  13 
  Acrobat 
  6 
  Scholar 
  14-15 
  Cleric/Fighter 
  7 
  Herder 
  16 
  Cleric/Thief 
  8 
  Hunter 
  17 
  Druid/Fighter 
  9 
  Worker 
  18 
  Druid/Thief 
  10 
  Adventurer  
  19-20 
  Fighter/Thief 
   
  Halfling Pipeweed 
   
  Halfling Foods & Drinks 
  1d20 
  Variety 
  Cost/oz. 
   
  1d20 
  Food Speciality 
  1 
  Proudfoot Flake 
  2sp 
   
  1 
  Meat Pies 
  2 
  Shiredom Kif 
  3sp 
   
  2 
  Dumplings 
  3 
  Proudfoot Brown No. 1 
  5sp 
   
  3 
  Stew 
  4 
  Old Kanker’s Red 
  8sp 
   
  4 
  Breads 
  5 
  Golmush Stickweed 
  1gp 
   
  5 
  Sweetcakes 
  6 
  Tallfellow Greenflake 
  2gp 
   
  6 
  Muffins 
  7 
  Red Seal Shireweed 
  3gp 
   
  7 
  Tarts 
  8 
  Olde Glenhollow  
  5gp 
   
  8 
  Fruit Pies 
  9 
  Tallfellow Blue 
  8gp 
   
  9 
  Dried Fruits 
  10 
  Longfellow Regular 
  10gp 
   
  10 
  Raisins 
  11 
  Silver Seal Shireweed 
  15gp 
   
  11 
  Fruit Wine 
  12 
  Sheriff Talbot’s No. 7 
  20gp 
   
  12 
  Tea 
  13 
  Longfellow Premium 
  25gp 
   
  13 
  Beer/Ale 
  14 
  Proudfoot Gold No 5 
  35gp 
   
  14 
  Cheese 
  15 
  Morning Dew 
  40gp 
   
  15 
  Honey 
  16 
  Gold Seal Shireweed 
  50gp 
   
  16 
  Candies 
  17 
  Wizard’s Haze 
  75gp 
   
  17 
  Fruit 
  18 
  Longfellow Private Resv. 
  150gp 
   
  18 
  Vegetables 
  19 
  Northern White 
  200gp 
   
  19 
  Roast Meats/Seafood 
  20 
  Treantbeard Yellow 
  450gp 
   
  20 
  Steamed Vegetables 
  Equipment 
  d% 
  Weapon(s) 
  Armor 
  01-10 
  Short Sword & Short Bow 
  11-20 
  Short Sword & Spear 
  21-30 
  Short Bow 
  31-50 
  Sling 
  51-60 
  Short Sword 
  61-80 
  Spear 
  81-00 
  Hand Axe 
  All equipped 
  with  
  padded 
  leather  
  or  
  leather armor  
  
   
  65 
  MERMEN   
   
   
   
   
   
   
   
   
   
  (MM, p70) 
   
  Merman/Mermaid:  AC  7;  MV  10’/180’;  HD  1+1;  hp  2-9;  THAC0  18;  #AT  1;  D  by  wpn;  SA Grappling; SZ M; Int 
  Avg~Very; AL N; XP 20+2/hp.  
   
  Groups 
  # Appearing: 20-200 (2d10 x 10) 
  Every 40 mermen 
  Leader [3HD] 
  + 4 Assistants [2HD] 
  >120 Mermen 
  Chief [4HD] 
  +12 Guards [3HD] 
  Creature Guards 
  3d6 Giant Barracuda 
   
  Lairs                         (1d10) 
  Location 
   
  1-3 
  Reef 
   
  4-6 
  Cliffside 
   
  7-8 
  Shoal 
   
  9 
  Undersea Caves 
   
  10 
  Sunken Ruins 
   
   
   
   
   
   
   
   
   
   
   
   
   
  TRITONS   
   
   
   
   
   
   
   
   
   
  (MM, p96) 
   
  Triton: AC 5; MV 150’; HD 3; hp 3-24; THAC0 16; #AT 1; D by wpn; SZ M; Int High; AL NG; XP 105+3/hp.  
  Triton Warrior: AC 5; MV 150’; HD 4-6; hp variable; THAC0 15/13; #AT 1; D by wpn; SZ M; Int High; AL NG; XP 105+3/hp.  
  Triton Champion: AC 5; MV 150’; HD 7-8; hp variable; THAC0 13/12; #AT 1; D by wpn; SZ M; Int High; AL NG; XP 
  375+10/hp.  
  Triton Mage: AC  5; MV  150’; HD  4-6;  hp  variable;  THAC0  15/13; #AT  1; D by wpn;  SA Spells as MU7-10; SZ M; Int 
  High; AL NG; XP 350+6/hp.  
  Triton Priest: AC 5; MV 150’; HD 7-8; hp variable; THAC0 13/12; #AT 1; D by wpn; SA Spells as C8-11; SZ M; Int High; AL 
  NG; XP 650+10/hp.  
  Triton Adept: AC  5; MV  150’; HD  4-6; hp  variable;  THAC0  15/13; #AT  1; D by wpn;  SA Spells as C2-5; SZ M; Int High; 
  AL NG; XP 225+6/hp.  
   
  Groups 
  # Appearing: 10-60 (10d6) 
  Every 10 Tritons 
  Leader [4-6HD] 
  10% chance 1d4 Magic Users (1st-6th lvl) 
  Every 20 Tritons 
  Leader [7-8 HD] 
   
  >50 Tritons 
  Leader [9HD] 
   
  Lairs 
   
  01-20 Undersea Castle  
  +60 male Tritons 
  6 Leaders [4-6 HD] 
  21-00 Sculpted Caverns 
  3 Champions [7-8HD] 
  1 Magic User [7-10 HD] 
   
  1 Cleric (8th-11th lvl) 
  4 Assistant Clerics (2nd-5th lvl) 
  Non-Combatants 
  +100% Females 
  +100% Young 
  Creature Guards 
  75% chance 2d6 Sea Lions 
   
   
  Equipment 
  d% 
  Weapon(s) 
  Steed 
  01-20 
  Lance 
  21-50 
  Crossbow 
  01-65 Hippocampi 
  51-80 
  Trident 
  81-00 
  Net & Dagger 
  61-00 Giant Sea Horses 
  Equipment 
  d% 
  Weapon(s) 
  01-25 
  Trident + Dagger 
  26-35 
  Crossbow + Dagger 
  36-45 
  Net, Javelin + Dagger 
  46-50 
  Grapples + 50’ line 
  51-00 
  Trident + Dagger 
  
   
  66 
  CHAPTER III: THE UNDERWORLD 
   
  Those who have explored the countryside between the bustling city of Greyhawk and the castle 
  ruins of the same name wihch lie on the hill not a league to the east of the city will testify to the fact that 
  there are a number of strange tunnels and wells about. Wise folks avoid them, for they know that these are 
  but entrances to fiendish maze of dungeons, pits, labyrinths, crypts, catacombs, and caverns which 
  honeycomb the hill and the rock far beneath it. There are those, however, who eagerly seek these ways, for 
  it is likewise well-known that incalculable treasure also rests within these twisting mazes... 
  Lessnard chose one of the outside entrances to the lower levels of the dungeons, knowing it would 
  save both time and the risk of unwished for encounters with wandering monsters.... 
   
  - excerpt from Dungeons & Dragons - The Magician’s Ring, by Gary Gygax 
   
   
   
  Dungeon & Cavern Mapping Symbols: These stylized symbols are based on the classic TSR module map 
  sets and are an ideal reference for making your own ‘old-school’-style maps.  
   
  Wandering Monster Encounters: These random encounter tables are sorted according to level and 
  include monsters from Monster Manual, Monster Manual II, and the Fiend Folio.  
   
  Dungeons: These general tables are intended to help detail features of random or purpose-built 
  dungeons. They are not intended to be a complete ‘dungeon generator’, for which the DM should 
  consult those particular tables in the 1st edition Dungeon Master’s Guide.  
   
  Doors & Locks: These tables allow the DM to design an interesting and diverse selection of doors with 
  either mechanical or magical locks or both.  
   
  Gaols & Prisons: A popular presence in the well-designed megadungeon. These tables will aid in 
  detailing both the prison and the prisoners held within.  
   
  Ruins: This page provides tables useful to the DM when detailing both underworld and wilderness ruins.  
   
  Graves & Tombs: With these tables the DM can generate anything from a single grave up to a royal 
  mausoleum, along with any treasures and guardians within.  
   
  Caverns: This table is most useful for underworld exploration in the vein of Modules D1-3. Given the type 
  of passage, direction and special features can be generated to further detail both large and small 
  subterranean complexes.  
   
  Mines: With these tables, the DM can detail both active and abandoned mines as well as their 
  inhabitants. If the party is engaged in prospecting, these tables are especially useful for generating the 
  actual output of mine, encounters with claim jumpers and the like.  
   
  Tricks & Traps: Finally, this series of tables offer a comprehensive system for generating unique and 
  interesting traps and trick devices. The DM is encouraged to consult them as an inspirational resource 
  when preparing his or her own adventures or as an aid in random dungeon generation. 
   
   
  
   
  67 
  DUNGEON & CAVERN MAPPING SYMBOLS 
   
   
  Door 
   
   
  Open Pit 
   
   
  Altar 
   
   
   
   
   
   
   
   
   
  Double Door 
   
   
  Covered Pit 
   
   
  Fireplace 
   
   
   
   
   
   
   
   
   
  Secret Door 
   
   
  Trap 
   
   
  Table 
   
   
   
   
   
   
   
   
   
  One-way Door 
   
   
  Statue 
   
   
  Chest 
   
   
   
   
   
   
   
   
   
  False Door 
   
   
  Pillar 
   
   
  Bed 
   
   
   
   
   
   
   
   
   
  Revolving Door 
   
   
  Fountain 
   
   
  Curtain 
   
   
   
   
   
   
   
   
   
  Concealed Door 
   
   
  Well 
   
   
  Railing 
   
   
   
   
   
   
   
   
   
  Archway 
   
   
  Arrow Slit 
   
   
  Illusionary 
  Wall 
   
   
   
   
   
   
   
   
   
  Open Door 
   
   
  Stone Wall 
   
   
  Dais 
   
   
   
   
   
   
   
   
   
  One-way  
  Secret Door 
   
   
  Window 
   
   
  Stairs 
   
   
   
   
   
   
   
   
   
  Portcullis/Bars 
   
   
  Slide 
   
   
  Circular 
  Staircase 
   
   
   
   
   
   
   
   
   
  Ceiling Trap Door  
   
   
  Pool 
   
   
  Sliding 
  Stairs 
   
   
   
   
   
   
   
   
   
  Floor Trap Door 
   
   
  Rubble 
   
   
  Winding 
  Staircase 
   
   
   
   
   
   
   
   
   
  Secret Trap Door 
   
   
  Stalagmites 
   
   
  Stone 
  Columns 
   
   
   
   
   
   
   
   
   
  Sinkhole 
   
   
  Stalagtites 
   
   
  Natural 
  Staircase 
   
   
   
   
   
   
   
   
   
  Depression 
   
   
  Pool 
   
   
  Elevated 
  Ridge 
  
   
  68 
  WANDERING MONSTER ENCOUNTERS 
   
   
  Level I 
  Level II 
  2d10 
  Creature 
  Source 
  Number 
  2d10 
  Creature 
  Source 
  Number 
  2 
  Al-mi’raj 
  FF 
  1-4 
  2 
  Azer 
  MM2 
  1-6 
  3 
  Webbird 
  MM2 
  2-12 
  3 
  Duergar 
  MM2 
  2-12 
  4 
  Bullywug 
  FF 
  3-18 
  4 
  Coffer Corpse 
  FF 
  1 
  5 
  Pedipalp, Large 
  MM2 
  2-12 
  5 
  Gas Spore 
  MM 
  1 
  6 
  Bowler 
  MM2 
  1-3 
  6 
  Lizard Man 
  MM 
  1-12 
  7 
  Bat, Giant 
  FF 
  1-4 
  7 
  Gnoll 
  MM 
  4-10 
  8 
  Goblin 
  MM 
  6-15 
  8 
  Land Lamprey 
  MM2 
  2-8 
  9 
  Men, Bandit 
  MM 
  5-15 
  9 
  Centipede, Giant 
  MM 
  2-8 
  10 
  Bat 
  MM2 
  2-20 
  10 
  Toad, Giant 
  MM 
  1-4 
  11 
  NPC Party 
  - 
  variable 
  11 
  NPC Party 
  - 
  variable 
  12 
  Orc 
  MM 
  7-12 
  12 
  Troglodyte 
  MM 
  2-8 
  13 
  Bat, Giant 
  MM 
  5-20 
  13 
  Centipede, Huge 
  MM 
  3-18 
  14 
  Kobold 
  MM 
  6-17 
  14 
  Grimlock 
  FF 
  2-12 
  15 
  Piercer 
  MM 
  1-4 
  15 
  Stirge 
  MM 
  5-15 
  16 
  Skeleton 
  MM 
  1-4 
  16 
  Mongrelman 
  MM2 
  2-12 
  17 
  Norker 
  FF 
  2-8 
  17 
  Quaggoth 
  FF 
  4-10 
  18 
  Vulchling 
  MM2 
  2-12 
  18 
  Pedipalp, Huge 
  MM2 
  2-8 
  19 
  Gnome 
  MM 
  5-15 
  19 
  Frog, Killer 
  MM 
  2-7 
  20 
  Demon, Nupperibo 
  MM2 
  1-3 
  20 
  Firebat 
  MM2 
  1-4 
   
   
   
  Level III 
  Level IV 
  2d10 
  Creature 
  Source 
  Number 
  2d10 
  Creature 
  Source 
  Number 
  2 
  Leprechaun 
  MM 
  1 
  2 
  Lava Children 
  FF 
  1-5 
  3 
  Mephit (Fire/Smoke) 
  FF 
  1-3 
  3 
  Meenlock 
  FF 
  2-5 
  4 
  Phantom 
  MM2 
  1 
  4 
  Hook Horror 
  FF 
  2-5 
  5 
  Ankheg (4-5HD) 
  MM 
  1-3 
  5 
  Pech 
  MM2 
  3-12 
  6 
  Ochre Jelly 
  MM 
  1 
  6 
  Owl Bear 
  MM 
  1-2 
  7 
  Kenku 
  FF 
  2-8 
  7 
  Rust Monster 
  MM 
  1-2 
  8 
  Luck Eater 
  MM2 
  1 
  8 
  Pseudo-Ghast 
  MM2 
  1-4 
  9 
  NPC Party 
  - 
  variable 
  9 
  NPC Party 
  - 
  variable 
  10 
  Ogre 
  MM 
  1-4 
  10 
  Yellow Mold 
  MM 
  1 
  11 
  Beetle, Giant boring 
  MM 
  1-3 
  11 
  Scorpion, Huge 
  MM2 
  1-5 
  12 
  Spider, Large 
  MM 
  1-4 
  12 
  Toad, Poisonous 
  MM 
  1-4 
  13 
  Scorpion, Large 
  MM 
  1-4 
  13 
  Gargoyle 
  MM 
  1-2 
  14 
  Bugbear 
  MM 
  2-7 
  14 
  Hornet, Giant 
  FF 
  1-2 
  15 
  Gelatinous Cube 
  MM 
  1 
  15 
  Hydra (5-6 heads) 
  MM 
  1 
  16 
  Ustilagor 
  MM2 
  1-3 
  16 
  Ghast 
  MM 
  1-4 
  17 
  Shocker 
  FF 
  1-3 
  17 
  Caterwaul 
  FF 
  1 
  18 
  Weasel, Giant 
  MM 
  1-4 
  18 
  Solifugid, Giant 
  MM2 
  1-4 
  19 
  Thoquaa 
  FF 
  1-2 
  19 
  Spectator 
  MM2 
  1 
  20 
  Elf, Drow 
  FF 
  2-8 
  20 
  Githyanki 
  FF 
  1-4 
  
   
  69 
  WANDERING MONSTER ENCOUNTERS continued 
   
  Level V 
  Level VI 
  2d10 
  Creature 
  Source 
  Number 
  2d10 
  Creature 
  Source 
  Number 
  2 
  Grue, Chaggrin 
  MM2 
  1 
  2 
  Drider 
  MM2 
  1-3 
  3 
  Cloaker 
  MM2 
  1 
  3 
  Rakshasa 
  MM 
  1 
  4 
  Algoid 
  FF 
  1-2 
  4 
  Green Slime 
  MM 
  - 
  5 
  Phycomid 
  MM2 
  1-4 
  5 
  Basilisk 
  MM 
  1 
  6 
  Minotaur 
  MM 
  1-3 
  6 
  Grell 
  FF 
  1 
  7 
  Snake, Giant Poisonous 
  MM2 
  1-3 
  7 
  Otyugh 
  MM 
  1 
  8 
  Lizard, Subterranean 
  MM 
  1-3 
  8 
  Wyvern 
  MM 
  1 
  9 
  Bear, Cave 
  MM 
  1-2 
  9 
  Wraith 
  MM 
  1 
  10 
  NPC Party 
  - 
  variable 
  10 
  NPC Party 
  - 
  variable 
  11 
  Cockatrice 
  MM 
  1-2 
  11 
  Wight 
  MM 
  1-2 
  12 
  Spider, Giant 
  MM 
  1-4 
  12 
  Pseudo-Wraith 
  MM2 
  1-4 
  13 
  Giant, Verbeeg 
  MM2 
  2-5 
  13 
  Carrion Crawler 
  MM 
  1-2 
  14 
  Hydra, 7-heads 
  MM 
  1-2 
  14 
  Scorpion, Giant 
  MM 
  1-2 
  15 
  Snake, Poisonous 
  MM2 
  1-2 
  15 
  Troll 
  MM 
  1-3 
  16 
  Margoyle 
  MM2 
  1-2 
  16 
  Devil, Abishai 
  MM2 
  1-2 
  17 
  Rock Reptile 
  MM2 
  1-2 
  17 
  Dragon, Black 
  MM 
  1 
  18 
  Doppleganger 
  MM 
  1-3 
  18 
  Ogre Mage 
  MM 
  1-2 
  19 
  Solifugid, Giant 
  MM2 
  1-3 
  19 
  Yuan-ti 
  MM2 
  1-3 
  20 
  Pyrohydra, 5-heads 
  MM 
  1 
  20 
  Slaad, Red 
  FF 
  1 
   
   
   
  Level VII 
  Level VIII 
  2d10 
  Creature 
  Source 
  Number 
  2d10 
  Creature 
  Source 
  Number 
  2 
  Dao 
  MM2 
  1 
  2 
  Foo Lion 
  MM2 
  1 
  3 
  Basilisk, Greater 
  MM2 
  1 
  3 
  Xag-ya 
  MM2 
  1 
  4 
  Umber Hulk 
  MM 
  1 
  4 
  Demon, Chasme 
  MM2 
  1-2 
  5 
  Mimic 
  MM 
  1 
  5 
  Auromvorax 
  MM2 
  1-2 
  6 
  Chimera 
  MM 
  1 
  6 
  Vampire 
  MM 
  1 
  7 
  Lurker Above 
  MM 
  1 
  7 
  Pudding, Deadly Brown 
  MM2 
  1 
  8 
  Giant, Frost/Fire 
  MM 
  1-3 
  8 
  Demon, Alu- 
  MM2 
  1-2 
  9 
  Pudding, Black 
  MM 
  1 
  9 
  Hydra, 13-16 heads 
  MM 
  1 
  10 
  NPC Party 
  - 
  variable 
  10 
  NPC Party 
  - 
  variable 
  11 
  Giant, Hill 
  MM 
  1-4 
  11 
  Pseudo-Vampire 
  MM2 
  1-2 
  12 
  Will-o-wisp 
  MM 
  1-3 
  12 
  Rust Monster 
  MM 
  1-2 
  13 
  Slug, Giant 
  MM 
  1 
  13 
  Will-o-wisp 
  MM 
  1 
  14 
  Pseudo-spectre 
  MM2 
  1-2 
  14 
  Trapper 
  MM 
  1 
  15 
  Sundew, Giant 
  MM2 
  1 
  15 
  Demon, type V 
  MM 
  1 
  16 
  Mummy 
  MM 
  1-2 
  16 
  Purple Worm 
  MM 
  1 
  17 
  Spectre 
  MM 
  1 
  17 
  Ghost 
  MM 
  1 
  18 
  Invisible Stalker 
  MM 
  1 
  18 
  Dragon, Black 
  MM 
  1 
  19 
  Diakk 
  MM2 
  1-4 
  19 
  Xag-yi 
  MM2 
  1 
  20 
  Daemon, Mezzo- 
  FF 
  1 
  20 
  Daemon, Charons 
  MM2 
  1 
   
  
   
  70 
  WANDERING MONSTER ENCOUNTERS continued 
   
  Level IX 
  Level X 
  2d10 
  Creature 
  Source 
  Number 
  2d10 
  Creature 
  Source 
  Number 
  2 
  Demon, type VI 
  MM 
  1 
  2 
  Demon Prince 
  All 
  1 
  3 
  Deva, Monadic 
  MM2 
  1 
  3 
  Elemental Prince of Evil 
  FF 
  1 
  4 
  Devil, Pit Fiend 
  MM 
  1 
  4 
  Modron, Quarton 
  MM2 
  1 
  5 
  Dragon, Red 
  MM 
  1 
  5 
  Tarrasque 
  MM2 
  1 
  6 
  Pyrohydra, 12-heads 
  MM 
  1 
  6 
  Dragon, Red 
  MM 
  2 
  7 
  Slaad, Grey 
  FF 
  1 
  7 
  Dragon, Blue 
  MM 
  2 
  8 
  Titan, Minor 
  MM 
  1 
  8 
  Solar 
  MM2 
  1 
  9 
  Deva, Movanic 
  MM2 
  1 
  9 
  Golem, Iron 
  MM 
  1 
  10 
  NPC Party 
  - 
  variable 
  10 
  NPC Party 
  - 
  variable 
  11 
  Thessalhydra 
  MM 
  1 
  11 
  Planetar 
  MM2 
  1 
  12 
  Vampire (C7-10th lvl) 
  MM 
  1 
  12 
  Slaad, Death 
  FF 
  1 
  13 
  Golem, Stone 
  MM 
  1 
  13 
  Beholder 
  MM 
  1 
  14 
  Dragon, Black 
  MM 
  1-2 
  14 
  Lich 
  MM 
  1 
  15 
  Demodand, Kelubar 
  MM2 
  1-2 
  15 
  Vampire (MU 7-12th–lvl) 
  MM 
  1 
  16 
  Daemon, Nyca- 
  FF 
  1 
  16 
  Dragon, Cloud 
  MM2 
  1 
  17 
  Titan, Major 
  MM 
  1 
  17 
  Modron, Quinton 
  MM2 
  1 
  18 
  Baku 
  MM2 
  1 
  18 
  Titan, Elder 
  MM 
  1 
  19 
  Daemon, Ultro- 
  MM2 
  1 
  19 
  Daemon, Charon 
  MM2 
  1 
  20 
  Demilich 
  MM2 
  1 
  20 
  Devil, Duke or Arch- 
  All 
  1 
   
  
   
  71 
  DUNGEONS  
   
   
  Dungeon Types 
  Dungeon Entranceway 
  Dungeon Age 
  2d8 
  Type 
  1d20 
  Entrance 
  2d6 
  Age 
  2 
  Mine 
  1 
  Cave-in 
  2 
  Construction (1d4 mo) 
  3 
  Communal Lair 
  2 
  Lair of a monster 
  3 
  Brand New (1-12 mo) 
  4 
  Prison 
  3 
  A basement 
  4 
  Brand New (1-4 yr) 
  5 
  Natural Caverns 
  4 
  A secret door 
  5 
  Slightly Aged (1-10 yr) 
  6 
  Underground Waterway/Lake 
  5 
  Behind a waterfall 
  6 
  Slightly Aged (1d4 x 5 yr) 
  7 
  Ruins 
  6 
  The mouth of a dark cavern 
  7 
  Worn (1d4 x 10 yr) 
  8 
  Sewers 
  7 
  Stone valve 
  8 
  Worn (2d4 x 10 yr) 
  9 
  Sunken City/Town 
  8 
  Abandoned mine shaft 
  9 
  Aged (1d00 yr) 
  10 
  Arena/Death Maze 
  9 
  A secret tunnel 
  10 
  Aged (2d00 yr) 
  11 
  Solitary Lair 
  10 
  Half-buried ruin 
  11 
  Ancient (d00 x 10 yr) 
  12 
  Mad Wizard’s Playground 
  11 
  Mouth of a volcano 
  12 
  Ancient (d00 x 100 yr) 
  13 
  Academy/Hermitage 
  12 
  Magically shaped portal 
  14 
  Maze 
  13 
  A crevasse, fissure, or gorge 
  15 
  Temple 
  14 
  A cave on the side of cliff 
  16 
  Thieves’ or Assassin’s Guild 
  15 
  A massive stone megalith 
  17 
  Tomb 
  16 
  Teleportation from elsewhere 
  18 
  Chasm/Bottomless Pit 
  17 
  An underwater tunnel 
  19 
  Treasury 
  18 
  An illusion 
  20 
  Colony/Hive 
  19 
  A sewer 
   
   
  20 
  An insect hive 
   
   
  Dungeon Master(s) 
  Dungeon Size 
  d% 
  Type/Race 
  Examples 
  d% 
  Size 
  01-05 
  Extra-planar Race 
  Mind Flayer, Gith, Modron 
  06-10 
  Animal 
  Bear, Wolf 
  11-15 
  Constructed/Summoned Guardian 
  Golem, Elemental, Guardian Daemon 
  01-25 
  Small. 1d2 levels 
  16-20 
  Dragon (Red, Green, etc.) 
  Red Dragon, Wyvern 
  21-23 
  Fey Creature 
  Pixie, Leprechaun Jermlaine 
  24-30 
  Giant (Hill, Fire, Verbeeg, Titan, etc.) 
  Fire Giant, Cyclops, Titan 
  26-50 
  Average 1d3 levels 
  31-40 
  Human NPC/Group 
  Necromancer, Anti-paladin, Assassin 
  41-50 
  Humanoid 
  Orc, Goblin, Bugbear 
  51-70 
  Large 1d8+1 levels. 
  51-60 
  Plants or Fungus 
  Vegepygmy, Shroom 
  61-70 
  Demihuman  NPC/Group 
  Dwarf, Gnome, Halfling 
  71-80 
  Undead 
  Lich, Vampire, Crypt Thing 
  71-85 
  Big 2d6 levels 
  81-90 
  Lycanthrope/Shapechanger 
  Wererat, Doppleganger 
  91-95 
  Demon/Devil 
  Cambion, Pit Fiend, Succubus 
  96-00 
  Insects/Vermin 
  Giant Rat, Giant Scorpion, Aspis 
  86-00 
  Immense 2d10 levels 
   
  Dungeon Master’s Motives 
   
  Dungeon Treasure 
  1d10 
  Goal 
   
  1d10 
  Loot 
  1 
  Megalomanic expansionist(s) 
   
  1 
  Looted (completely empty)  
  2 
  Insane murderer(s) 
   
  2 
  Paltry (multiply all treasure x ¼ )  
  3 
  Bitter exile(s) scheming for revenge 
   
  3 
  Small (multiply all treasure x ½ ) 
  4 
  Minion(s) of another group 
   
  4 
  Below Average (multiply all treasure x ¾ ) 
  5 
  Prisoner(s) planning escape 
   
  5 
  Average (normal treasure) 
  6 
  Arcane scholar(s)  
   
  6 
  Average (normal treasure) 
  7 
  Religious fanatic(s) 
   
  7 
  Average (normal treasure) 
  8 
  Defensive bunker nut(s) 
   
  8 
  Above Average (multiple all treasure x 1 ½ ) 
  9 
  Greedy robber(s)/hoarder(s) 
   
  9 
  Sizable Hoard (multiply all treasure x2) 
  10 
  Inimical  
   
  10 
  Vast hoard (multiply all treasure x4) 
  
   
  72 
  DOORS & LOCKS 
   
  1d20 
  Doors 
  Open Doors % 
   
  1d20 
  Locks 
  Open Locks % 
  1 
  Wooden, simple, free 
  - 
   
  1-6 
  Very simple 
  +10% 
  2 
  Wooden, simple, locked 
  +15% 
   
  7-11 
  Average 
  - 
  3 
  Wooden, good, free 
  - 
   
  12-15 
  Good 
  -5% 
  4 
  Wooden, good, stuck 
  +10% 
   
  16-18 
  Strong 
  -10% 
  5 
  Wooden, good, locked 
  +5% 
   
  19 
  Very Strong 
  -15% 
  6 
  Wooden, strong, free 
  - 
   
  20 
  Foolproof 
  -25% 
  7 
  Wooden, strong, locked 
  +/- 0% 
   
  8 
  Wooden, strong, stuck 
  +5% 
   
  9 
  Stone, free 
  - 
   
  10 
  Stone, stuck 
  +5% 
   
  11 
  Stone, locked 
  -10% 
   
  12 
  Iron, free 
  - 
   
  13 
  Iron, locked 
  -15% 
   
  14 
  Iron, stuck 
  -5% 
   
  15 
  Roll again, door slides left or right 
  +/- 0% 
   
  16 
  Roll again, door slides up or down 
  -5% 
   
  17 
  Roll again, door is Wizard Locked 
  * 
   
  18 
  Roll again, door has a padlock 
  * 
   
  19 
  Roll again, door is trapped 
  * 
   
  20 
  Roll again, door is magically trapped 
  * 
   
   
   
   
   
  GAOLS & PRISONS 
   
   
  Prison Features 
  1d12 Feature 
  1 
  Oubliette(s) 
  2 
  Cells 
  3 
  Torture Chamber 
  4 
  Morgue 
  5 
  “Bottomless” Pit 
  6 
  Arena 
  7 
  Holding Tank 
  8 
  Guardpost 
  9 
  Mess Hall 
  10 
  Interrogation Room 
  11 
  Solitary Cell 
  12 
  Toilet/Sewer 
   
  Gaol Sentences 
  1d6 
  Term 
  1 
  Awaiting Execution 
  2 
  Life 
  3 
  1d00 years 
  4 
  1d20 years 
  5 
  1d6 years 
  6 
  1d12 months 
  Prisoners 
  1d20 
  Captive 
  1 
  Merchant, may reward the party if rescued 
  2 
  Bard, strums a sad tune and bemoans his fate 
  3 
  Assassin, will turn on the party if given the chance. 
  4 
  Doppleganger, posing as a helpless human  
  5 
  Fighter, a human warrior captured on a failed assault 
  6 
  Thief, unlucky human, lvl 1d6, captured while robbing the place 
  7 
  Brute, a big & nasty member of the same race as the inhabitants 
  8 
  Farmer, human, captured on a raid, has nothing for ransom 
  9 
  Senile Hag, human, she’s been here waaay too long  
  10 
  Kidnapped Noblewoman, human, will bring a hefty ransom 
  11 
  Shaman, humanoid, sent here to spy from a nearby tribe 
  12 
  Dwarf Prospector, captured looking for gold 
  13 
  Elven Scout, captured trying to spy on the place 
  14 
  Gnome Illusionist, keeps in shape by entertaining his captors 
  15 
  Ranger, human, strayed too far into enemy territory 
  16 
  Cleric, LG human, will be sacrificed to chaos at the new moon 
  17 
  Birdy, human, has absolutely no clue he’s in a dungeon at all 
  18 
  Political Prisoner, member of the same race as the occupants  
  19 
  Escape Artist, plans may (25%) or may not (75%) be viable 
  20 
  Undead, a former prisoner has returned as a ghost, wraith, etc. 
  
   
  73 
  RUINS 
   
  Ruins 
  d% 
  Architecture 
  Condition 
  Structure(s) 
  Contents 
  Treasure Type 
  01-05 
  Mud 
  Bug/Rat/Slime Infested 
  House 
  Nothing 
  I 
  06-10 
  Wattle & Daub - 
  Water-damaged 
  Village 
  O 
  II 
  11-15 
  Wattle & Daub + 
  Wind-damaged 
  Fort 
  O, X 
  III 
  16-20 
  Brick - 
  Dirty & Diseased 
  Manor 
  O, X, M 
  IV 
  21-25 
  Brick + 
  Ancient & Unsafe 
  Watchtower 
  O, X, T 
  V 
  26-30 
  Dressed Stone - 
  Rotting floors 
  Outpost 
  O, T 
  VI 
  31-35 
  Dressed Stone + 
  Sturdy 
  Monument 
  O, X, T, M 
  VII 
  36-40 
  Undressed Stone - 
  Magically sturdy 
  Shrine 
  O, Z 
  VIII 
  41-45 
  Undressed Stone + 
  Fire-damaged 
  Temple 
  O, Z, T 
  IX 
  46-50 
  Wood - 
  Covered in vines 
  Keep 
  O, Z, T, X 
  X 
  51-55 
  Wood + 
  Flooded 
  Castle 
  O, Z, X 
  A 
  56-60 
  Logs - 
  Moldy 
  Fortress 
  O, Z, X, T, M 
  B 
  61-65 
  Logs + 
  Leaning perilously 
  Mansion 
  O, Z, M 
  C 
  66-70 
  Marble - 
  Haunted 
  Town 
  O, T, M 
  D 
  71-75 
  Marble + 
  Cursed 
  City 
  M 
  E 
  76-80 
  Adobe -  
  Creaky but safe 
  Hamlet 
  M, T, X 
  F 
  81-85 
  Adobe + 
  A deathtrap 
  Library 
  T 
  R 
  86-90 
  Cyclopean Stones - 
  Partially Collapsed 
  Necropolis 
  T, X 
  W 
  91-95 
  Cyclopean Stones + 
  Only rubble remains 
  Observatory 
  Nothing 
  X 
  96 
  Onyx or Crystal 
  Magically untouched 
  Portal/Gate 
  Map 
  A + Roll Again 
  97 
  Metal 
  Oppressive evil aura * 
  Crashed Spacecraft 
  Gate/Portal 
  X + Roll Again 
  98 
  Bone 
  Uplifting aura of good* 
  Bomb-Shelter 
  Artifact 
  IX + Roll Again 
  99 
  Coral 
  A true neutral site * 
  Sunken City 
  Curse 
  B + Roll Again 
  100 
  Unknown Substance 
  Only an illusion * 
  Enchanted Castle 
  Deity 
  Roll again twice 
   
   
   
   
   
   
   
  - Poor quality/plain 
  +Good quality/ornate 
  * roll again 
   
   
  T=Treasure 
  X=Traps 
  M=Monsters 
  Z=Tricks 
  O=Other 
   
    
   
   
   
   
   
  
   
  74 
  GRAVES & TOMBS 
   
   
  Fighter 
  Thief 
  Cleric 
  Magic  
  User 
  Noble 
  Lord ~ 
  Lady 
  King ~ 
  Queen 
  Demi-
  human 
  Other 
  Entity 
  Treasure 
  +1 
  +2 
  - 
  +3 
  +5 
  +8 
  +10 
  +5 
  +4 
  % Hoard 
  10% 
  15% 
  20% 
  25% 
  40% 
  50% 
  75% 
  35% 
  70% 
  Burial Type 
  -3 
  -5 
  -1 
  +1 
  +1 
  +3 
  +5 
  +1 
  +5 
  Condition 
  - 
  - 
  - 
  - 
  -1 
  -2 
  -3 
  +1 
  +1 
  Guardian(s) 
  -2 
  +2 
  -1 
  +1 
  +1 
  +2 
  +3 
  +1 
  +1-4 
  Grave Goods 
  2 
  3 
  2 
  4 
  5 
  8 
  10 
  4 
  1-12 
  Notes: Numbers preceded by +/- should be applied as modifiers to the tables below. % Hoard is the chance 
  the treasure will be a hoard (roll on the following Treasure Type table to find out which type.) 
   
  Grave Condition 
  Grave Guardians 
  Grave Age 
  1d10 
  Result 
  Result 
  Result 
  1 
  Completely empty. Never occupied. 
  None 
  Ancient (d00 x 100 years) 
  2 
  Contents looted and smashed. (-25% treasure)* 
  Undead/Restless Spirit 
  Ancient (1d10 x 100 years)  
  3 
  Contents looted and smashed. (-50% treasure)* 
  Rubble/Collapsed Entrance 
  Very Old (d00 x 10 years) 
  4 
  Contents looted and smashed. (-75% treasure)* 
  Monsters 
  Very Old (d00 x 5 years) 
  5 
  Completely looted (nil treasure)* 
  Traps + Tricks 
  Old (2d00 years) 
  6 
  Looters lie dead at the entrance. (-5% treasure) 
  Tricks + Monsters 
  Old (d00 years) 
  7 
  Untouched, 50% chance traps sprung 
  Traps + Monsters 
  New (2d10 years) 
  8 
  Untouched, 25% chance traps sprung 
  Traps + Tricks + Monsters 
  New (1d6 years) 
  9 
  Untouched, 10% chance traps sprung 
  As 8 + Roll Again 
  Fresh (1d6 weeks) 
  10 
  Untouched and completely intact. 
  DM’s Choice 
  Fresh. (1d10 days) 
  * 90% chance traps already sprung.  
   
   
   
  Burial Type 
  Burial Chambers 
  Grave Goods 
  Tomb Treasures 
  1d20 
  Type (# of Chambers) 
  Chamber Type 
  Item(s) 
  Hoard 
  Personal 
  1 
  Open Air (-) 
  Library/Scriptorium 
  Skins & Furs 
  J 
  Lvl 1 
  2 
  Tarpit (-) 
  Armory 
  Clothing 
  K 
  Lvl 1 
  3 
  Grave (-) 
  Maze 
  Weapons & Armor 
  L 
  Lvl 1 
  4 
  Cliffside Niche (1) 
  Chapel 
  Jewelry 
  J+K+L 
  Lvl 1 
  5 
  Longship (1) 
  Family Crypt 
  Chariots 
  M 
  Lvl 2 
  6 
  Sarcophagus (1) 
  Crematorium 
  Noble Regalia 
  N 
  Lvl 2 
  7 
  Cenotaph (1-2) 
  Embalming Chamber 
  Coats of Arms 
  M+N 
  Lvl 2 
  8 
  Underwater (var) 
  Inscription Chamber 
  Trophies 
  Q 
  Lvl 3 
  9 
  Cave (var) 
  Museum 
  Furniture 
  O+Q 
  Lvl 3 
  10 
  Catacombs (var) 
  Mass Grave 
  Tapestries 
  M+N+O+Q 
  Lvl 3 
  11 
  Barrow/Tor (1-6) 
  Chamber of Statues 
  Fine linen 
  R 
  Lvl 4 
  12 
  Burial Mound (2-8) 
  Treasury 
  Terracotta statuettes 
  W 
  Lvl 4 
  13 
  Crypt (1-2) 
  Gate/Portal 
  Sacred Texts 
  W+X 
  Lvl 4 
  14 
  Vault (1-4) 
  Vault 
  Holy Symbols/Talismans 
  W+X+Y 
  Lvl 5 
  15 
  Tomb (1-3) 
  Well 
  Balms & oils 
  F 
  Lvl 5 
  16 
  Charnel House (1-4) 
  Wardrobe 
  Incense 
  E 
  Lvl 6 
  17 
  Ossuary (1-10) 
  Animal Crypt 
  Candles 
  D 
  Lvl 6 
  18 
  Mausoleum (2-20) 
  Fake Treasury 
  Games 
  C 
  Lvl 7 
  19 
  Mastaba (1-8) 
  Secret Passageway 
  Plaques 
  B 
  Lvl 8 
  20 
  Pyramid/Necropolis (4-16) 
  Boat/Chariot Storage 
  Spell Components 
  A 
  Lvl 9 
   
   
   
   
   
   
  Note: All tombs should have a burial chamber in addition to those generated from this table (if any) 
   
  
   
  75 
  CAVERNS 
   
  Random Subterranean Features 
  Primary 
  Secondary 
  Tertiary 
  Mine 
  Feature 
  Encounter 
  Chance 
  01-60 
  01-30 
  01-10 
  01-10 
  Nothing 
  2 in 10 
  - 
  - 
  11-15 
  11-13 
  Passage turns left 
  1 in 10 
  - 
  - 
  16-20 
  14-16 
  Passage turns right 
  1 in 10 
  - 
  - 
  21-25 
  17-20 
  Passage straightens 
  1 in 10 
  - 
  - 
  26-29 
  21-23 
  Passage slopes down 
  1 in 10 
  - 
  - 
  30-33 
  24-26 
  Passage slopes up 
  1 in 10 
  - 
  - 
  34-38 
  27-31 
  Passage levels off 
  1 in 10 
  - 
  - 
  39-44 
  32-36 
  Dead-end 
  3 in 10 
  60 
  31 
  - 
  - 
  Shaft to the surface 
  4 in 10 
  61-63 
  32-35 
  45 
  37 
  Pool or Well 
  4 in 10 
  64-65 
  36-37 
  - 
  38-40 
  Underground stream 
  3 in 10 
  - 
  - 
  - 
  41-43 
  Lava pool 
  2 in 10 
  66-67 
  38 
  - 
  - 
  Lair 
  10 in 10 
  - 
  39-48 
  46-55 
  44-48 
  Tertiary Junction 
  5 in 10 
  68-77 
  - 
  56-60 
  - 
  Secondary Junction 
  4 in 10 
  78-80 
  49-50 
  61 
  49 
  Stairs 
  4 in 10 
  81-86 
  51-58 
  62 
  50-55 
  Ramp 
  4 in 10 
  86 
  59 
  63-65 
  56 
  Trap/Hazard 
  2 in 10 
  87 
  60 
  66-68 
  57 
  Shaft down 
  3 in 10 
  88 
  61-63 
  69 
  58-60 
  Underground river 
  3 in 10 
  - 
  64-66 
  70-71 
  61-63 
  Pit 
  2 in 10 
  89-90 
  67-69 
  72-73 
  64-66 
  Chasm 
  4 in 10 
  - 
  - 
  74-76 
  - 
  Lair 
  10 in 10 
  91-94 
  70-73 
  77-80 
  67-69 
  Cavern 
  5 in 10 
  95 
  74-77 
  81-82 
  70-72 
  Grotto 
  6 in 10 
  - 
  78-81 
  83-85 
  73-79 
  Excavation 
  7 in 10 
  - 
  82-83 
  86-90 
  80-83 
  Quarry 
  6 in 10 
  96-98 
  84-86 
  91 
  84 
  Large Shaft Up/Down 
  5 in 10 
  99 
  87-98 
  92-96 
  85-99 
  Primary passage Junction 
  6 in 10 
  00 
  99-00 
  97-00 
  00 
  Special* 
  variable 
   
   
   
   
   
   
   
  Subterranean Passages 
   
   Tertiary 
   
            Secondary 
   
              Primary 
  Passage 
          
              Passage 
   
             Passage 
  5-10’ wide 
       
             15-20’ wide 
                        40-60’ wide 
  
   
  76 
  MINES 
   
  Prospecting 
   
   
  d% 
  Prospect 
  Worth 
  Claim-jumpers 
  Exhaustion/ 
  Expansion 
  01-40 
  Nothing 
  - 
  - 
  - 
  Traces 
   
  1-4 
  1d6 x10gp worth per day for entire crew 
  41-65 
  5-6 
  1d8 x10gp per day for entire crew 
  - 
  10% 
  Minor Find 
   
  1-4 
  1d10 x10gp per day for entire crew 
  66-80 
  5-6 
  1d12 x10gp per day for entire crew 
  - 
  1% 
  Find  
   
  1-4 
  ld6 x25gp per day for entire crew 
  81-95 
  5-6 
  1d10 x25gp per day for entire crew 
  10%/week 
  2% 
  Mine 
   
  1-5 
  1d20 x10gp per man per day (roll for each man) 
  98-99 
  6 
  1d20 x20gp per man per day (roll for each man) 
  20%/week 
  3% 
  Motherlode 
   
  1-5 
  1d20 x25gp per man per day (roll for each man) 
  00 
  6 
  1d20 x50gp per man per day (roll for each man) 
  45%/week 
  5% 
   
   
   
   
   
  Modifiers: +10% Dwarf crew;  +5% Gnome crew 
  Notes:   The tables below assume a mining crew of 6. The DM should subtract 5% for each miner fewer than 6. 
  Having more than 6 has no benefit, as this is the optimum size for working effectively.  The DM should roll in 
  secret for each week a crew spends prospecting an area. Once a seam has been found, a full day of 
  mining is needed to extract a practical amount of ore.  Each additional week spent mining a particular 
  seam will have a cumulative chance of playing out or developing into the next larger category as noted in 
  the last column. Mines & Motherlodes require equipment and additional men to work to full potential.  
   
  Mining Products 
   
  d% 
  Product 
  of Mine 
  Common 
  Minerals 
  Uncommon 
  Minerals 
  Rare 
  Minerals 
  Gems or 
  Crystals 
  Magical 
  Minerals 
  01-30 
  Stone/Clay 
  Copper 
  Porcelain Clay 
  Mica 
  Jade 
  Mithril  
  31-40 
  Common Mineral 
  Zinc 
  Mercury 
  Silver 
  Emerald 
  Orichalcum 
  41-66 
  Uncommon Mineral 
  Iron 
  Iron 
  Electrum 
  Ruby 
  Adamantium 
  67-84 
  Rare Mineral 
  Tin 
  Quartz 
  Gold 
  Turquoise 
  Magicum 
  85-92 
  Gemstones 
  Volcanic 
  Meteorite 
  Platinum 
  Diamond 
  Pure Mithril 
  93-97 
  Mine depleted 
  Lead 
  Copper 
  Nitre 
  Sapphire 
  Pure Orichalcum 
  98 
  Magical Mineral 
  Coal 
  Carnelian 
  Gems* 
  Opal 
  Pure Adamantium 
  99 
  Magical Gemstone 
  Oil 
  Jasper 
  Precious* 
  Topaz 
  Pure Magicum 
  00 
  Artifacts 
  Sulphur 
  Alum 
  Magical* 
  Magical* 
  Special 
   
   
   
   
   
   
   
   
   
   
   
  Miners & Claim-Jumpers 
  1d6 
  # Appearing 
  Type 
  1 
  1-2 
  Old Timers 
  2 
  1-4 
  Prospectors/Miners 
  3 
  1-6 
  Wealth Seekers 
  4 
  1-4 
  Criminals 
  5 
  1-2 
  Slaves 
  6 
  1-4 
  Barbarians 
  
   
  77 
   TRICKS & TRAPS 
   
  Trap & Trick Features 
  d% 
  Feature 
   
  d% 
  Feature 
   
  d% 
  Feature 
   
  d% 
  Feature 
  1 
  Air 
   
  26 
  Chest 
   
  51 
  Lamp 
   
  76 
  Stairway 
  2 
  Alcove 
   
  27 
  Chute 
   
  52 
  Lectern 
   
  77 
  Statue 
  3 
  Altar 
   
  28 
  Column 
   
  53 
  Lever 
   
  78 
  Stove 
  4 
  Aquarium 
   
  29 
  Crate 
   
  54 
  Machinery 
   
  79 
  Stuffed Animal 
  5 
  Arch 
   
  30 
  Crystal Ball 
   
  55 
  Magic Circle 
   
  80 
  Table 
  6 
  Armor 
   
  31 
  Dais 
   
  56 
  Manacles 
   
  81 
  Tapestry 
  7 
  Balcony 
   
  32 
  Desk 
   
  57 
  Mirror 
   
  82 
  Telescope 
  8 
  Barrel 
   
  33 
  Door 
   
  58 
  Organ 
   
  83 
  Throne 
  9 
  Basin 
   
  34 
  Door, Concealed 
   
  59 
  Oven 
   
  84 
  Toilet 
  10 
  Bath 
   
  35 
  Door, Secret 
   
  60 
  Painting 
   
  85 
  Tome/Manual 
  11 
  Bed 
   
  36 
  Elevator 
   
  61 
  Passage 
   
  86 
  Torch 
  12 
  Bookcase 
   
  37 
  Fireplace 
   
  62 
  Pedestal 
   
  87 
  Torture Device 
  13 
  Brazier 
   
  38 
  Floor 
   
  63 
  Pendulum 
   
  88 
  Trophy 
  14 
  Bridge 
   
  39 
  Forge 
   
  64 
  Pews 
   
  89 
  Trunk 
  15 
  Button/Switch 
   
  40 
  Fountain 
   
  65 
  Pillar 
   
  90 
  Tunnel 
  16 
  Cabinet 
   
  41 
  Fresco/Mosaic 
   
  66 
  Pit 
   
  91 
  Urn 
  17 
  Cage 
   
  42 
  Furnace 
   
  67 
  Pool 
   
  92 
  Vase 
  18 
  Caldron 
   
  43 
  Glass Case 
   
  68 
  Portal/gate 
   
  93 
  Vegetation 
  19 
  Candelabra 
   
  44 
  Holy/Unholy Font 
   
  69 
  Portcullis 
   
  94 
  Wall 
  20 
  Cask 
   
  45 
  Hook 
   
  70 
  Railing 
   
  95 
  Waterway 
  21 
  Catwalk 
   
  46 
  Hourglass/Sundial 
   
  71 
  Room 
   
  96 
  Weapon 
  22 
  Ceiling 
   
  47 
  Idol 
   
  72 
  Rug 
   
  97 
  Well 
  23 
  Chair 
   
  48 
  Illusion 
   
  73 
  Shelf 
   
  98 
  Wheel 
  24 
  Chandelier 
   
  49 
  Jar 
   
  74 
  Skeleton/Corpse 
   
  99 
  Window 
  25 
  Chariot/Wagon 
   
  50 
  Ladder 
   
  75 
  Slide 
   
  100 
  DM’s Choice 
   
  Mechanical  Trapped Locks 
  1d12 
  Type 
  Details 
  1 
  Poison Needle 
  dmg 1 + poison 
  2 
  Acid Spray 
  Save vs. Traps or dmg 1d10 
  3 
  Poison Dart 
  dmg 1-4 + poison; poison; +10% to Find/Remove Traps 
  4 
  Fusillade of Darts 
  dmg 1-5 x 4 (impalement); Multiple Targets (two adjacent 5’ squares) 
  5 
  Hand Trapper 
  Entraps hand until release is pushed; dmg 2d6 to pull free  
  6 
  Hand Chopper 
  Lops off hand (Save vs. Death or dmg 2d8 + lost hand) 
  7 
  Pick Crusher 
  Destroys lockpick 
  8 
  Arrow Trap 
  1-6/1-6/1-6 (arrows) 
  9 
  Hail of Needles 
  dmg 2-8 (impalement); Multiple Targets (10’x10’ area) 
  10 
  Contact Poison 
  Smeared on Knob/Latch/Clasp  dmg 0 + poison 
  11 
  Fusillade of Spears 
  dmg 1-8 (impalement) each; Multiple Targets (1-6 spears per target in a 10’x10’ area) 
  12 
  Javelin Trap 
  dmg 1-10 (impalement) 
   
   
   
   
   
   
   
   
   
   
   
  
   
  78 
  TRAP & TRICK SPECIAL EFFECTS 
   
  Trap & Trick Effects 
  d% 
  Effect 
  d% 
  Effect 
  1 
  Absorbs victim 
  51 
  Releases a deadly black/brown pudding 
  2 
  Ages victim (d00 years) 
  52 
  Releases caltrops/spikes 
  3-4 
  Animates and attacks victim 
  53 
  Releases poisoned captrops/spikes 
  5 
  Asks riddle + roll again if answered incorrect 
  54 
  Releases poison 
  6 
  Casts MU spells (see Spells Sub-table) 
  55 
  Releases heavy weight/block 
  7 
  Casts Cleric spells (see Spells Sub-table) 
  56 
  Victim loses all spell-casting ability 
  8 
  Collapses on victim 
  57 
  Victim becomes illiterate 
  9 
  Creates a vacuum 
  58 
  Victim unable to comprehend languages 
  10-21 
  Curses victim (see Curses Sub-table) 
  59 
  Victim struck mute 
  22 
  Decreases gravity 
  60 
  Replaces internal organ 
  23 
  Devours victim’s soul 
  61 
  Infects victim with fire ants 
  24  
  Discordant music causes insanity 
  62 
  Reverses victim’s age by 2d10 years 
  25 
  Disintegrates victim’s possession(s) 
  63 
  Reverses victim’s alignment 
  26 
  Disintegrates victim 
  64 
  Reverses victim’s gender 
  27 
  Summons a devil/demon 
  65 
  Rots victim’s internal organ 
  28 
  Drops victim 1d10 x 10 feet 
  66 
  Petrifies victim’s possessions 
  29 
  Enlarges victim 
  67 
  Petrifies victim 
  30 
  Enrages victim (as berserker) 
  68 
  Planeshifts victim to a Lower Plane 
  31 
  Changes victim’s gender 
  69 
  Polymorphs victim to a small rodent 
  32 
  Explodes 
  70 
  Puts victim in stasis for 1d00 years 
  33 
  Fires arrows/darts at the victim 
  71 
  Enchants victim to perform a difficult quest 
  34 
  Fires lightning bolt/fireball at the victim 
  72 
  Steals a victim’s wealth or possessions 
  35 
  Fires poison arrows/darts at the victim 
  73 
  Shrivels random limb of victim 
  36 
  Floods area with water 
  74 
  Sends victim to the Ethereal Plane 
  37 
  Fulfills the victim’s wish 
  75 
  Releases a dangerous monster 
  38 
  Releases gas (see Gasses sub-table) 
  76-79 
  Spray (see Sprays Sub-table) 
  39 
  Illusionary phantasm 
  80 
  Leeches oxygen from the air 
  40 
  Imbues victim’s skeleton with desire to ‘get out’ 
  81 
  Switches victim’s minds 
  41 
  Implodes 
  82 
  Infests victim with a parasite 
  42 
  Increases gravity 
  83 
  Teleports the victim (see Teleport Sub-table) 
  43 
  Infests victim with rot grubs 
  84-86 
  Traps victim (see Entrapment Sub-table) 
  44 
  Implants victim with worms 
  87-93 
  Trigger (see Triggers Sub-table) 
  45 
  Infects victim with phobia 
  94-97 
  Opens a pit beneath the victim (see sub-table) 
  46 
  Locks door/entrance + roll again 
  98 
  Vents (see Vents Sub-table) 
  47 
  Locks door/exit + roll again 
  99 
  Victim loses memory of past (1d12 months) 
  48 
  Decapitates victim 
  00 
  Roll again twice 
  49 
  Lowers random ability score by 1d6 
   
   
  50 
  Reduces victim’s height by 1d4 feet 
   
   
   
  
   
  79 
  TRAP & TRICK SPECIAL EFFECTS SUB-TABLES 
   
  Curses 
   
  Gasses 
   
  Sprays 
  1d12 
  Result 
   
  1d12 
  Result 
   
  1d12 
  Result 
  1 
  Victim must always lie 
   
  1 
  Corrosive 
   
  1 
  Green Slime 
  2 
  Victim must always tell the truth 
   
  2 
  Terrifying 
   
  2 
  Iron Shrapnel 
  3 
  Victim must always eat meat 
   
  3 
  Nauseating 
   
  3 
  Cold 
  4 
  Victim must eat vegetarian food 
   
  4 
  Obscuring 
   
  4 
  Acid 
  5 
  Victim is nauseated (-2 to-hit/dmg) 
   
  5 
  Poisonous 
   
  5 
  Boiling Water 
  6 
  Victim is diseased 
   
  6 
  Sleep-inducing 
   
  6 
  Lava 
  7 
  Victim is cursed with lycanthropy 
   
  7 
  Blinding 
   
  7 
  Flaming Oil 
  8 
  Victim is struck dumb 
   
  8 
  Weakening 
   
  8 
  Flaming Tar 
  9 
  Victim is blinded 
   
  9 
  Laughing/Dancing 
   
  9 
  Raw Sewage 
  10 
  Victim is feebleminded 
   
  10 
  Choking 
   
  10 
  Mummy Dust 
  11 
  Victim is driven insane 
   
  11 
  Explosive 
   
  11 
  Poison Dust 
  12 
  Victim is crippled 
   
  12 
  Hallucinatory 
   
  12 
  Dust of Sneezing & Choking 
   
   
   
   
   
   
   
   
  Teleport 
   
  Entrapment 
   
  Vents 
  1d12 
  Result 
   
  1d12 
  Result 
   
  1d12 
  Result 
  1 
  Up one level 
   
  1 
  Iron Cage 
   
  1 
  Acid 
  2 
  Down one level 
   
  2 
  Magical Force Field 
   
  2 
  Fire/Magma 
  3 
  Another room on the same level 
   
  3 
  Pit 
   
  3 
  Poison Gas 
  4 
  Another dungeon 
   
  4 
  Bear Trap 
   
  4 
  Stinking Cloud 
  5 
  1d10 miles, random direction 
   
  5 
  Pocket Dimension 
   
  5 
  Smoke 
  6 
  1d100 miles, random direction 
   
  6 
  Portcullis bars exit 
   
  6 
  Methane Gas 
  7 
  The Astral Plane 
   
  7 
  A Secret Room 
   
  7 
  Boiling Water 
  8 
  The Ethereal Plane 
   
  8 
  Another Level 
   
  8 
  Freezing Water 
  9 
  A random Outer Plane 
   
  9 
  Another Plane 
   
  9 
  Sand 
  10 
  A random Inner Plane 
   
  10 
  A Magic Jar 
   
  10 
  Green Slime 
  11 
  Another continent 
   
  11 
  Mosaic/Painting 
   
  11 
  Steam 
  12 
  The Dreamlands 
   
  12 
  Crystal/Gem 
   
  12 
  Sulphur 
   
   
   
   
   
   
   
   
  Pits 
   
  Triggers 
   
  Spells 
  1d12 
  Result 
   
  1d12 
  Result 
   
  1d12 
  Magic-User/Cleric 
  1 
  Pit Trap (10’ deep) 
   
  1 
  Chute 
   
  1 
  Acid Arrow/Bestow Curse 
  2 
  Pit Trap (20’ deep) 
   
  2 
  Bear Trap 
   
  2 
  Burning Hands/Blade Barrier 
  3 
  Pit Trap (10-60’ deep) 
   
  3 
  Pit Trap 
   
  3 
  Chain Lightning/Cause Wounds 
  4 
  Camouflaged Pit Trap (10’ deep) 
   
  4 
  Scything Blade 
   
  4 
  Lightning Bolt/Earthquake 
  5 
  Camouflaged Pit Trap (20’ deep) 
   
  5 
  Pendulum 
   
  5 
  Magic Missile/Glyph of Warding 
  6 
  Camouflaged Pit Trap (10-60’ deep) 
   
  6 
  Anti-magic 
   
  6 
  Power Word Stun/Flame Strike 
  7 
  Spiked Pit Trap (10’ deep) 
   
  7 
  Release Beetles 
   
  7 
  Power Word Kill/Heal 
  8 
  Spiked Pit Trap (20’ deep) 
   
  8 
  Crushing Walls 
   
  8 
  Prismatic Spray/Cause Disease 
  9 
  Spiked Pit Trap (10-60’ deep) 
   
  9 
  Lowering Ceiling 
   
  9 
  Summon Monster/Reincarnate 
  10 
  Poisoned Spiked Pit Trap (10’ deep) 
   
  10 
  Room floods 
   
  10 
  Phantasmal Killer/Fire Trap 
  11 
  Poisoned Spiked Pit Trap (20’ deep) 
   
  11 
  Vacuum 
   
  11 
  Wall of Fire/Sticks to Snakes 
  12 
  Poisoned Spiked Pit Trap (10’-60’ deep) 
   
  12 
  Collapsing Floor 
   
  12 
  Web/Protection from Evil 10’ 
   
  Trap Damage Range 
  1d20 
  Damage 
  1d20 
  Damage 
  1d20 
  Damage 
  1d20 
  Damage 
  1 
  Stunned 1 round 
  6 
  1d8 hp 
  11 
  3d4 hp 
  16 
  8d6 hp 
  2 
  1 
  7 
  1d10 hp 
  12 
  3d6 hp 
  17 
  10d6 hp 
  3 
  1-2hp 
  8 
  1d12 hp 
  13 
  4d4 hp 
  18 
  10d10 hp 
  4 
  1d4 hp 
  9 
  2d6 hp 
  14 
  4d6 hp 
  19 
  1d00 hp 
  5 
  1d6 hp 
  10 
  1d4 hp + Stunned 1d6 rounds 
  15 
  6d6 hp 
  20 
  Save vs. Death 
  
   
  80 
  ANIMATED STATUES 
   
  Animated Statues 
  1d12 
  Action 
  1 
  Raises Ability  (Save vs. Spells allowed) 
  2 
  Lowers Ability (Save vs. Spells allowed) 
  3 
  Casts Spell 
  4 
  Gives Spell scroll 
  5 
  Gives Advice 
  6 
  Asks for Advice 
  7 
  Polymorphs Self 
  8 
  Polymorphs PC 
  9 
  Points toward a Place 
  10 
  Gives map to a Place 
  11 
  Points to a missing Body Part 
  12 
  Lays a curse on a PC’s Body Part 
   
  Animated Statue Action Sub-table 
  1d8 
  Ability 
  Spell 
  Advice 
  Polymorph 
  Place 
  Body Part 
  1 
  Strength 
  Sleep 
  Location 
  Ogre 
  Treasure 
  Eye 
  2 
  Intelligence 
  Fear 
  Name 
  Troll 
  Monster 
  Ear 
  3 
  Wisdom 
  Bless 
  Class 
  Stone Giant 
  Settlement 
  Arm 
  4 
  Constitution 
  Lightning Bolt (1d6+4 HD) 
  Goal 
  Giant Toad 
  Exit 
  Hand 
  5 
  Dexterity 
  Suggestion (Flee/Donate) 
  Origin 
  Blink Dog 
  Lair 
  Foot 
  6 
  Charisma 
  Geas 
  Riddle 
  Stone Golem 
  Passage 
  Leg 
  7 
  Level 
  Hold Person 
  Poem 
  Beholder 
  Water 
  Finger 
  8 
  Hit Points 
  Raise Dead 
  Directions 
  Lava Child 
  Portal 
  Head 
   
  QUESTS & GEASES 
   
   
   
   
   
   
  Failure Penalties 
  1d20 
  Deed 
  Action 
  Creature 
  Object 
  Curse 
  Body Part 
  1 
  Guard Creature 
  Meditate 
  Fighter 
  Ingredient 
  Warts 
  Nose 
  2 
  Destroy Creature 
  Urinate 
  Magic-User 
  Bone/Skull 
  Skin Color 
  Ears 
  3 
  Rescue Object* 
  Spin Around 
  Cleric 
  Chest 
  Smelly 
  Eyes 
  4 
  Carry Object to 
  Sit Down 
  Thief 
  Tapestry 
  Near-sighted 
  Mouth 
  5 
  Locate Creature 
  Admire Nature 
  Paladin 
  Weapon 
  Blinded 
  Face 
  6 
  Fetch Object* 
  Stomp Feet 
  Ranger 
  Armor 
  Taller 
  Feet 
  7 
  Perform Action 
  Applaud 
  Assassin 
  Scroll 
  Shorter 
  Hands 
  8 
  Locate Object 
  Sacrifice 
  Illusionist 
  Book 
  Giant Part 
  Fingers 
  9 
  Escort Creature 
  Dig a Hole 
  Druid 
  Map 
  Smaller Part 
  Legs 
  10 
  Fetch Creature* 
  Throw Things 
  Dwarf 
  Wand/Staff/Rod 
  Deaf 
  Feet 
  11 
  Rescue Creature* 
  Listen 
  Elf 
  Ring 
  Dumb 
  Toes 
  12 
  Destroy Object 
  Jump 
  Demon 
  Talisman 
  Insanity 
  Genitalia 
  13 
  Guard Object 
  Sing 
  Devil 
  Soil 
  Truthfulness 
  Breasts 
  14 
  Perform Action* 
  Whistle 
  Dragon 
  Water 
  Dishonesty 
  Knees 
  15 
  Rescue Creature 
  Smell 
  Giant 
  Gemstone 
  Crying Fits 
  Head 
  16 
  Rescue Object 
  Scream 
  Lycanthrope 
  Jewelry 
  Laughing Fits 
  Left Arm 
  17 
  Carry Object to * 
  Watch 
  Undead 
  Relic/Artifact 
  Drunkeness 
  Right Arm 
  18 
  Escort Creature* 
  Light Fire 
  Animal 
  Shield 
  Addiction 
  Left Leg 
  19 
  Perform Action 
  Write 
  Golem 
  Fruit/Seed 
  Fanaticism 
  Right Leg 
  20 
  Fetch Object* 
  Babble 
  Pilgrim 
  Egg 
  Misanthropy 
  Entire Body 
  * Subject must return to the Caster after performing the deed 
  1d6 
  Distance 
  Direction 
  1 
  1d6 miles 
  North 
  2 
  2d6 miles 
  Northeast 
  3 
  1d00 miles 
  Southeast 
  4 
  2d00 miles 
  South 
  5 
  3d00 miles 
  Southwest 
  6 
  4d00 miles 
  Northwest 
  
   
  81 
  CHAPTER IV: THE WILDERNESS 
   
  Cororuc glanced about him and hastened his pace. He was no coward, but he did not like the 
  place. Tall trees rose all about, their sullen branches shutting out the sunlight. The dim trail led in and out 
  among them, sometimes skirting the edge of a ravine, where Cororuc could gaze down at the treetops 
  beneath. Occasionally, through a rift in the forest, he could see away to the forbidding hills that hinted of 
  the ranges much farther to the west, that were the mountains of Cornwall. 
  In those mountains the bandit chief, Buruc the Cruel, was supposed to lurk, to descend upon such 
  victims as might pass that way. Cororuc shifted his grip on his spear and quickened his step. His haste was 
  due not only to the menace of the outlaws, but also to the fact that he wished once more to be in his 
  native land. He had been on a secret mission to the wild Cornish tribesmen; and though he had been more 
  or less successful, he was impatient to be out of their inhospitable country. It had been a long, wearisome 
  trip, and he still had nearly the whole of Britain to traverse. He threw a glance of aversion about him. He 
  longed for the pleasant woodlands, with scampering deer, and chirping birds, to which he was used. He 
  longed for the tall white cliff, where the blue sea lapped merrily. The forest through which he was passing 
  seemed uninhabited. There were no birds, no animals; nor had he seen a sign of human habitation. 
   
  -Excerpt from The Lost Race, by Robert E. Howard 
   
   
   
   
  Terrain by Hex: These tables are useful for further detailing individual hexes. Also included are reference 
  charts noting the average populations per hex and area in square miles of hexes in commonly used 
  map scales.  
   
  Random Encounters by Terrain Type: Included here are several tables of pre-generated random 
  wilderness encounters. Each terrain TYPE has an individual table for each terrain SUBTYPE commonly 
  found there.  
   
  Encounters at Sea: First, there are several encounter tables for use during voyages of exploration. These 
  provide for generating mysterious islands and strange waterborne encounters with shipwrecks and 
  ghost ships. The random encounter tables provide for Salt and Freshwater encounters both on the 
  surface and underwater. 
   
  Extra-Planar Encounters: These random encounter selections are most useful when adjudicating planar 
  travel on-the-fly. Note, these tables cover ONLY the Astral and Ethereal Planes, as detailed in the DMG 
  and Manual of the Planes. The DM should prepare more detailed encounters if the PCs are expected to 
  spend a lot of time adventuring thereabouts.   
   
  On the Road: These tables are helpful in further detailing roads, paths and trails, as well as providing an 
  informal list of common encounters whilst traveling along them 
   
  Castles: These tables can be used by the DM to detail strongholds, keeps and castles along with their 
  inhabitants and rulers.  
   
  Druidic Places: These optional tables serve to detail the ancient monoliths, standing stones, and ley lines 
  considered sacred to druids.   
   
   
  
   
  82 
  TERRAIN by HEX 
   
  Plain: tundra, steppe, savannah, prairie, heath, moor, downs, meadow 
  Hills: ridges, bluffs, dunes 
  Scrub: brush, veldt, bush, thickets, brackens 
   
   
   
  Mountains: mesas, glaciers, tors 
  Forest: woods, jungle, groves, copses,  
   
   
   
   
  Rough: badlands 
  Desert: barrens, wastes, flats, snowfields   
   
   
   
  Pond: pools, tarns, lakes 
  Marsh: fens, sloughs, swamps, bogs, mires, quagmires, morasses  
   
  Depression: gorges, rift, valley, canyon 
   
   
  RANDOM TERRAIN FEATURES (roll 1d20 once per 25mi/hex) 
  Terrain 
  Plain 
  Scrub 
  Forest 
  Rough 
  Desert 
  Hills 
  Mountains 
  Marsh 
  Plain 
  1-11 
  1-3 
  1 
  1-2 
  1-3 
  1 
  1 
  1-2 
  Scrub 
  12 
  4-11 
  2-4 
  3-4 
  4-5 
  2-3 
  2 
  3-4 
  Forest * 
  13 
  12-13 
  5-14 
  5 
  - 
  4-5 
  3 
  5-6 
  Rough 
  14 
  14 
  15 
  6-8 
  6-8 
  6-7 
  4-5 
  7 
  Desert 
  15 
  15 
  - 
  9-10 
  9-14 
  8 
  6 
  - 
  Hills ** 
  16 
  16 
  16 
  11-15 
  15 
  9-14 
  7-10 
  8 
  Mountains *** 
  17 
  17 
  17 
  16-17 
  16-17 
  15-16 
  11-18 
  - 
  Marsh 
  18 
  18 
  18 
  18 
  18 
  17 
  - 
  9-15 
  Pond 
  19 
  19 
  19 
  19 
  19 
  18-19 
  19 
  16-19 
  Depression 
  20 
  20 
  20 
  20 
  20 
  20 
  20 
  20 
  * 1 in 10 also includes hills. ** 1 in 10 also includes forest. *** 1 in 20 have a pass which leads through the range. 
   
  AVERAGE POPULATION PER HEX (8 mile hex= 55 sq. miles) 
  Area Type 
  Plain 
  Scrub 
  Woods 
  Forest 
  Rough 
  Desert 
  Hills 
  Mountains 
  Marsh 
  Suburban 
  1500 
  300 
  1200 
  900 
  600 
  300 
  1200 
  900 
  600 
  Rural 
  500 
  100 
  400 
  300 
  200 
  100 
  400 
  300 
  200 
  Borderland 
  250 
  50 
  200 
  150 
  100 
  50 
  200 
  150 
  100 
  Wilderness 
  25 
  5 
  20 
  15 
  10 
  5 
  20 
  15 
  10 
   
  Hex Area Table 
  Distance  
  Across hex 
  Area of hex  
  (rounded) 
  Distance  
  across hex 
  Area of hex  
  (rounded) 
  1 
  1 
  35 
  1061 
  2 
  3 
  40 
  1386 
  3 
  8 
  42 
  1528 
  4 
  14 
  45 
  1754 
  5 
  22 
  50 
  2165 
  6 
  31 
  75 
  4871 
  7 
  42 
  100 
  8660 
  8 
  55 
  125 
  13532 
  9 
  70 
  150 
  19486 
  10 
  87 
  175 
  26522 
  15 
  195 
  200 
  34641 
  20 
  346 
  250 
  54127 
  25 
  541 
  500 
  216506 
  30 
  779 
  1000 
  866025 
   
   
  
   
  83 
  WEATHER 
   
  Weather Patterns 
  d% 
  Spring/Summer 
  Fall/Winter 
  Temperature 
  Wind (MPH) 
  01-02 
  Clear 
  Clear 
  Burning Hot 
  Calm 
  03-05 
  Clear 
  Clear 
  Really Hot 
  Calm 
  06-09 
  Clear 
  Partly Cloudy 
  Hot 
  Calm 
  10-13 
  Partly Cloudy 
  Partly Cloudy 
  Hot 
  1 
  14-17 
  Partly Cloudy 
  Partly Cloudy 
  Warm 
  1 
  18-22 
  Partly Cloudy 
  Cloudy 
  Warm 
  2 
  23-27 
  Partly Cloudy 
  Cloudy 
  Warm 
  5 
  28-32 
  Cloudy 
  Cloudy 
  Mild 
  5 
  33-37 
  Cloudy 
  Cloudy 
  Mild 
  8 
  38-42 
  Cloudy 
  Cloudy 
  Mild 
  10 
  43-48 
  Cloudy 
  Sprinkles 
  Mild 
  10 
  49-54 
  Cloudy 
  Sprinkles 
  Cool 
  12 
  55-60 
  Sprinkles 
  Rain 
  Cool 
  12 
  61-64 
  Sprinkles 
  Snow Showers 
  Cool 
  15 
  65-68 
  Showers 
  Black Ice 
  Cool 
  15 
  69-72 
  Showers 
  Sleet 
  Cool 
  18 
  73-76 
  Showers 
  Sleet 
  Cold 
  20 
  77-80 
  Rain 
  Flurries 
  Cold 
  22 
  81-83 
  Rain 
  Flurries 
  Cold 
  25 
  84-86 
  Rain 
  Flurries 
  Cold 
  30 
  87-89 
  Thunderstorms 
  Snow 
  Freezing 
  35 
  90-93 
  Thunderstorms 
  Snow 
  Freezing 
  40 
  94-97 
  Thunderstorms 
  Snow 
  Really Cold 
  50 
  98-00 
  Tornado 
  Heavy Snow 
  Unbelievably Cold 
  60 
  Note: Roll a d8 for length of Weather and Temperature in hours 
   
   
   
   
  Weather Durations 
  1d12 
  Time Until Next Check 
  1-2 
  d12 Hours 
  3-4 
  One Full Day 
  5-6 
  One Full Day + 1d12 Hours 
  7-8 
  Two Full Days 
  9 
  Three Full Days 
  10 
  Four Full Days 
  11 
  Five Full Days 
  12 
  Six Full Days 
  Weird Weather Events 
  1d20 
  Effect/Event 
  1 
  Animated Clouds/Moon 
  2 
  Aurora Borealis 
  3 
  Avalanche, mudslide 
  4 
  Ball Lightning 
  5 
  Crop Circle 
  6 
  Dust Devil, Water Devil 
  7 
  Earthquake 
  8 
  Extreme Temperature Shift 
  9 
  Flash Flood 
  10 
  Hailstorm 
  11 
  Hoar Frost/Icicles 
  12 
  Lightning Storm 
  13 
  Meteor Shower/Comet 
  14 
  Whirlwind 
  15 
  Mirage/Sundog 
  16 
  Radiation 
  17 
  Raining Frogs or Fish 
  18 
  Reverse Magnetism 
  19 
  Lunar/Solar Eclipse 
  20 
  Tsunami/Hurricane 
  
   
  84 
  RANDOM ENCOUNTERS 
   
  Table A: Random Events, Encounters & Settlements by Terrain Type 
  1d20 
  Mountains 
  Hills/Rough 
  Forest 
  Swamp/Marsh 
  Plains/Scrub 
  Desert 
  1 
  Storm 
  Rain/Snow 
  Storm 
  Storm 
  Storm 
  Sandstorm 
  2 
  Rain/Snow 
  Village 
  Thorpe 
  Ruins 
  Fortress 
  Ruins 
  3 
  Village 
  Town 
  Village 
  Sickness/Disease 
  Town 
  Sickness/Disease 
  4 
  Ruins 
  Fortress 
  Ruins 
  Village 
  Camp 
  Town 
  5 
  Rock/Mudslide 
  Thorpe 
  Sickness/Disease 
  Accident 
  Village 
  Fortress 
  6 
  Sickness/Disease 
  Ruins 
  Forest Fire 
  Quicksand 
  Thorpe 
  Camp 
  7 
  Fortress 
  Sickness/Disease 
  Fortress 
  Lost 
  Sickness/Disease 
  Thorpe 
  8 
  Earthquake 
  Rock/Mudslide 
  Town 
  Flood 
  Wildfire 
  Quicksand 
  9 
  Camp 
  Mine/Cavern 
  Rain/Snow 
  Swamp Lights 
  Ruins 
  Village 
  10 
  Mine/Cavern 
  Earthquake 
  Sacred Grove 
  Thorpe 
  Standing Stone 
  Oasis 
  11 
  Lair 
  Lair 
  Lair 
  Lair 
  Lair 
  Lair 
  12 
  Thorpe 
  Hamlet 
  Accident 
  Sickness/Disease 
  Accident 
  Accident 
  13 
  Hamlet 
  Accident 
  Hamlet 
  Camp 
  Hamlet 
  Lost 
  14 
  Accident 
  Lost 
  Lost 
  Quicksand 
  Lost 
  Hamlet 
  15 
  Accident 
  Camp 
  Lost 
  Accident 
  Lost 
  Oasis 
  16 
  Lost 
  ENCOUNTER 
  ENCOUNTER 
  Hamlet 
  ENCOUNTER 
  Lost 
  17 
  Lost 
  ENCOUNTER 
  ENCOUNTER 
  Sickness/Disease 
  ENCOUNTER 
  ENCOUNTER 
  18 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  19 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  ENCOUNTER 
  20 
  DM’s Choice 
  DM’s Choice 
  DM’s Choice 
  DM’s Choice 
  DM’s Choice 
  DM’s Choice 
   
  Notes on the Encounter Table: The encounter tables as presented here encompass weather, natural disasters, 
  settlements, events, and random creature encounters. The DM should consult the appropriate sub-tables after 
  generating the general type of encounter according to the terrain type the party is currently occupying.  
   
  Weather Results: Rain, Snow, Storm, Sandstorm 
  Disasters: Earthquake, Rock/Mudslide, Wildfire, Quicksand, Sickness/Disease, Accident, Lost 
  Settlements: Camp, Thorpe, Hamlet, Village, Town, Fortress 
  Special Places: Oasis, Mine/Cavern, Ruins, Standing Stone, Sacred Grove, Lair 
  ENCOUNTER: Roll or choose a monster encounter from the appropriate terrain column in Table B 
   
  Table B: Encounters by Terrain Type (see Sub-tables for actual encounter results) 
  1d12 
  Mountains 
  Hills/Rough 
  Forest 
  Marsh 
  Plains/Scrub 
  Desert 
  1 
  Human 
  Human 
  Human 
  Human 
  Human 
  Vermin 
  2 
  Flyer 
  Flyer 
  Flyer 
  Flyer 
  Flyer 
  Flyer 
  3 
  Giant 
  Giant 
  Giant 
  Giant 
  Giant 
  Giant 
  4 
  Lycanthrope 
  Lycanthrope 
  Lycanthrope 
  Lycanthrope 
  Lycanthrope 
  Lycanthrope 
  5 
  Animal 
  Animal 
  Animal 
  Animal  
  Animal 
  Animal 
  6 
  Demi-human 
  Demi-human 
  Human 
  Swimmer 
  Demi-human 
  Human 
  7 
  Animal 
  Animal 
  Animal 
  Swimmer 
  Animal 
  Animal 
  8 
  Dragon 
  Dragon 
  Dragon 
  Dragon 
  Dragon 
  Dragon  
  9 
  Vermin 
  Vermin 
  Vermin 
  Undead 
  Vermin  
  Humanoid 
  10 
  Giant 
  Enchanted  
  Fey 
  Vermin 
  Giant 
  Dragon 
  11 
  Humanoid 
  Giant 
  Humanoid 
  Humanoid 
  Humanoid  
  Human 
  12 
  Flyer 
  Undead 
  Demi-human 
  Swimmer 
  Human 
  Enchanted  
   
  Notes on the Encounter Tables: The encounter tables as presented here differ slightly from those given in the Monster 
  Manuals and the Fiend Folio. These should be taken as generic examples for a standard European fantasy campaign 
  setting.  Individual DM’s are encouraged to alter the tables to suit, eliminating or changing results that are 
  inappropriate.   
   
   
   
  
   
  85 
  RANDOM MONSTERS SUBTABLES by TYPE 
   
  Humans 
  Demi-humans 
   
  Giants 
  Undead 
  1d10 
  Type 
  1d4 
  Type 
   
  2d8 
  Type 
  1d20 
  Type 
  1 
  Bandit 
  1 
  Dwarf 
   
  2 
  Cloud 
  1 
  Apparition 
  2 
  Berserker 
  2 
  Elf 
   
  3 
  Cyclops 
  2 
  Coffer Corpse 
  3 
  Caveman 
  3 
  Gnome 
   
  4 
  Ettin 
  3 
  Ghast 
  4 
  NPC Party 
  4 
  Halfling 
   
  5 
  Firbolg 
  4 
  Ghost 
  5 
  Dervish 
   
   
   
  6 
  Fire 
  5 
  Ghoul 
  6 
  Merchant 
   
   
   
  7 
  Fog 
  6 
  Huecuva 
  7 
  Nomad 
   
   
   
  8 
  Formorian 
  7 
  Lich 
  8 
  Pilgrim 
   
   
   
  9 
  Frost 
  8 
  Mummy 
  9 
  Tribesmen 
   
   
   
  10 
  Hill 
  9 
  Penanggalan 
  10 
  Buccaneer 
   
   
   
  11 
  Mountain 
  10 
  Shadow 
   
   
   
   
   
  12 
  Stone 
  11 
  Skeleton 
  Humanoids 
  Lycanthropes 
   
  13 
  Storm 
  12 
  Son of Kyuss 
  1d8 
  Type 
  1d6 
  Type 
   
  14 
  Titan 
  13 
  Spectre 
  1 
  Gnoll 
  1 
  Wearbear 
   
  15 
  Verbeeg 
  14 
  Vampire 
  2 
  Goblin 
  2 
  Wereboar 
   
  16 
  Troll, Giant 
  15 
  Wight 
  3 
  Hobgoblin 
  3 
  Wererat 
   
   
   
  16 
  Will-o-wisp 
  4 
  Kobold 
  4 
  Weretiger 
   
   
   
  17 
  Wraith 
  5 
  Orc 
  5 
  Werewolf 
   
   
   
  18 
  Zombie 
  6 
  Qullan 
  6 
  Wereshark 
   
   
   
  19 
  Ju-ju Zombie 
  7 
  Xvart 
   
   
   
   
   
  20 
  Monster Skeleton/Zombie 
  8 
  Bugbear 
   
   
   
   
   
   
   
   
  Golems 
   
  Snakes 
   
  Spiders 
   
  Rodents 
  1d6 
  Type 
   
  1d6 
  Type 
   
  1d4 
  Type 
   
  1d6 
  Type 
  1 
  Caryatid Column 
   
  1 
  Amphisbaena 
   
  1 
  Giant 
   
  1 
  Osquip 
  2 
  Clay 
   
  2 
  Boalisk 
   
  2 
  Huge 
   
  2 
  Bat 
  3 
  Flesh 
   
  3 
  Constrictor 
   
  3 
  Large 
   
  3 
  Rat 
  4 
  Iron 
   
  4 
  Jaculi 
   
  4 
  Phase 
   
  4 
  Witherstench 
  5 
  Stone 
   
  5 
  Poisonous 
   
   
   
   
  5 
  Weasel 
  6 
  Voudoun 
   
  6 
  Spitting 
   
   
   
   
  6 
  Skunk 
   
  Nonhuman Monsters 
  d% 
  Type 
  d% 
  Type 
  d% 
  Type 
  d% 
  Type 
  01-05 
  Bugbear 
  26 
  Gibberling 
  49 
  Mind Flayer 
  75 
  Sandman 
  06 
  Berbalang 
  27-28 
  Ixitxachitl 
  50-52 
  Minotaur 
  76-78 
  Thri-Kreen 
  07 
  Blindheim 
  29-30 
  Harpy 
  53-54 
  Medusa 
  79-83 
  Troglodyte 
  08 
  Crabman 
  31 
  Grimlock 
  55 
  Mite 
  84-88 
  Troll 
  09 
  Dark Creeper 
  32 
  Grippli 
  56-57 
  Mongrelman 
  89 
  Troll, Giant 
  10 
  Cyclopskin 
  33 
  Hook Horror 
  58-59 
  Kenku 
  90 
  Troll, Giant, 2-heads 
  11 
  Derro 
  34 
  Lizard King 
  60 
  Needleman 
  91 
  Troll, Ice 
  12-13 
  Dire Corby 
  35-37 
  Lizard Man 
  61 
  Mud-Man 
  92 
  Troll, Spirit 
  14-16 
  Doppleganger 
  38 
  Kuo-Toa 
  62-64 
  Ogre Mage 
  93 
  Umpleby 
  17 
  Dune Stalker 
  39 
  Lava Children 
  65-66 
  Ogrillon 
  94 
  Wemic 
  18 
  Firenewt 
  40 
  Meazel 
  67-69 
  Owlbear 
  95 
  Xill 
  19-20 
  Flind 
  41 
  Meenlock 
  70 
  Shocker 
  96-98 
  Yeti 
  21 
  Githyanki 
  42 
  Korred 
  71 
  Skulk 
  99-00 
  Yuan-Ti 
  22 
  Githzerai 
  43 
  Magman 
  72 
  Slaad 
   
   
  23 
  Galeb Duhr 
  44-45 
  Qullan 
  73 
  Sand Newt 
   
   
  24-25 
  Frost Man 
  46-48 
  Rakshasa 
  74 
  Sandling 
   
   
   
  
   
  86 
  RANDOM MONSTER SUBTABLES continued 
   
  Enchanted 
  Creatures 
  Plants, Molds 
  & Fungi 
  Insects 
  & Vermin 
  Dragons 
  d% 
  Type 
  d% 
  Type 
  d% 
  Type 
  d% 
  Type 
  01 
  Adherer 
  01 
  Algoid 
  01-02 
  Ankheg 
  01-10 
  Black 
  02 
  Barghest 
  02 
  Ascomoid 
  03 
  Ant Lion 
  11-15 
  Blue 
  03-05 
  Basilisk 
  03-04 
  Basidirond 
  04-10 
  Ant, Giant 
  16-20 
  Brass 
  06 
  Beholder 
  05-08 
  Choke Creeper 
  11 
  Aspis 
  21-25 
  Bronze 
  07-08 
  Blink Dog 
  09 
  Cifal 
  12 
  Assassin Bug 
  26-30 
  Cloud 
  09-10 
  Catoblepas 
  10 
  Crystal Ooze 
  13-15 
  Bee 
  31-35 
  Copper 
  11-12 
  Cockatrice 
  11 
  Funghemoth 
  16-18 
  Beetle 
  36-40 
  Faerie 
  13 
  Crimson Death 
  12-13 
  Fungi, Violet 
  19 
  Bowler 
  41-45 
  Gold 
  14 
  Disenchanter 
  14-16 
  Gas Spore 
  20-25 
  Carrion Crawler 
  46-50 
  Green 
  15-16 
  Displacer Beast 
  17-20 
  Gel. Cube 
  26 
  Cave Cricket 
  51-55 
  Mist 
  17-20 
  DRAGON 
  21 
  Glittering Slime 
  27-29 
  Cave Fisher 
  56-60 
  Red 
  21 
  Enveloper 
  22-25 
  Gray Ooze 
  30-33 
  Cave Moray 
  61-65 
  Shadow 
  22 
  Eye Killer 
  26-30 
  Green Slime 
  34 
  Cavern Glazer 
  66-70 
  Silver 
  23 
  Firefriend 
  31 
  Hangman Tree 
  35-40 
  Centipede 
  71-75 
  White 
  24 
  Floating Eye 
  32 
  Jelly, Mustard 
  41-44 
  Dragonfly, Giant 
  76-00 
  Hydra 
  25 
  Flumph 
  33 
  Mantrap 
  45 
  Dustdigger 
   
   
  26 
  Forlarren 
  34-35 
  Mimic 
  46 
  Firefriend 
  Animals 
  27 
  Galltrit 
  36-40 
  Mold 
  47-50 
  Fly 
  d% 
  Type 
  28 
  Gambado 
  41 
  Myconid 
  51 
  Forester’s Bane 
  01-02 
  Al-Mi’raj 
  29-35 
  Gargoyle 
  42 
  Obliviax 
  52-55 
  FROGS & TOADS 
  03-04 
  Auromvorax 
  36 
  Gibbering Mouther 
  43-48 
  Ochre Jelly 
  56 
  Garbug 
  05-10 
  Badger 
  37-40 
  GOLEM 
  49 
  Phycomid 
  57 
  Giant Strider 
  11-15 
  BEAR 
  41 
  Gorgimera 
  50 
  Pod-Man 
  58 
  Gloomwing 
  16-18 
  Beaver, Giant 
  42-45 
  Gorgon 
  51 
  Protein Polymorph 
  59 
  Goldbug 
  19 
  Behemoth 
  46-48 
  Homonculous 
  52-55 
  Pudding 
  60 
  Gorbel 
  20-25 
  BOAR 
  49-50 
  Imp 
  56 
  Retch Plant 
  61 
  Grell 
  26 
  Bulette 
  51 
  Kamadan 
  57-60 
  Roper 
  62-64 
  Hornet 
  27-35 
  BIRD 
  52-55 
  Lamia 
  61-63 
  Shmbl. Mound 
  65 
  Lacing Moth 
  36-40 
  DINOSAUR 
  56 
  Leucrotta 
  64-70 
  Shreiker 
  66 
  Mantis, Giant 
  41 
  Dire Corby 
  57-58 
  Mantari 
  71 
  Shroom 
  67-69 
  Piercer 
  42-50 
  HERD ANIMAL 
  59-64 
  Manticore 
  72 
  Slime Creature 
  70-74 
  Scorpion 
  51-55 
  PACHYDERM 
  65-68 
  Margoyle 
  73 
  Slime, Olive 
  75 
  Solifugid 
  56-60 
  FELINE/CANINE 
  69 
  Necrophidius 
  74 
  Storoper 
  76-80 
  SPIDERS 
  61-65 
  Hippopotamus 
  70-72 
  Pseudo Dragon 
  75-77 
  Strangleweed 
  81 
  Stego-centipede 
  66-68 
  Irish Deer 
  73-80 
  Ps. Undead 
  78 
  Stunjelly 
  82-83 
  Termite 
  69-75 
  LIZARD 
  81 
  Pyrolisk 
  79 
  Sussurus 
  84 
  Tick, Giant 
  76-78 
  Porcupine, Giant 
  82-83 
  Rust Monster 
  80 
  Symbiotic Jelly 
  85 
  Tiger Fly 
  79-80 
  PRIMATE 
  84 
  Scarecrow 
  81 
  Tri-Flower Frond 
  86-88 
  Wasp 
  81-85 
  Rhinoceros 
  85-90 
  SPHINX 
  82 
  Twilight Bloom 
  89-00 
  SLUGS & WORMS 
  86-90 
  SNAKE 
  91-94 
  Su-Monster 
  83-85 
  Vampire Moss 
   
   
  91-95 
  Squirrel 
  95 
  Tarrasque 
  86-88 
  Vegepygmy 
   
   
  96-00 
  Stag 
  96-98 
  UNDEAD 
  89-90 
  Verminvine 
   
   
   
   
  99-00 
  Yellow Musk Zombie 
  91-92 
  Whipweed 
   
   
   
   
   
   
  93 
  Willow, Black 
   
   
   
   
   
   
  94 
  W-I-S-Clothing 
   
   
   
   
   
   
  95-96 
  Witherweed 
   
   
   
   
   
   
  97-98 
  Yellow Musk 
   
   
   
   
   
   
  99-00 
  Zygom 
   
   
   
   
  
   
  87 
  RANDOM MONSTER SUBTABLES continued 
   
  Apes & Primates 
  Canines & Felines 
  Pachyderms 
  Lizards 
  1d20 
  Type 
  d% 
  Type 
  1d10 
  Type 
  1d4 
  Type 
  1-4 
  Ape 
  01 -45 
  Cat 
  1 
  Behir 
  1 
  Babbler 
  5-10 
  Baboon 
  46-60 
  Caterwaul 
  2-6 
  Elephant 
  2 
  Muckdweller 
  9-11 
  Banderlog 
  61 -70 
  Cheetah 
  7 
  Oliphant 
  3 
  Rock Reptile 
  12-13 
  Dakon 
  71 -00 
  Dog 
  8 
  Mammoth 
  4 
  Remorhaz 
  14 
  Gorilla Bear 
  01 -30 
  Hoar Fox 
  9-10 
  Mastodon 
   
   
  15-18 
  Monkey 
  31-50 
  Hyena 
   
   
  Herd Animals 
  20 
  Squealer 
  51 -65 
  Jackal 
   
   
  1d8 
  Type 
  Frogs & Toads 
  66-00 
  Jaguar 
   
   
  1 
  Bull 
  1d10 
  Type 
  01-15 
  Leopard 
   
   
  2 
  Camel 
  1-4 
  Giant Frog 
  16-40 
  Lion 
   
   
  3 
  Cattle 
  5-6 
  Killer Frog 
  41 -60 
  Lynx, Giant 
   
   
  4 
  Goat 
  7-8 
  Poisonous Frog 
  61 -70 
  Tiger 
   
   
  5 
  Horse 
  9 
  Firetoad 
  71-90 
  Wolf 
   
   
  6 
  Mule 
  10 
  Froghemoth 
  91-00 
  Wolverine 
   
   
  7 
  Ram 
   
   
   
   
   
   
  8 
  Stench Kow 
   
  Slugs & Worms 
  Flyers 
  Bears & Boars 
  Dinosaurs 
  1d20 
  Type 
  1d20 
  Type 
  1d8 
  Type 
  d% 
  Type 
  1-2 
  Throat Leech 
  1 
  Axe Beak 
  1 
  Black 
  01-03 
  Anatosaurus 
  3 
  Slithering Tracker 
  2 
  Clubnek 
  2 
  Brown 
  04-06 
  Ankylosaurus 
  4-6 
  Slug, Giant 
  3-4 
  Flightless Bird 
  3-4 
  Cave 
  07-09 
  Antrodemus 
  7-8 
  Leech, Giant 
  5 
  Achaierai 
  5 
  Boar 
  10-12 
  Apatosaurus 
  9 
  Purple Worm 
  6 
  Aarakocra 
  6 
  Giant Boar 
  13-15 
  Brachiosaurus 
  10-12 
  Rot Grub 
  7 
  Blood Hawk 
  7 
  Warthog 
  16-18 
  Camarasaurus 
  13 
  Bloodworm, Giant 
  8 
  Couatl 
  8 
  Polar Bear 
  19-21 
  Ceratosaurus 
  14 
  Bookworm 
  9-10 
  Crane 
   
   
  22-24 
  Cetiosaurus 
  15 
  Ear Seeker 
  11-12 
  Eagle 
   
   
  25-27 
  Crocodile, Giant 
  16 
  Flail Snail 
  13-14 
  Falcon 
   
   
  28-35 
  FROGS & TOADS 
  17-18 
  Neo-Otyugh 
  15 
  Gryph 
   
   
  36-38 
  Diplodocus 
  19 
  Otyugh 
  16 
  Owl 
   
   
  39-41 
  Gorgosaurus 
  20 
  Volt 
  17-18 
  Raven 
   
   
  42-44 
  Iguanadon 
   
   
  19 
  Roc 
   
   
  45-50 
  Lizard, Giant 
  20 
  Vulture 
  51-53 
  Lizard, Minotaur 
  Elementals 
   
   
   
  54-56 
  Megalosaurus 
  1d20 
  Type 
   
   
   
   
  57-59 
  Monoclanius 
  1-3 
  Earth 
   
   
   
   
  60-70 
  Small Reptile 
  4-5 
  Air 
   
   
   
   
  71-73 
  Nothosaurus 
  7-9 
  Fire 
   
   
   
   
  74-76 
  Paleoscincus 
  10-12 
  Water 
   
   
   
   
  77-79 
  Pentaceratops 
  13 
  Xag-Yi 
   
   
   
   
  80-82 
  Plateosaurus 
  14 
  Xag-Ya 
   
   
   
   
  83-85 
  Pterodactyl, Small 
  15 
  Smoke 
   
   
   
   
  86-88 
  Pteranodon 
  16 
  Steam 
   
   
   
   
  89-93 
  SNAKES 
  17 
  Magma 
   
   
   
   
  94-95 
  Stegosaurus 
  18 
  Dust 
   
   
   
   
  96-97 
  Styracosaurus 
  19 
  Heat 
   
   
   
   
  98 
  Teratosaurus 
  20 
  Ice 
   
   
   
   
  99 
  Triceratops 
   
   
   
   
   
   
  100 
  Tyrannosaurus Rex 
   
   
  
   
  88 
  RANDOM ENCOUNTERS by TERRAIN TYPE 
   
  ARCTIC ENCOUNTERS 
  PLAINS 
   
  ROUGH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  3 Giant Owls (HD4, hp 31, 26, 22)  
   
  1 
  15 Wolves (HD2+2, hp 12 each)  
  2 
  2 Giant Constrictor Snakes (HD6+1, hp 30, 30) 
   
  2 
  21 Caribou (HD5, hp 21 each) 
  3 
  4 Yetis (HD4+4, hp 34, 33, 28, 25)  
   
  3 
  1 Mastodon (HD 12, hp 70) 
  4 
  8 Walrus (HD6, hp 16 each) 
   
  4 
  4 Ice Toads (HD5, hp 40, 31, 21, 20)   
  5 
  3 Winter Wolves (HD6, hp 24, 20, 14)  
   
  5 
  19 Reindeer (HD4, hp 20 each) 
  6 
  34 Penguins (HD1, hp 3 each) 
   
  6 
  3 Ice Lizards (HD3+3, hp 13) 
  7 
  3 Ice Toads (HD5, hp 40, 31, 21)  
   
  7 
  12 Seals (HD2, hp 10 each) 
  8 
  1 Frost Giant (HD 10+2, hp 54)  
   
  8 
  4 Brown Bears (HD5+5, hp 32, 28, 20, 16)  
  9 
  20 Seals (HD2, hp 6 each) 
   
  9 
  2 White Dragons  
  10 
  13 Walrus (HD5, hp 20 each) 
   
  10 
  5 Giant Owls (HD4, hp 25, 17, 17, 14, 10) 
   
  MOUNTAINS 
  1d10 Encounter 
  1 
  18 Wolves (HD2+2, hp 12 each) 
  2 
  4 Giant Owls (HD4, hp 21)  
  3 
  1 Remorhaz (HD9)  
  4 
  4 Ice Lizards (HD3+3, hp 7)  
  5 
  6 Hoar Foxes (HD2, hp 9)  
  6 
  5 Yetis (HD4+4, hp 26)  
  7 
  Herd of 14 Caribou (HD3, hp 15 each) 
  8 
  1 White Dragon  
  9 
  1 Frost Man (HD4, hp 16)  
  10 
  2 Frost Giants (HD 10+2, hp 50) 
   
  
   
  89 
  RANDOM ENCOUNTERS by TERRAIN TYPE continued 
   
  SUB-ARCTIC ENCOUNTERS 
  SCRUB 
   
  FOREST 
  1d10 Encounter 
   
  1d10 
  Encounter 
  1 
  12 Wolves (HD2+2, hp 12)  
   
  1 
  64 Gnolls (HD2, hp 11)  
  2 
  1 Wooly Rhinoceros (HD10, hp 38)  
   
  2 
  2 Giant Lynx (HD2+2, hp 10)  
  3 
  Herd of 27 Musk Oxen (HD4, hp 10 each) 
   
  3 
  8 Trolls (HD6+6, hp 22)  
  4 
  43 Tribesmen + Sub-chief (F4, Hp 13) (CE) 
   
  4 
  Herd of 10 Moose (HD5, hp 22) 
  5 
  7 Mammoths (HD13, hp 56) 
   
  5 
  12 Wolves (HD2+2, hp 5) 
  6 
  4 Brown Bears (HD5+5, hp 17) 
   
  6 
  2 Mammoths (HD13, hp 50) 
  7 
  6 Mastadons (HD12, hp 51)  
   
  7 
  1 Wolverine (HD3, hp 12)  
  8 
  Herd of 57 Caribou (HD3, hp 15) 
   
  8 
  Herd of 30 Musk Oxen (HD4, hp 17 each) 
  9 
  2 Frost Giants (HD 10+2, hp 45) 
   
  9 
  2 Brown Bears (HD5+5, hp 19)  
  10 
  1 White Dragon 
   
  10 
  8 Tribesmen + Subchief (F4, Hp 20) (CN) 
   
  HILLS 
   
  ROUGH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  3 Hell Hounds (HD5, hp 27) 
   
  1 
  12 Wolves (HD2+2, hp 9) 
  2 
  2 Brown Bears (HD5+5, hp 32) 
   
  2 
  4 Wooly Rhinoceros (HD10, hp 59) 
  3 
  8 Frost Giants (HD 10+2, hp 46) 
   
  3 
  27 Giant Rats (HD1/2, hp 2) 
  4 
  3 Giant Owls (HD4, hp 7) 
   
  4 
  1 Yeti (HD4+4, hp 25) 
  5 
  Herd of 52 Caribou (HD3, hp 11 each) 
   
  5 
  2 Brown Bears (HD5+5, hp 26) 
  6 
  Herd of 67 Reindeers (HD4, hp 16 each) 
   
  6 
  5 Frost Giants (HD 10+2, hp 40) 
  7 
  49 Tribesmen + Chief (F5, Hp 28)  
   
  7 
  5 Giant Rams (HD4, hp 21) 
  8 
  1 Tiger (HD5+5, hp 28) 
   
  8 
  8 Tribesmen + Subchief (F4, Hp 13) (CN) 
  9 
  Herd of 24 Musk Oxen (HD4, hp 15 each) 
   
  9 
  A Wolverine (HD3, hp 12) 
  10 
  3 Cave Bears (HD6+6, hp 30) 
   
  10 
  Herd of 76 Reindeers (HD4, hp 18) 
   
  MOUNTAINS 
   
  MARSH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  44 Musk Oxen (HD4, hp 20) 
   
  1 
  Herd of 59 Reindeers (HD4, hp 14) 
  2 
  3 Cave Bears (HD6+6, hp 28) 
   
  2 
  12 Trolls (HD6+6, hp 34) 
  3 
  2 White Dragons 
   
  3 
  26 Giant Rats (HD1/2, hp 3) 
  4 
  7 Frost Giants (HD 10+2, hp 35) 
   
  4 
  9 Gnolls (HD2, hp 7) 
  5 
  Band of 11 Gnolls (HD2, hp 10) 
   
  5 
  2 Renegade Tribesmen (F1, Hp 2) (CN) 
  6 
  3 Trolls (HD6+6, hp 26) 
   
  6 
  32 Musk Oxen (HD4, hp 13) 
  7 
  Herd of 43 Caribou (HD3, hp 9), 
   
  7 
  3 Giant Owls (HD4, hp 19) 
  8 
  1 Remorhaz (HD12) 
   
  8 
  Herd of 47 Caribou (HD3, hp 15) 
  9 
  1 Yeti (HD4+4, hp 27) 
   
  9 
  Large group of 54 Tribesmen + Chief (F5, Hp 16) (N) 
  10 
  10 Wolves (HD2+2, hp 5) 
   
  10 
  2 Ice Toads (HD5, hp 27) 
   
  
   
  90 
  RANDOM ENCOUNTERS by TERRAIN TYPE continued 
   
  TEMPERATE WILDERNESS ENCOUNTERS 
  PLAINS 
   
  SCRUB 
  1d10 Encounter 
   
  1d10 
  Encounter 
  1 
  11 Wild Dogs (HD1+1, hp 5)  
   
  1 
  1 Ki-Rin (HD12, hp 57) 
  2 
  9 Lions (HD5+2, hp 33) 
   
  2 
  Patrol of 3 Gnolls (HD2, hp 12) 
  3 
  7 Blink Dogs (HD4, hp 25) 
   
  3 
  Patrol of 5 Orcs (HD 1, hp 5) 
  4 
  Lone adventurer: Olafeth (R11, CG) 
   
  4 
  13 Wolves (HD2+2, hp 8) 
  5 
  3 Giant Poisonous Snakes (HD4+2, hp 24) 
   
  5 
  1 Carbuncle (HD1, hp 8) 
  6 
  Band of 19 Xvarts (HD1-1, hp 1) 
   
  6 
  Patrol of 8 Hobgoblins (HD1+1, hp 4) 
  7 
  11 Large Spiders (HD1+1, hp 3) 
   
  7 
  8 Gambados (HD4, hp 16) 
  8 
  1 Berbalang (HD1+1, hp 6) 
   
  8 
  2 Bandits (HD1, hp 2) 
  9 
  Gang of 22 Brigands + Chief (T8, hp42) (CN) 
   
  9 
  3 Jackals (HD1/2, hp 4) 
  10 
  A Sussurus (HD8, hp 34) 
   
  10 
  1 Wild Boar (HD3+3, hp 17) 
   
  FOREST 
   
  ROUGH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  6 Griffons (HD7, hp 34) 
   
  1 
  12 Wolves (HD2+2, hp 9) 
  2 
  1 Mantari (HD1+1, hp 7) 
   
  2 
  2 Stone Giants (HD9+2, hp 48) 
  3 
  11 Wild Dogs (HD1+1, hp 5) 
   
  3 
  13 Wererats (HD3+1, hp 12) 
  4 
  16 Giant Wasps (HD4, hp 22) 
   
  4 
  5 Trolls (HD6+6, hp 37) 
  5 
  Herd of 35 Pigs (HD3, hp 10) 
   
  5 
  26 Bugbears (HD3+1, hp 22) 
  6 
  8 Lions (HD5+2, hp 25) 
   
  6 
  8 Bandits (CE) 
  7 
  11 Trolls (HD6+6, hp 32) 
   
  7 
  4 Giant Weasels (HD3+3, hp 11) 
  8 
  3 Badgers (HD1+2, hp 3) 
   
  8 
  A Dragonne (HD9, hp 36) 
  9 
  19 Treants (HD7, hp 32) 
   
  9 
  2 Pegasi (HD4, hp 11) 
  10 
  A Will-o-wisp (HD9, hp 40) 
   
  10 
  12 Wild Horses (HD2, hp 6) 
   
  DESERT 
   
  HILLS 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  1 Androsphinx (HD12, hp 56) 
   
  1 
  5 Satyrs (HD5, hp 22) 
  2 
  11 Large Spiders (HD1+1, hp 6) 
   
  2 
  12 Blink Dogs (HD4, hp 20) 
  3 
  12 Lions (HD5+2, hp 24) 
   
  3 
  5 Lions (HD5+2, hp 27) 
  4 
  20 Giant Eagle(s) (HD4, hp 24) 
   
  4 
  8 Giant Rams (HD4, hp 21) 
  5 
  10 Blink Dogs (HD4, hp 10) 
   
  5 
  Dwarf Lord (F12, LG) + 7 Dwarves (F1) 
  6 
  8 Giant Lizards (HD3+1, hp 17) 
   
  6 
  Very large caravan of 28 Traders + 41 guards  
  7 
  4 Giant Owls (HD4, hp 17) 
   
  7 
  7 Dire Wolves (HD6, hp 36) 
  8 
  11 Griffons (HD7, hp 42) 
   
  8 
  12 Large Spiders (HD1+1, hp 3) 
  9 
  20 Giant Wasps (HD4, hp 22) 
   
  9 
  1 Sussurus (HD8, hp 25) 
  10 
  10 Wild Horses (HD2, hp 10) 
   
  10 
  8 Werewolves (HD4+3, hp 17) 
   
  MOUNTAINS 
   
  MARSH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  1 Will-o-wisp (HD9, hp 39) 
   
  1 
  3 Black Dragons 
  2 
  2 Dire Wolves (HD6, hp 21) 
   
  2 
  1 Penanggalan (HD4, hp 22) 
  3 
  2 Troll(s) (HD6+6, hp 35) 
   
  3 
  Giant Frog (HD2, hp 11) 
  4 
  36 Tribesmen  + Chief (F5, Hp 24) (CN) 
   
  4 
  2 Apparition(s) (HD8, hp 42) 
  5 
  Large band of 118 Goblins (HD1-1, hp 4) 
   
  5 
  23 Tribesmen + Chief (F5, Hp 14) (LE) 
  6 
  10 Werewolves (HD4+3, hp 22) 
   
  6 
  8 Giant Toads (HD2+4, hp 15) 
  7 
  Lone adventurer: Faplen (T5, CG) 
   
  7 
  2 Criosphinx (HD10, hp 50) 
  8 
  3 Bandits (F1, Hp 7) 
   
  8 
  49 Bullywugs (HD1, hp 2) 
  9 
  Large band of 95 Goblins (HD1-1, hp 3) 
   
  9 
  Large band of 99 Xvarts (HD1-1, hp 6) 
  10 
  1 Dragonne (HD9, hp 37) 
   
  10 
  Large band of 56 Gnolls (HD2, hp 15) 
  
   
  91 
  RANDOM ENCOUNTERS by TERRAIN TYPE continued 
   
  TEMPERATE CIVILIZED ENCOUNTERS 
  PLAINS 
   
  SCRUB 
  1d10 Encounter 
   
  1d10 
  Encounter 
  1 
  Band of 11 Xvarts (HD1-1, hp 2) 
   
  1 
  75 Giant Ant(s) (HD2, hp 9) 
  2 
  2 Nomads (CG) 
   
  2 
  1 Giant Skunk (HD5, hp 17) 
  3 
  14 Wolves (HD2+2, hp 14) 
   
  3 
  Lone adventurer: Tarasmas (T9,CN) 
  4 
  9 Hill Giant(s) (HD 8+1, hp 34) 
   
  4 
  3 Hill Giants (HD8+1, hp 31) 
  5 
  Small caravan of 3 Traders + 13 guards (F1) 
   
  5 
  Raiding party of 3 Nomads (LG) 
  6 
  14 Ogres (HD4+1, hp 28) 
   
  6 
  Medium caravan of 9 Traders + 31 guards (F1) 
  7 
  27 Giant Rats (HD1/2, hp 2) 
   
  7 
  1 Weretiger (HD6+2, hp 30) 
  8 
  Halfling Sheriff (F8), and a patrol of 8 Halflings (F1) 
   
  8 
  Small clan of 14 Nomads (NG) 
  9 
  Gang of 14 Brigands (CE) 
   
  9 
  Large tribe of 227 Kobolds (HD1/2, hp 3) 
  10 
  A patrol of 7 Orcs (HD 1, hp 7) 
   
  10 
  25 Giant Rats (HD1/2, hp 4) 
   
  FOREST 
   
  ROUGH 
  1d10 
  Encounter 
   
  1d10 Encounter 
  1 
  1 Giant Skunk (HD5, hp 19) 
   
  1 
  16 Ghouls (HD2, hp 9) 
  2 
  2 Spectres (HD7+3, hp 23) 
   
  2 
  30 Pilgrims (LG) 
  3 
  13 Ogres (HD4+1, hp 25) 
   
  3 
  2 Black Bears (HD3+3, hp 22) 
  4 
  1 Black Bear (HD3+3, hp 20) 
   
  4 
  8 Wild Boar(s) (HD3+3, hp 18) 
  5 
  9 Ghouls (HD2, hp 8) 
   
  5 
  13 Ogres (HD4+1, hp 15) 
  6 
  2 Sons of Kyuss (HD4, hp 18) 
   
  6 
  Raiding party of 5 Nomads (LG) 
  7 
  Small group of 3 Tribesmen + Sub-chief (F4, Hp 17, NE) 
   
  7 
  1 Black Bear (HD3+3, hp 14) 
  8 
  6 Ankhegs (HD4, hp 21) 
   
  8 
  12 Wolves (HD2+2, hp 8) 
  9 
  Lone adventurer: Ippagath (R11, N) 
   
  9 
  Dwarf Lord (F12) and patrol of 11 Dwarves 
  10 
  Patrol of 4 Orcs (HD 1, hp 5) 
   
  10 
  8 Wolves (HD2+2, hp 17) 
   
  DESERT 
   
  HILLS 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  Small group of 4 Pilgrims (CE) 
   
  1 
  Dwarf Lord (F12) and a patrol of 7 Dwarves (F1) 
  2 
  Very large caravan of 31 Traders + 53 Guards 
   
  2 
  Elf Lord (F10) and a patrol of 11 Elves 
  3 
  4 Manticore(s) (HD6+3, hp 28) 
   
  3 
  Band of 17 Xvarts (HD1-1, hp 3) 
  4 
  Lone hermit (C12, NG) 
   
  4 
  2 Renegade Orcs (HD 1, hp 7) 
  5 
  Small tribe of 89 Hobgoblins (HD1+1, hp 8) 
   
  5 
  1 Bulette (HD9, hp 42) 
  6 
  11 Wolves (HD2+2, hp 15) 
   
  6 
  Large band of 67 Hobgoblins (HD1+1, hp 4) 
  7 
  Small clan of 19 Nomads (CG) 
   
  7 
  1 Giant Skunk (HD5, hp 17) 
  8 
  Large tribe of 225 Goblins (HD1-1, hp 4) 
   
  8 
  16 Ogres (HD4+1, hp 13) 
  9 
  Large band of 60 Orcs (HD 1, hp 8) 
   
  9 
  9 Wolves (HD2+2, hp 12) 
  10 
  Raiding party of 3 Dervishes (CE) 
   
  10 
  Large tribe of 119 Gnolls (HD2, hp 15) 
   
  MOUNTAINS 
   
  MARSH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  Large band of 48 Gnolls (HD2, hp 10) 
   
  1 
  4 Spectres (HD7+3, hp 45) 
  2 
  3 Black Bears (HD3+3, hp 16) 
   
  2 
  2 Manticores (HD6+3, hp 33) 
  3 
  5 Berserkers (HD1+1, hp 7) 
   
  3 
  12 Ogres (HD4+1, hp 25) 
  4 
  54 Tribesmen + Chief (F5, Hp 25) (CN) 
   
  4 
  8 Stag Beetles (HD7, hp 34) 
  5 
  Dwarf Lord (F12)and a patrol of 5 Dwarves (F1) 
   
  5 
  25 Giant Rats (HD1/2, hp 2) 
  6 
  Gnome Lord (I8) and a patrol of 8 Gnomes (F1) 
   
  6 
  1 Vampire (HD8+3, hp 27) 
  7 
  4 Weretigers (HD6+2, hp 33) 
   
  7 
  Band of 14 Gnolls (HD2, hp 9) 
  8 
  Gang of 21 Brigands  
   
  8 
  2 Spectre(s) (HD7+3, hp 37) 
  9 
  10 Ogres (HD4+1, hp 22) 
   
  9 
  Patrol of 10 Hobgoblins (HD1+1, hp 9) 
  10 
  9 Wolves (HD2+2, hp 12) 
   
  10 
  15 Ghouls (HD2, hp 11) 
  
   
  92 
  RANDOM ENCOUNTERS by TERRAIN TYPE continued 
   
  TROPICAL WILDERNESS ENCOUNTERS 
  PLAINS 
   
  SCRUB 
  1d10 Encounter 
   
  1d10 
  Encounter 
  1 
  1 Giant Poisonous Snake (HD4+2, hp 26) 
   
  1 
  3 Giant Scorpions (HD5+5, hp 30) 
  2 
  5 Warthogs (HD3, hp 15) 
   
  2 
  6 Warthogs (HD3, hp 11) 
  3 
  Raiding party of 7 Nomads (CG) 
   
  3 
  4 Jackals (HD1/2, hp 2) 
  4 
  7 Lions (HD5+2, hp 28) 
   
  4 
  1 Forlarren (HD3, hp 10) 
  5 
  1 Forlarren (HD3, hp 14) 
   
  5 
  Herd of 23 Goats (HD1, hp 2) 
  6 
  9 Flumphs (HD2, hp 7) 
   
  6 
  2 Ettercaps (HD5, hp 14) 
  7 
  1 Rhinoceros (HD8, hp 30) 
   
  7 
  Small group of 9 Tribesmen (F1, Hp 5, LN) 
  8 
  1 Giant Scorpion (HD5+5, hp 18) 
   
  8 
  1 Trader (F1, hp 6) 
  9 
  1 Basilisk (HD6+1, hp 33) 
   
  9 
  4 Lions (HD5+2, hp 25) 
  10 
  15 Buffalo (HD5, hp 20) 
   
  10 
  12 Ostriches (HD2, hp 6) 
   
  FOREST 
   
  ROUGH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  12 Giant Leeches (HD1, hp6) 
   
  1 
  14 Wolves (HD2+2, hp 9) 
  2 
  1 Leopard (HD3+2, hp 18) 
   
  2 
  1 Leopard (HD3+2, hp 18) 
  3 
  4 Weretigers (HD6+2, hp 42) 
   
  3 
  8 Minotaur Lizards (HD8, hp 37) 
  4 
  4 Giant Spiders (HD4+4, hp 25) 
   
  4 
  Group of 25 Pilgrims (CG) 
  5 
  5 Rhino Beetles (HD12, hp 45) 
   
  5 
  60 Tribesmen + Chief (F5, Hp 25) (LE)  
  6 
  39 Dakons (HD1+1, hp 3) 
   
  6 
  1 Androsphinx (HD12, hp 57) 
  7 
  Herd of 14 Alpacas (HD2, hp 8) 
   
  7 
  6 Bandits (NE) 
  8 
  45 Giant Ants (HD2, hp 11) 
   
  8 
  32 Nomads (NE) 
  9 
  2 Giant Scorpions (HD5+5, hp 26) 
   
  9 
  Herd of 63 Gazelles (HD2, hp 11) 
  10 
  1 Caterwaul (HD4+2, hp 17) 
   
  10 
  3 Rakshasa (HD7, hp 30) 
   
  DESERT 
   
  HILLS 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  Raiding party of 4 Nomads (N) 
   
  1 
  30 Goats (HD1, hp 3) 
  2 
  2 Wild Camels (HD3, hp 16) 
   
  2 
  6 Jackals (HD1/2, hp 1) 
  3 
  1 Lamia (HD9, hp 37) 
   
  3 
  74 Giant Ants (HD2, hp 2) 
  4 
  1 Wild Camel (HD3, hp 10) 
   
  4 
  5 Giant Poisonous Snakes (HD4+2, hp 18) 
  5 
  39 Firenewts (HD2+2, hp 11) 
   
  5 
  71 Antelope (HD2, hp 9) 
  6 
  Medium caravan of 15 Traders + 29 guards (F1) 
   
  6 
  4 Criosphinx (HD10, hp 31) 
  7 
  1 Leopard (HD3+2, hp 22) 
   
  7 
  7 Lammasu (HD7+7, hp 32) 
  8 
  20 Baboons (HD1+1, hp 3) 
   
  8 
  59 Impalas (HD2, hp 6) 
  9 
  1 Giant Scorpion (HD5+5, hp 33) 
   
  9 
  9 Okapis (HD2, hp 15) 
  10 
  Large group of 35 Dervishes (NE) 
   
  10 
  3 Tigers (HD5+5, hp 24) 
   
  MOUNTAINS 
   
  MARSH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  122 Musk Oxen (HD1, hp 1) 
   
  1 
  12 Giant Leeches (HD1, hp2) 
  2 
  Large group of 73 Tribesmen + Chief (F5, Hp 32) (LN) 
   
  2 
  11 Crocodiles (HD3, hp 15) 
  3 
  5 Aarakocras (HD1+2, hp 3) 
   
  3 
  11 Giant Frogs (HD2, hp 8) 
  4 
  Group of 26 Pilgrims (LE) 
   
  4 
  11 Buffalos (HD5, hp 20) 
  5 
  13 Wolves (HD2+2, hp 7) 
   
  5 
  23 Lizard Men (HD2+1, hp 13) 
  6 
  1 Black Bear (HD7, hp 35) 
   
  6 
  1 Giant Poisonous Toad (HD2, hp 9) 
  7 
  1 Roc (HD18, hp 66) 
   
  7 
  1 Giant Constrictor Snake (HD6+1, hp 34) 
  8 
  6 Shedu (HD9+9, hp 48) 
   
  8 
  Group of 29 Tribesmen + Chief (F5, Hp 25) (NE) 
  9 
  Gang of 29 Brigands (CE) 
   
  9 
  10 Hippopotami (HD8, hp 49) 
  10 
  3 Tiger(s) (HD5+5, hp 25) 
   
  10 
  3 Spirit Naga(s) (HD9, hp 36) 
  
   
  93 
  RANDOM ENCOUNTERS by TERRAIN TYPE continued 
   
  TROPICAL CIVILIZED ENCOUNTERS 
   
  PLAINS 
   
   
  SCRUB 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  Raiding party of 3 Nomads (LE) 
   
  1 
  7 Wild Boar(s) (HD3+3, hp 11) 
  2 
  Lone adventurer: Fura Slycaller (C4/T7, ½-ling) 
   
  2 
  6 Berserkers (HD1+1, hp 9) 
  3 
  A Bulette (HD9, hp 38) 
   
  3 
  7 Tribesmen (F1, Hp 5) + Sub-chief (F4, Hp 22) (LE) 
  4 
  35 Giant Rats (HD1/2, hp 1) 
   
  4 
  10 Ogres (HD4+1, hp 23) 
  5 
  12 Wolves (HD2+2, hp 15) 
   
  5 
  7 Giant Trolls (HD8, hp 29) 
  6 
  4 Jackal(s) (HD1/2, hp 4) 
   
  6 
  Herd of 17 Llamas (HD2, hp 11) 
  7 
  33 Tribesmen + Chief (F5, Hp 22) (N) 
   
  7 
  4 Jackals (HD1/2, hp 1) 
  8 
  4 Giant Poisonous Snakes (HD4+2, hp 23) 
   
  8 
  5 African Elephants (HD11, hp 48) 
  9 
  4 Giant Scorpions (HD5+5, hp 16) 
   
  9 
  1 Giant Spitting Snake (HD4+2, hp 25) 
  10 
  Small caravan: 4 Traders + 13 guards 
   
  10 
  5 Gorilla Bears (HD4, hp 16) 
   
   
  FOREST 
   
   
  ROUGH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  13 Wolves (HD2+2, hp 17) 
   
  1 
  21 Ghouls (HD2, hp 3) 
  2 
  10 Tribesmen (F1, Hp 5) + Sub-chief (F4, Hp 12) (CG) 
   
  2 
  Small group of 8 Pilgrims (LG) 
  3 
  12 Ogres (HD4+1, hp 15) 
   
  3 
  Band of 22 Orcs (HD 1, hp 4) 
  4 
  A patrol of 2 Kobolds (HD1/2, hp 3) 
   
  4 
  4 Mummys (HD6+3, hp 20) 
  5 
  2 Black Bears (HD3+3, hp 14) 
   
  5 
  A small tribe of 103 Xvarts (HD1-1, hp 4) 
  6 
  5 Giant Centipedes (HD1/4, hp 1) 
   
  6 
  4 Warthogs (HD3, hp 13) 
  7 
  2 Giant Constrictor Snakes (HD6+1, hp 27) 
   
  7 
  1 Roc (HD18, hp 74) 
  8 
  14 Elephants (HD10, hp 54) 
   
  8 
  1 Lamia (HD9, hp 28) 
  9 
  Large caravan: 8 Traders, 46 guards  
   
  9 
  6 Gorilla Bears (HD4, hp 24) 
  10 
  3 Giant Spiders (HD4+4, hp 18) 
   
  10 
  3 Jackals (HD1/2, hp 2) 
   
   
  DESERT 
   
   
  HILLS 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  Small group of 8 Pilgrims (LG) 
   
  1 
  12 Werewolves (HD4+3, hp 19) 
  2 
  Lone adventurer: Raikel, C8, CG 
   
  2 
  27 Giant Rats (HD1/2, hp 2) 
  3 
  Raiding party of 8 Nomads (CN) 
   
  3 
  Medium caravan of 15 Traders + 16 guards (F1) 
  4 
  20 Wolves (HD2+2, hp 7) 
   
  4 
  Large band of 65 Hobgoblins (HD1+1, hp 4) 
  5 
  Large caravan: 17 Traders, 26 guards 
   
  5 
  14 Wolves (HD2+2, hp 15) 
  6 
  1 Fire Toad (HD4+1, hp 23) 
   
  6 
  10 Elephants (HD10, hp 44) 
  7 
  Small clan of 3 Nomads (CN) 
   
  7 
  3 Rakshasa (HD7, hp 28) 
  8 
  1 Leopard (HD3+2, hp 15) 
   
  8 
  Small group of 10 Dervishes (NE) 
  9 
  3 Tigers (HD5+5, hp 24) 
   
  9 
  3 Bandits (HD1, hp 8) 
  10 
  3 Lammasu (HD7+7, hp 39) 
   
  10 
  3 Tigers (HD5+5, hp 31) 
   
   
  MOUNTAINS 
   
   
  MARSH 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  13 Shadows (HD3+3, hp 17) 
   
  1 
  10 Ogres (HD4+1, hp 25) 
  2 
  11 Ogres (HD4+1, hp 21) 
   
  2 
  Large band of 41 Hobgoblins (HD1+1, hp 7) 
  3 
  4 Wolves (HD2+2, hp 10) 
   
  3 
  1 Black Bear (HD3+3, hp 18) 
  4 
  Large caravan: 10 Traders, 37 guards 
   
  4 
  A patrol of 3 Goblins (HD1-1, hp 2) 
  5 
  7 Bandits 
   
  5 
  A Penanggalan (HD4, hp 16) 
  6 
  2 Leopards (HD3+2, hp 20) 
   
  6 
  6 Wraiths (HD5+3, hp 26) 
  7 
  1 Roc (HD18, hp 83) 
   
  7 
  3 Giant Poisonous Toads (HD2, hp 10) 
  8 
  Lone adventurer: Selela, ½-Elf, F1/A2, NE 
   
  8 
  2 Black Garbugs (HD2+2, hp 9) 
  9 
  4 Rakshasa (HD7, hp 36) 
   
  9 
  Gang of 22 Brigands 
  10 
  2 Guardian Nagas (HD11, hp 46) 
   
  10 
  1 Giant Constrictor Snake(HD6+1, hp 18) 
  
   
  94 
  DEALING with DRAGONS 
   
  Dragons are egotistical and slyly intelligent monsters matched by powerful abilities. Adventurers who go in 
  search of them may not always be in a position to slay them, and may even attempt to parley. Conversely, weak 
  parties that wander into a dragon’s lair aren’t always fodder. Indeed, dragons may do nothing more than demand all 
  of their treasure and evict them from the lair.  
  The following two tables are useful when determining the reactions of these unpredictable beasts. The first, 
  Parley, is used when the party first attempts to speak with the dragon. Usual Charisma and other reaction bonuses 
  apply. If the dragon makes demands, use the second table to determine the extent of the demand or whether they 
  choose to attack or not. 
   
  Parley 
   
  Demands 
  d% 
  Result 
   
  d% 
  Result 
  01-10 
  10% chance the dragon will be willing to 
  travel (up to 120 miles) to aid the party if a 
  hoard * is promised 
   
  01-10 
  Will share coins and gems freely and may 
  (50%) part with a single magic item if the 
  party agrees to leave the lair 
  11-25 
  As above but only a 5% chance 
   
  11-25 
  Will share coins and gems freely but will not 
  allow any magic items to be taken for the 
  party to leave the lair 
  26-50 
  As above but only a 5% chance if 
  immediately gifted with one or more magic 
  items 
   
  26-50 
  Will demand 10% of the parties’ treasure & 
  magic items. Will repeat the demand twice 
  before attacking. 
  51-75 
  No chance of aiding the party. 50% chance 
  will make demands if of an opposing 
  alignment than the party 
   
  51-75 
  Will demand 20% of the parties’ treasure & 
  magic items. Will repeat the demand twice 
  before attacking. 
  76-90 
  No chance of aiding the party. Will make 
  demands if of an opposing alignment than 
  the party 
   
  76-90 
  Will demand 40% of the parties’ treasure & 
  magic items or attack the party. 
  91-97 
  No chance of aiding the party. 50% will 
  make demands regardless of alignment 
   
  91-97 
  Will demand 50% of the parties’ treasure & 
  magic items or attack attack the party. 
  98-100 
  No chance of aiding the party. Will make 
  demands regardless of alignment 
   
  98-100 
  Will demand 100% of the parties’ treasure & 
  magic items or attack the party. 
  *Hoard is a treasure of at least 100,000gp in value including 4 or more magic items 
   
   
  
   
  95 
  ENCOUNTERS AT SEA 
   
   
   
  Ghost Ships 
  d% 
  Type 
  Crew 
   
  d% 
  Officers 
  Treasure 
  1-40 
  Longship 
  10-40 Skeletons 
   
  01-30 
  1d4 Wights 
  None 
  41-80 
  Galley 
  10-40 Zombies 
   
  31-40 
  1d3 Wraiths 
  G 
  81-90 
  Barge/Raft 
  5-20 Lacedon Ghouls 
   
  41-80 
  1d2 Spectres 
  H 
  91-100 
  Warship 
  5-20 Ju Ju Zombies 
   
  81-95 
  1d2 Ghosts 
  I 
   
   
   
   
  96-100 
  A Lich 
  R 
   
   
   
   
   
   
   
   
   
   
  Marine Encounter Types 
  Type of Sea 
  None 
  Land 
  Natural 
  Encounter 
  Uncharted 
  01-79 
  80-81 
  82-98 
  99-00 
  High Seas 
  01-85 
  86 
  87-97 
  98-00 
  Trade Lane 
  01-88 
  89 
  90-95 
  96-00 
  Coastal 
  01-40 
  40-88 
  89-90 
  91-00 
  Island Size 
  d% 
  Islet 
  01-10 
  1-10 yards 
  11-25 
  11-25 yards 
  26-40 
  26-40 yards 
  41-55 
  41-55 yards 
  56-65 
  56-65 yards 
  66-75 
  66-75 yards 
  76-80 
  76-80 yards 
  81-85 
  .8 mile 
  86-90 
  .9 mile 
  91-00 
  1 mile 
   
   
  d% 
  Small 
  01-10 
  .1 mile 
  11-20 
  .2 mile 
  21-35 
  .3 mile 
  36-50 
  .5 mile 
  51-65 
  .6 mile 
  66-80 
  .7 mile 
  81-90 
  .8 mile 
  91-00 
  .9 mile 
   
   
  d% 
  Medium 
  01-30 
  .3 mile 
  31-55 
  .5 mile 
  56-65 
  .6 mile 
  66-75 
  .7 mile 
  76-85 
  1 mile 
  86-00 
  1.1 mile 
   
   
  d% 
  Large 
  01-05 
  1-5 miles 
  06-15 
  6-15 miles 
  16-30 
  13-30 miles 
  31-50 
  31-50 miles 
  51-80 
  51-80 miles 
  81-00 
  81+ miles 
  Land Ahoy! 
   
  Natural Marine Features 
  d% 
  Encounter 
   
  d% 
  Encounter 
  01-04 
  Archipelago 
   
  01-04 
  Becalmed 
  05-11 
  Atoll 
   
  05-09 
  Dolphins 
  12-14 
  Continental Coastline 
   
  10 
  Dragon Turtle/Morlock 
  15-20 
  Cove or Inlet 
   
  11 
  Icebergs 
  21-30 
  Gentle Sandy Beaches 
   
  12-13 
  Lightning Storm 
  31-34 
  Harbor/Fjord Mouth 
   
  14 
  Maelstrom/Hurricane 
  35-39 
  Forested Shores 
   
  15-16 
  Mermen/Triton 
  40-44 
  Hidden Reef or Shoals 
   
  17-18 
  Phosphorescence 
  45-49 
  Islet 
   
  19-33 
  School of Large Fish 
  50-55 
  Large Island 
   
  34-57 
  School of Small Fish 
  56-64 
  Sloped Shores 
   
  58 
  Sea Serpent 
  65-73 
  Medium Island 
   
  59-62 
  Seabirds 
  74-83 
  River Mouth 
   
  63-73 
  Seaweed 
  84-87 
  Rocky Shores 
   
  74-84 
  Sharks 
  88-91 
  Seaside Cliffs 
   
  85-86 
  Waterspout 
  92-96 
  Small Island 
   
  87-89 
  Whales 
  97-99 
  Visible Reef or Shoals 
   
  90-92 
  Will-o-wisps/Ghost Ship 
  100 
  Shipwreck 
   
  93-000 
  Land or Encounter 
  Shipwrecks 
   
   
   
   
  CARGO & TREASURE 
  d% 
  Type 
  Age 
  Lair 
  Common 
  Rare 
  Treasure 
  01-10 
  Rowboat 
  Ancient 
  No 
  1-2 Cargoes 
  1 Cargo 
  None 
  11-20 
  Barge/Raft 
  Very Old 
  No 
  1-3 Cargoes 
  1-2 Cargoes 
  G 
  21-40 
  Galley 
  Old 
  No 
  1-4Cargoes 
  1-3 Cargoes 
  H 
  41-80 
  Merchant 
  Recent 
  No 
  1-6 Cargoes 
  1-4 Cargoes 
  I 
  81-100 
  Warship 
  Very Recent 
  Yes 
  1-8 Cargoes 
  1-6 Cargoes 
  R 
  Notes: Roll separately for each column, discarding any unsuitable results. The DM may 
  decide to make saving throws for each unit of cargo to determine its condition.  
  
   
  96 
  FRESHWATER ENCOUNTERS 
   
  SURFACE FRESHWATER 
  1d10 Small Body of Water  
   
  1d10 Large Body of Water 
  1 
  4 Nymphs (HD3, hp 19) 
   
  1 
  Sailed warship (Tide Star) - 60 pirates + captain (F9, hp 47) 
  (CE) 
  2 
  1 Giant Snapping Turtle (HD10, hp 
  46) 
   
  2 
  54 Nixies (HD1/2, hp 3) 
  3 
  28 Giant Beavers (HD4, hp 19) 
   
  3 
  5 Giant Otters (HD5, hp 27) 
  4 
  13 Crocodiles (HD3, hp 17) 
   
  4 
  4 Giant Crayfish (HD4+4, hp 16) 
  5 
  Ice Floes or Floating Debris 
   
  5 
  Ice Floes or Floating Debris 
  6 
  2 Hippopotami (HD8, hp 36) 
   
  6 
  Whirlpool 
  7 
  25 Lizard Men (HD2+1, hp 7) 
   
  7 
  27 Lizard Men (HD2+1, hp 9) 
  8 
  3 Water Wierds (HD3+3, hp 15) 
   
  8 
  Floating Seaweed 
  9 
  Floating Seaweed 
   
  9 
  8 Giant Pikes (HD4, hp 19) 
  10 
  49 Nixies (HD1/2, hp 1) 
   
  10 
  Ghost ship: 26 Skeletons (HD1, hp 7) + 1 Spectre (HD7+3, 
  hp 30) 
   
  UNDERWATER FRESHWATER 
  1d10 Shallow Water 
   
  1d10 
  Deep Water 
  1 
  15 Giant Leeches (HD1/2, hp 1) 
   
  1 
  3 Giant Otters (HD5, hp 25) 
  2 
  16 Crocodiles (HD3, hp 16) 
   
  2 
  1 Dinicthys (HD10, hp 34) 
  3 
  7 Kapoacinths (Gargoyles) (HD4+4, hp 23) 
   
  3 
  7 Hippocampi (HD4, hp 16) 
  4 
  2 Lampreys (HD1+2, hp 4) 
   
  4 
  3 Giant Snapping Turtles (HD10, hp 39) 
  5 
  72 Koalinths (Hobgoblins) (HD 1+1, hp 7) 
   
  5 
  2 Electric Eels (HD2, hp 10) 
  6 
  1 Giant Snapping Turtle (HD10, hp 37) 
   
  6 
  51 Nixies (HD1/2, hp 2) 
  7 
  A sunken ship -  1 Giant Lamprey (HD5, hp 16) 
   
  7 
  Whirlpool 
  8 
  3 Dinicthys (HD10, hp 35) 
   
  8 
  1 Giant Lamprey (HD5, hp 26) 
  9 
  23 Giant Frogs (HD2, hp 14) 
   
  9 
  3 Plesiosaurs (HD20, hp 77) 
  10 
  3 Giant Gars (HD8, hp 49) 
   
  10 
  1 Water Naga (HD7, hp 38) 
   
  
   
  97 
  SALTWATER ENCOUNTERS 
   
   
  SURFACE SALTWATER 
  1d10 Small Body of Water  
   
  1d10 
  Large Body of Water 
  1 
  Small galley (The Radiir Princess): 26 buccaneers 
  (F1, hp 3) + Captain (F5, hp 27) 
   
  1 
  Floating Seaweed 
  2 
  3 Giant Sharks (HD12, hp 67) 
   
  2 
  3 Med Carnivorous Whales (HD18, hp 79) 
  3 
  7 Dolphins (HD2+2, hp 12) 
   
  3 
  30 Tritons (HD3, hp 9) 
  4 
  Lone adventurer: Tirerla (A6, LE) 
   
  4 
  Whirlpool 
  5 
  7 Giant Crocodiles (HD7, hp 28) 
   
  5 
  4 Small Whale(s) (HD22, hp 90) 
  6 
  Small boat: (Kasil's Vision) w/5 Traders, 7 bundles 
  of hides & skins, 17 sailors, 2 Ship's Mates and a 
  Ship's Captain (F4, hp 21) 
   
  6 
  Large merchant ship (The Mithral Mermaid) 
  w/15 Traders, 29 passengers, 40 sailors, 6 
  Ship's Mates and a Ship's Captain (F5, hp 31) 
  7 
  8 Kapoacinths (Gargoyles) (HD4+4, hp 20) 
   
  7 
  55 Sahuagin (HD2+2, hp 6) 
  8 
  33 Ixitxachitl (HD1+1, hp 2) 
   
  8 
  4 Archelon Ischyras (HD7, hp 40) 
  9 
  3 Giant Sea Turtles (HD15, hp 67) 
   
  9 
  2 Giant Sharks (HD12, hp 55) 
  10 
  2 Mosasaurs (HD12, hp 43) 
   
  10 
  103 Mermen (HD1+1, hp 6) 
   
   
  UNDERWATER SALTWATER 
  1d10 Shallow Water 
   
  1d10 
  Deep Water 
  1 
  1 Giant Octopus (HD8, hp 32) 
   
  1 
  8 Giant Sea Snakes (HD9, hp 40) 
  2 
  9 Giant Portuguese Man-o-War (HD2, hp 8) 
   
  2 
  34 Tritons (HD3, hp 14) 
  3 
  5 Giant Crabs (HD3, hp 12) 
   
  3 
  101 Locathah (HD2, hp 5) 
  4 
  1 Small Whale (HD22, hp 92) 
   
  4 
  1 Elasmosaurus (HD15, hp 71) 
  5 
  125 Koalinths (Hobgoblins) (HD 1+1, hp 7) 
   
  5 
  2 Giant Sharks (HD12, hp 53) 
  6 
  48 Ixitxachitl (HD1+1, hp 9) 
   
  6 
  9 Dolphins (HD2+2, hp 10) 
  7 
  2 Plesiosaurs (HD20, hp 79) 
   
  7 
  6 Hippocampi (HD4, hp 16) 
  8 
  6 Mashers (HD8, hp 23) 
   
  8 
  1 Giant Squid (HD12, hp 48) 
  9 
  32 Weed Eels (HD1-1, hp 2) 
   
  9 
  55 Ixitxachitl (HD1+1, hp 6) 
  10 
  17 Giant Sea Horse(s) (HD3, hp 10) 
   
  10 
  Whirlpool 
  
   
  98 
  EXTRA-PLANAR ENCOUNTERS 
   
   
  ASTRAL ENCOUNTERS 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  16 Lemures (HD3, hp 18) 
   
  1 
  Lone adventurer: Shadpasus, T3, NE 
  2 
  4 Shedus (HD9+9, hp 41) 
   
  2 
  3 Astral Devas (HD9+36, hp 74) 
  3 
  Normal wake of a Psychic Wind  
  (add 5 hours to travel times) 
   
  3 
  The Platinum Dragon, Bahamut (HD21, 168hp) 
  4 
  1 Babau Demon (HD7+14, hp 49) 
   
  4 
  4 Derghodaemons (HD11+22, hp 64) 
  5 
  11 Manes Demons (HD1, hp 2) 
   
  5 
  1 Basilisk (HD6+1, hp 32) 
  6 
  1 Lesser Titan (HD17, hp 76) 
   
  6 
  1 Night Hag (HD8, hp 52) 
  7 
  7 Astral Searchers (HD2, hp 14) 
   
  7 
  A Metallic color pool  
  (a portal to an alternate Prime Material Plane) 
  8 
  2 Invisible Stalkers (HD8, hp 39) 
   
  8 
  Glasya-Labolas, Princess of Hell (69hp) 
  9 
  4 Yagnodaemons (HD13+13, hp 76) 
   
  9 
  An astral island 
  10 
  Strong Psychic Wind  
  (party is lost for 14 days) 
   
  10 
  2 Horned Devils (HD5+5, hp 37) 
   
   
   
   
   
   
   
   
   
  ETHEREAL ENCOUNTERS 
   
  BORDER ETHEREAL 
   
   
  DEEP ETHEREAL 
  1d10 Encounter 
   
  1d10 Encounter 
  1 
  2 Crysmals (HD6+6, hp 26) 
   
  1 
  Opinicus (HD7+7, hp 31) 
  2 
  Devilcat 
   
  2 
  a Green curtain  
  (a portal to the Elemental Plane of Water) 
  3 
  2 Agathion (HD7+7, hp 38) 
   
  3 
  a Dark Grey curtain  
  (a portal to the Quasi-Elemental Plane of Ash) 
  4 
  5 Wind Walkers (HD6+3, hp 25) 
   
  4 
  4 Phase Spiders (HD5+5, hp 29) 
  5 
  1 Earth Elemental (HD12, hp 51) 
   
  5 
  1 Cerebral Parasite 
  6 
  1 Djinni (HD7+3, hp 38) 
   
  6 
  1 Greater Shedu (HD14+14, hp 74) 
  7 
  a Decaton Modron (HD10+10, hp 55) 
   
  7 
  2 Couatl (HD9, hp 44) 
  8 
  1 Spirit Troll (HD5+5, hp 29) 
   
  8 
  5 Xorns (HD7+7, hp 49) 
  9 
  Ghost (HD10, hp 46) 
   
  9 
  Lone adventurer: Helvilli, Dwarf T8, CG 
  10 
  2 Efreeti (HD10, hp 55) 
   
  10 
  3 Type I Vrock Demons (HD8, hp 43) 
   
   
   
   
   
   
  
   
  99 
  ON the ROAD 
   
  Roads & Pathways 
  1d20 
  Type 
  Traffic 
  1 
  Hunter’s Trail 
  Recently used 
  2 
  Unused Hunter’s Trail 
  Overgrown with weeds 
  3 
  Simple Ritual Path 
  Boundaries marked with runes 
  4 
  Animal Trail 
  Blood & tracks indicate a recent hunt 
  5 
  Trail 
  Canopy trees provide shade 
  6 
  Overgrown dirt path 
  Desolate and abandoned 
  7 
  Riding path 
  Horse grooves & bootprints 
  8 
  Crossroads 
  Many off road-campfires & wheel ruts 
  9 
  Droveway 
  High vegetation on either side 
  10 
  Patrol Road 
  Occasional patrol shacks and camphouses 
  11 
  Dirt Road 
  Road markers & wayshrines 
  12 
  Busy Droveway 
  Plenty of tracks and ruts 
  13 
  Busy Dirt Road 
  Deep wheel ruts. Roadhouses every 10 miles 
  14 
  Military Road 
  Checkpoints & guardhouses every 5 miles 
  15 
  Cobblestone road 
  Occasional town signs and crossroads 
  16 
  Busy Cobblestone Road 
  Crossroads contain guard towers and inns are common 
  17 
  Crumbling Cobblestone Road 
  Marred by time or perhaps warfare 
  18 
  Paved Road 
  Well-travelled and patrolled. Mounted patrols seen regularly 
  19 
  Busy Paved Road 
  High levels of travel and traffic congestion at crossroads 
  20 
  Crumbling Paved Road 
  Desolate, cracked and poorly maintained 
   
  Encounters Along Roads 
  Encounters Along Paths 
  Encounters Along Trails 
  d% 
  Type 
  Type 
  Type 
  1-2 
  Marching Army 
  Road Wardens 
  Border Patrol 
  5-6 
  Merchant Caravan 
  Merchant Caravan 
  Traveling Peddler 
  9-10 
  Wedding Party 
  Work Gang 
  Hunting Party 
  13-14 
  NPC Adventuring Party 
  NPC Adventuring Party 
  NPC Adventuring Party 
  15-16 
  Escaped Convicts 
  Escaped Convicts 
  Escaped Convicts 
  23-24 
  Road Wardens 
  Local Militia 
  Bandit Toll 
  27-28 
  Pilgrim Group 
  Traveling Clerics 
  Itinerant Priest 
  29-30 
  Funeral Procession 
  Graverobbers 
  Dead Body 
  31-32 
  Traveling Peddler 
  Traveling Peddler 
  Small Merchant Caravan 
  37-38 
  Rangers 
  Farmers 
  Demihuman Party 
  41-42 
  Plague Cart 
  Plague-infested Cabin 
  Diseased Animal Corpse 
  47-48 
  Militia on maneuvers 
  Hunting Party 
  Solitary Hunter 
  49-50 
  Farmers 
  Farmers 
  Farmers 
  53-54 
  Bandits 
  Bandits 
  Solitary Bandit 
  55-56 
  Knight Errant 
  Mounted Adventurer 
  Injured Knight 
  57-58 
  Berserkers 
  Mercenaries 
  Humanoid Raiders 
  59-60 
  Mercenaries 
  Demihuman Party 
  Hunting Party 
  63-64 
  Traveling Theatre Troupe 
  Solitary Troubador 
  Wild Animal(s) 
  65-66 
  Courier 
  Mounted Messenger 
  Rangers 
  73-74 
  Beggars 
  Berserkers 
  RANDOM MONSTER ENCOUNTER 
  75-76 
  Slavers 
  Rangers 
  RANDOM MONSTER ENCOUNTER 
  77-78 
  Traveling Lady 
  Local Goodwife 
  Herdsman 
  85-86 
  Robbers 
  Robbers 
  Robbers 
  87-88 
  Refugees 
  RANDOM MONSTER ENCOUNTER 
  Dense Overgrowth 
  89-90 
  Stranded Travelers 
  Tribesmen 
  Tribesmen 
  91-92 
  Gypsies 
  Gypsies 
  Hermit 
  93-96 
  Restless Zombies 
  Undead 
  Undead 
  97-00 
  A deity in disguise 
  Humanoid Raiders 
  Demon/Devil 
  
   
  100 
  LIVING OFF the LAND 
   
  Hunting & Foraging 
  d% 
  Hunting 
  Fishing 
  Vegetation 
  Insects 
  01-03 
  Rabbit d3 
  Largemouth Bass d4 
  Mushrooms 
  Ants 
  04-06 
  Rabbit d6 
  Rainbow Trout d6 
  Strawberries 
  Caterpillar 
  07-09 
  Deer d3 
  Redfin Pickerel d3 
  Potatoes 
  Centipede 
  10-12 
  Deer d6 
  Rock Bass d8 
  Apples 
  Cockroach 
  13-15 
  Raccoon 
  Silver Salmon d6 
  Cherries 
  Cricket 
  16-18 
  Squirrel d4 
  Smallmouth Bass d4 
  Walnuts 
  Dung Beetle 
  19-21 
  Wild Turkey d3 
  Spotted Sunfish d8 
  Pumpkins 
  Earwig 
  22-24 
  Pheasant d6 
  Striped Bass d3 
  Squash 
  Fleas 
  25-27 
  Brown Bear 
  Tiger Musky d3 
  Peppers 
  Grasshopper 
  28-30 
  Black Bear 
  Walleye d6 
  Thyme 
  Grub 
  31-33 
  Owl 
  Crayfish d8 
  Tomatoes 
  Lice 
  34-36 
  Bull Frogs d8 
  Carp d4 
  Pears 
  Maggots 
  37-39 
  Turtle 
  Bullhead Catfish d6 
  Basil 
  Millipede 
  40-42 
  Opossum 
  Brook Trout d3 
  Bay leaf 
  Mite 
  43-45 
  Boar 
  White Perch d8 
  Belladonna 
  Silverfish 
  46-48 
  Badger 
  Sheephead d8 
  Chamomile 
  Termite 
  49-51 
  Wild Goat d4 
  King Salmon d3 
  Clover 
  Ticks 
  52-54 
  Porcupine 
  Blue Pike d3 
  Beans 
  Bee 
  55-57 
  Skunk 
  Bluegale d8 
  Holly 
  Beetle 
  58-60 
  Weasel 
  Channel Catfish d3 
  Honey 
  Flies 
  61-63 
  Buffalo d8 
  Brown Trout d4 
  Jasmine 
  Cicada 
  64-66 
  Wild Sheep d8 
  Crappie d10 
  Maple Syrup 
  Dragonfly 
  67-70 
  Beaver d4 
  Coho Salmon d3 
  Mint 
  Firefly 
  71-73 
  Fox 
  Smelt d10 
  Olives 
  Gnats 
  74-76 
  Otter 
  Yellow Perch d8 
  Parsley 
  Hornet 
  77-79 
  Woodchuck 
  No Catch 
  Raspberries 
  Ladybug 
  80-82 
  Ducks d6 
  No Catch 
  Poppy 
  Locust 
  83-85 
  Geese d8 
  No Catch 
  Sage 
  Mosquito 
  86-88 
  Moose 
  No Catch 
  Grapes 
  Moth 
  89-91 
  Quail d6 
  No Catch 
  Aloe 
  Wasp 
  92-00 
  Nothing 
  No Catch 
  Nothing 
  Nothing 
   
  Helpful Wild Herbs 
  d% 
  Herb 
   
  d% 
  Herb 
   
  d% 
  Herb 
   
  d% 
  Herb 
  01 
  Adder's Tongue 
   
  25-26 
  Cinquefoil 
   
  50-51 
  Hemp 
   
  76-77 
  Footleaf 
  02 
  Agrimony 
   
  27 
  Colewort 
   
  52-53 
  Henbane 
   
  78-79 
  Periwinkle 
  03-04 
  Sweet Trefoile 
   
  28-29 
  Coltsfoot 
   
  54 
  Horehound 
   
  80 
  Prince's Feather 
  05 
  All-Heale 
   
  30 
  Comfrey 
   
  55 
  Ironhard 
   
  81-82 
  Shepherd's Purse 
  06-08 
  Aloe 
   
  31-32 
  Cow Parsnip 
   
  56-57 
  Wormwood 
   
  83-84 
  Rose Campion 
  09 
  Angelica 
   
  33 
  Willow-Herb 
   
  58 
  Land Caltrops 
   
  85-86 
  Rue 
  10 
  Anise 
   
  34 
  Darnell 
   
  59 
  Leopard's Bane 
   
  87 
  Saddilia 
  11 
  Arnica 
   
  35-36 
  Deadly-Nightshade 
   
  60-61 
  Lesser Centaury 
   
  88 
  Saffron 
  12 
  Asarabacca 
   
  37 
  Dittany 
   
  62-63 
  Lungwort 
   
  89 
  Sanicle 
  13-14 
  Ash 
   
  38 
  Dog Rose 
   
  64 
  Makebate 
   
  90 
  Galingale 
  15 
  Balm 
   
  39-40 
  Mugwort 
   
  65-66 
  Mandrake 
   
  91-92 
  Scented Mayweed 
  16 
  Mountain Setwall 
   
  41 
  Dwarf Mallow 
   
  67-69 
  Marigold 
   
  93 
  Serapias Turbith 
  17 
  Base Mullein 
   
  42-43 
  Woodrose 
   
  70 
  Marjerome 
   
  94-96 
  Fennel 
  18-19 
  Bilberry 
   
  44 
  Masterwort 
   
  71-72 
  Spiderwort 
   
  97-98 
  Milkworte 
  20-21 
  Bishop's Weed 
   
  45-46 
  Fetherfew 
   
  73-74 
  Hare's Ears 
   
  99 
  Chamomile 
  22-24 
  Pennyroyal 
   
  47-49 
  Valerian 
   
  75 
  Tamariske 
   
  100 
  Chervil 
   
  
   
  101 
  CASTLES 
   
  CASTLE TYPES 
  Type A 
  Type B 
  Type C 
   
   
   
   
  Castle Size & Defenses 
  d% 
  Size/Type 
  Construction 
  Ballistae/ 
  Scorpions 
  Light  
  Catapults 
  Oil  
  Cauldrons 
  01-10 
  Small Keep 
  2 
  - 
  1 
  11-25 
  Tower 
  1 
  - 
  1 
  26-35 
  Small 
  (Type A) 
  Moat House or Fortified Chapel 
  - 
  1 
  2 
  36-45 
  Large Keep 
  1 
  1 
  2 
  46-65 
  Small Walled Castle  
  2 
  1 
  4 
  66-80 
  Medium 
  (Type B) 
  Medium Walled Castle  
  2 
  2 
  5 
  81-88 
  Concentric Castle 
  4 
  2 
  6 
  89-95 
  Large Walled Castle  
  4 
  4 
  8 
  96-00 
  Large 
  (Type C) 
  Fortress or Citadel 
  6 
  6 
  12 
   
  Lord of the Castle 
  d% 
  Size 
  Occupant/Owner 
   
  d% 
  Class 
  Level 
  d% 
  Humans 
  01 -45 
  Totally Deserted 
   
  01-18 
  Cleric 
  9th – 12th (1d4 + 8) 
  01 -25 
  Bandits 
  46-60 
  Monster Lair 
   
  19-20 
  Druid 
  12th – 13th (1d2 +11) 
  26-85 
  Brigands 
  61 -70 
  Humans 
   
  21 -65 
  Fighter 
  9th – 12th (1d4 + 8) 
  86-97 
  Berserkers 
  71 -00 
  Small 
  (Type A) 
  Character-class 
   
  66 
  Paladin 
  9th – 10th (1d2 + 11) 
  98-00 
  Dervishes 
  01 -30 
  Totally Deserted 
   
  67-68 
  Ranger 
  10th – 13th (1d3 + 9) 
   
   
  31-50 
  Monster Lair 
   
  69-80 
  Magic-User 
  11th – 14th (1d4 + 10) 
  d% 
  Monsters 
  51 -65 
  Humans 
   
  81 -85 
  Illusionist 
  10th – 13th (1d4 + 9) 
  01-30 
  Humanoid 
  66-00 
  Medium 
  (Type B) 
  Character-class 
   
  86-93 
  Thief 
  10th – 14th (1d5 + 9) 
  31-40 
  Undead 
  01-15 
  Totally Deserted 
   
  94-96 
  Assassin 
  14th 
  41-50 
  Demihuman 
  16-40 
  Monster Lair 
   
  94-99 
  Bard 
  23rd 
  51-60 
  Giant 
  41 -60 
  Humans 
   
  00 
  Monk 
  9th – 12th (1d4 + 8) 
  61-70 
  Nonhuman 
  61 -00 
  Large 
  (Type C) 
  Character-class 
   
   
   
   
  71-80 
  Dragon 
   
   
   
   
   
   
   
  81-90 
  Extra-planar 
   
   
   
   
   
   
   
  91-00 
  Other 
   
  Castle Rooms & Outer Features 
   
  Fantastic Castles 
  4d4 
  Room 
   
  1d12 
  Feature 
   
  1d12 
  Type 
  4 
  Throne Room/Reception 
   
  1 
  Herbiary/Garden 
   
  1 
  Coral 
  5 
  Kitchen/Scullery/Pantry 
   
  2 
  Topiary Maze 
   
  2 
  Cursed 
  6 
  Armory/Weapons Store 
   
  3 
  Courtyard 
   
  3 
  Eternal Sleep 
  7 
  Shine/Chapel 
   
  4 
  Barracks/Guardpost 
   
  4 
  Extensive Dungeons 
  8 
  Bedchamber/Guest Room 
   
  5 
  Stables 
   
  5 
  Floating 
  9 
  Crypt/Dungeon 
   
  6 
  Outdoor Observatory 
   
  6 
  Illusory 
  10 
  Library/Drawing Room 
   
  7 
  Zoo/Kennels 
   
  7 
  Inimical 
  11 
  Solarium/Vivarium 
   
  8 
  Archery Range 
   
  8 
  Many Secret Rooms 
  12 
  Wizard’s/Alchemist’s Lab 
   
  9 
  Smithy/Workshop 
   
  9 
  Sentient 
  13 
  Great Hall/Hall of Mirrors 
   
  10 
  Fishpond 
   
  10 
  Teleporting 
  14 
  Ballroom/Theatre 
   
  11 
  Parade Grounds 
   
  11 
  Towers/Spires 
  15 
  Training/Classroom 
   
  12 
  Monument 
   
  12 
  Undersea 
  16 
  Trophy/Hunting Room 
   
   
   
   
   
   
  
   
  102 
  DRUIDIC PLACES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sacred Groves 
   
  1d12 
   
  Type 
   
  1d12 
  Minor Power 
  (3/day) 
   
  1d12 
  Major Power 
  (1/week) 
   
  1d6 
   
  Curse 
  1 
  Elm 
  1 
  Dryad Guardian 
  1 
  Treant Guardian 
  1 
  Charm 
  2 
  Hickory 
  2 
  Create Food & Water 
  2 
  Speak w/Animals 
  2 
  Poison 
  3 
  Pine 
  3 
  Control Temperature 
  3 
  Concealment 
  3 
  Haunting 
  4 
  Palm 
  4 
  Faerie fire 
  4 
  Earthquake 
  4 
  Perpetual winter 
  5 
  Willow 
  5 
  Cure Light Wounds 
  5 
  Know Alignment 
  5 
  Hungry Trees 
  6 
  Oak 
  6 
  Prophecy 
  6 
  Peaceful 
  6 
  DM’s Choice 
  7 
  Birch 
  7 
  Protective aura 
  7 
  Reincarnation 
   
   
  8 
  Yew 
  8 
  Still winds 
  8 
  Waters of life 
   
   
  9 
  Cedar 
  9 
  Sweet Water 
  9 
  Scrying pool 
   
   
  10 
  Sequoia 
  10 
  Choose 1 
  10 
  Magic fruit 
   
   
  11 
  Sycamore 
  11 
  Choose 1+ Roll Again 
  11 
  Forbiddance 
   
   
  12 
  Bamboo 
  12 
  Choose 2 + Roll Again 
  12 
  DM’s Choice 
   
   
   
   
   
   
   
   
   
   
   
    
  Monuments 
   
  Druidic Signs & Symbols 
  2d8 
  Result 
   
  1d8 
  Sign/Symbol 
  2-4 
  Boundary Markers 
   
  1 
  Whorl/Spiral Inscriptions 
  5-8 
  Natural Observatory 
   
  2 
  Cave/Wall Paintings 
  9-10 
  Wooden Poles 
   
  3 
  Runic Inscriptions 
  11 
  Inverted Stump 
   
  4 
  Wood Carvings/Bundles of Sticks  
  12 
  Stone guardian 
   
  5 
  Trails/Tracks 
  13 
  Peaceful Stones 
   
  6 
  Animal Hides/Skins/Antlers 
  14 
  Speaking Stones 
   
  7 
  Piled Stone Cairn 
  15 
  Gate 
   
  8 
  Moon/Starlight Paths 
  16 
  Stone circle 
   
   
   
  Ley Lines 
  1d8  
  Power 
  Length: 1d10 x 10 miles 
  1 
  Clairvoyance/Clairaudience 
  Direction: (1d4) 1-2 North-South 3-4 East West 
  2 
  Commune with Nature 
  3 
  Door (see Plant Door spell) 
  4 
  Weather Summoning 
  5 
  Pass (see Pass Plant spell) 
  6 
  Control Weather 
  7 
  Transport via Ley (see 
  Transport via Plants spell) 
  8 
  Liveoak 
  Note: Only Druids may use ley lines. The DM should allow a 5% chance/level to 
  initially ‘tap into’ the ley. Thereafter, the druid may use the ley power in 
  keeping with the frequency of use restrictions. A ley line power may be used 
  1/week for every every 25 miles in length. Solstices/Equinoxes always allow for 
  use of a power (that day only).  
  
   
  103 
  CHAPTER V: SETTLEMENTS & CIVILIZATION 
   
  There are not many persons who know what wonders are opened to them in the stories and visions 
  of their youth; for when as children we listen and dream, we think but half-formed thoughts, and when as 
  men we try to remember, we are dulled and prosaic with the poison of life. But some of us awake in the 
  night with strange phantasms of enchanted hills and gardens, of fountains that sing in the sun, of golden 
  cliffs overhanging murmuring seas, of plains that stretch down to sleeping cities of bronze and stone, and of 
  shadowy companies of heroes that ride caparisoned white horses along the edges of thick forests; and 
  then we know that we have looked back through the ivory gates into that world of wonder which was ours 
  before we were wise and unhappy.  
  Kuranes came very suddenly upon his old world of childhood. He had been dreaming of the house 
  where he had been born; the great stone house covered with ivy, where thirteen generations of his 
  ancestors had lived, and where he had hoped to die. It was moonlight, and he had stolen out into the 
  fragrant summer night, through the gardens, down the terraces, past the great oaks of the park, and along 
  the long white road to the village. The village seemed very old, eaten away at the edge like the moon 
  which had commenced to wane, and Kuranes wondered whether the peaked roofs of the small houses hid 
  sleep or death. In the streets were spears of long grass, and the window-panes on either side broken or 
  filmily staring. Kuranes had not lingered, but had plodded on as though summoned toward some goal. He 
  dared not disobey the summons for fear it might prove an illusion like the urges and aspirations of waking 
  life, which do not lead to any goal. Then he had been drawn down a lane that led off from the village 
  street toward the channel cliffs, and had come to the end of things to the precipice and the abyss where 
  all the village and all the world fell abruptly into the unechoing emptiness of infinity, and where even the sky 
  ahead was empty and unlit by the crumbling moon and the peering stars. Faith had urged him on, over the 
  precipice and into the gulf, where he had floated down, down, down; past dark, shapeless, undreamed 
  dreams, faintly glowing spheres that may have been partly dreamed dreams, and laughing winged things 
  that seemed to mock the dreamers of all the worlds. Then a rift seemed to open in the darkness before him, 
  and he saw the city of the valley, glistening radiantly far, far below, with a background of sea and sky, and 
  a snowcapped mountain near the shore.  
  Kuranes had awakened the very moment he beheld the city, yet he knew from his brief glance that 
  it was none other than Celephais, in the Valley of Ooth-Nargai beyond the Tanarian Hills where his spirit had 
  dwelt all the eternity of an hour one summer afternoon very long ago, when he had slipt away from his 
  nurse and let the warm sea-breeze lull him to sleep as he watched the clouds from the cliff near the village. 
  He had protested then, when they had found him, waked him, and carried him home, for just as he was 
  aroused he had been about to sail in a golden galley for those alluring regions where the sea meets the sky. 
  And now he was equally resentful of awaking, for he had found his fabulous city after forty weary years.  
  But three nights afterward Kuranes came again to Celephais. As before, he dreamed first of the village that 
  was asleep or dead, and of the abyss down which one must float silently; then the rift appeared again, and 
  he beheld the glittering minarets of the city, and saw the graceful galleys riding at anchor in the blue 
  harbour, and watched the gingko trees of Mount Aran swaying in the sea-breeze. But this time he was not 
  snatched away, and like a winged being settled gradually over a grassy hillside til finally his feet rested 
  gently on the turf. He had indeed come back to the Valley of Ooth-Nargai and the splendid city of 
  Celephais.  
  - Excerpt from Celephais, by H.P. Lovecraft   
   
   
   
   
  Settlements: These tables are for the DM use in detailing all sizes of settlements, from small camps up to 
  capital cities. The Settlement Record Sheet in Chapter IX is ideal for recording the information 
  generated here and elsewhere.  
   
  Inns & Taverns: These charts detail the different types of establishments the PCs may be likely to 
  frequent.  
   
  Markets & Bazaars: These tables will generate the vendors and wares for common markets. 
   
  Schools & Training Halls: The DM can use the tables here to detail learning and training institutions. 
   
  Shops & Structures: These tables aid in detailing the most common mercantile and public sites. 
   
  Shrines & Temples: These tables will provide detailed information on various sizes and types of religious 
  establishments.  
  
   
  104 
  SETTLEMENTS 
   
       Settlements vary in size from small temporary encampments to sprawling capital cities. The DM can generate a 
  population and ruler for each settlement, either randomly or by choice.   
   
  Size & Population 
  Tech Level & Primary Feature(s) 
  Settlements 
  Population 
  Range 
  Base 
  Availability 
   
  1d8 
  Tech Level 
  Feature 
  Camp 
  2d6 x 5 
  10-60 
  0% 
   
  1-2 
  0 – Degenerate 
  Citadel 
  Thorpe 
  2d4 x 10 
  20-80 
  5% 
   
  3-5 
  I – Primitive 
  Castle 
  Hamlet 
  1d4 x 100 
  100-400 
  15% 
   
  6-8 
  II – Archaic 
  Market 
  Village 
  1d4+5 x 100 
  600-900 
  25% 
   
  9-11 
  III – Iron Age 
  Fishing 
  Town 
  2d6+1 x 500 
  1,500-6,500 
  50% 
   
  12-17 
  IV – Steel 
  Farming 
  City 
  5d6 x 2,000 
  10,000-60,000 
  75% 
   
  18 
  V – Gunpowder 
  Mining 
  Metropolis 
  5d6 x 5,000 
  25,000-150,000 
  100% 
   
  19 
  VI – Weird Sorcery 
  Crafts 
   
   
   
   
   
  20 
  VII+ - Science Fiction 
  Religious 
   
  Settlement Rulers 
  d% 
  Class 
  d% 
  Race 
   
  d% 
  Leader 
  1d8 
  Special 
  01-30 
  Fighter 
  01-30 
  Dwarf 
   
  01-05 
  3rd–lvl 
  1 
  2nd–lvl 
  31-40 
  Magic-User 
  31-40 
  Gnome 
   
  06-15 
  4th–lvl 
  2 
  17th–lvl 
  41-66 
  Cleric 
  41-66 
  Human 
   
  16-25 
  5th–lvl 
  3 
  19th–lvl 
  67-84 
  Ranger 
  67-84 
  Elf 
   
  26-35 
  6th–lvl 
  4 
  18th–lvl 
  85-92 
  Paladin 
  85-92 
  Half-Elf 
   
  36-45 
  7th–lvl 
  5 
  17th–lvl 
  93-97 
  Thief 
  93-00 
  Monster 
   
  46-60 
  8th–lvl 
  6 
  1st–lvl 
  98-00 
  Special Class 
   
   
   
  61-75 
  9th–lvl 
  7 
  1st –lvl 
  1d8 
  Special Class 
  d% 
  Monster Type 
   
  76-80 
  10th–lvl 
  8 
  0-level 
  1 
  Assassin 
  01-30 
  Humanoid (see Sub-table) 
   
  81-83 
  11th–lvl 
   
   
  2 
  Monk 
  31-40 
  Undead (see Sub-table) 
   
  84-86 
  12th–lvl 
   
   
  3 
  Druid 
  41-50 
  Gnome 
   
  87-89 
  13th–lvl 
   
   
  4 
  Illusionist 
  51-60 
  Ogre 
   
  90-91 
  14th–lvl 
   
   
  5 
  Barbarian 
  61-70 
  Troll 
   
  92-93 
  15th–lvl 
   
   
  6 
  Cavalier 
  71-80 
  Dragon (see Sub-table) 
   
  94-95 
  16th–lvl 
   
   
  7 
  Bard 
  81-90 
  Giant (see Sub-table) 
   
  96-100 
  Special 
   
   
  8 
  Dual/Multi Class 
  91-00 
  Other (DM’s choice) 
   
   
   
   
   
   
   
  Settlement Resources 
  1d20 
  Resources 
  Availability 
  Modifier 
  1 
  Very Poor(subsistence) 
  -15% 
  2-5 
  Poor 
  -10% 
  6-10 
  Fair 
  +/- 0% 
  10-14 
  Average 
  +5% 
  15-17 
  Comfortable 
  +15% 
  18-19 
  Wealthy 
  +25% 
  20 
  Rich 
  +40% 
  Resource Modifiers 
   
  City: 
  +5 
   
  Town: 
  +3 
   
  Port: 
  +3 
   
  On Major Inland Trade Route: 
  +2 
   
  Purely Agricultural Economy: 
  -2 
   
  Population of 500 or Below: 
  -1 
   
  Settlement Themes 
  2d10 
  Feature/Type 
  3 
  Temporary Shanty Town  
  4 
  Amazing Innovations 
  5 
  Barbarian Meeting Ground 
  6 
  Abandoned / Ghost Town 
  7 
  Plague! 
  8 
  Under Siege  
  9 
  Still Under Construction 
  10 
  Boom Town  
  11 
  Ruined/Falling Apart  
  12 
  Predominately Evil  
  13 
  Predominately Lawful  
  14 
  Religious With Big Temple 
  15 
  Built Around Wizard’s Tower 
  16 
  Built Around Fighting Arena 
  17 
  Thieves/Assassins Guild Town 
  18 
  Cursed Town  
  19 
  Haunted – Undead/Lycanthropes 
  20 
  Free Market Town 
  
   
  105 
  INNS & TAVERNS 
   
  Tavern & Inn Rumors 
  1d10 
  Rumor 
  Example 
  1 
  *Local Gossip* (PARTIALLY TRUE) 
  Seamus ‘Bugger’ McCoy is a little too fond of pipeweed & sheep. 
  2 
  *Local Gossip* (FALSE) 
  The whole town council are vampires. That’s why they met at night! 
  3 
  *Local Gossip*(PARTIALLY TRUE) 
  The orcs that attacked the village rode north after the raid. 
  4 
  *Useful Information* (PARTIALLY TRUE) 
  The pool is magic and will heal you if you throw in a gemstone. 
  5 
  *Local Gossip*(FALSE) 
  The orcs had a vampire leading them on a skeletal steed. 
  6 
  *Useful Information* (TRUE) 
  The orcs hole up in a cave about 3 miles from here in the Skint Hills. 
  7 
  *Local Gossip* (TRUE) 
  McCoy kept his pipeweed stash under the stump behind his barn. 
  8 
  *Useful Information* (TRUE) 
  The orc’s leader has a magic axe. 
  9 
  *Local Gossip*(TRUE) 
  McCoy hasn’t been seen since Farmer Piper caught him stealing. 
  10 
  *Useful Information* (TRUE) 
  The orc with a cowl is some kind of shaman. He’s got a staff, too. 
   
  Standard Inn & Tavern Facilities 
  Superior Tavern/Inn (ex. Noble Chartered Inns, Social Clubs) 
  Tavern 
  Spacious common room with 3d6 sm. tables, 1d6 lg. tables, 1d8 semi-private booths, 50% chance 
  of 1d8 private side rooms 
  Meals 
  Feast (25gp), Excellent (12gp), Good (5gp), Average (2gp) 
  Drinks 
  Liquor (3-5gp), Wine (8sp-1gp), Ale/Beer (2-4sp) 
  Inn 
  65% chance 3d8 private rooms (15gp), 1d4 shared rooms (5gp) 
  Baths 
  75% chance public baths (3gp) or private bath (10gp) 
  Security 
  80% chance 1 or 2 (20%) 1st-4th lvl fighters working as bouncers 
  Events 
  Fights (5%), Brawl (10%), Vicious Brawl (5%) 
  Entertainment 
  50% chance 2d4 dancing girls and 2d3 musicians, 35% chance of performing Bard, 15% chance of 
  performing Troupe 
  Stable 
  4d10 stalls w/1 groom per 4 stalls (3-5gp per horse, x5 for warhorses) 
  Carriage House 
  Store up to 3d4 vehicles 
  Clientele 
  Nobles (25%), Couples (25%), Dandies (15%), Adventurers (10%), Gamblers (10%), Locals (5%), 
  Travelers (10%) 
   
  Popular Tavern/Inn (ex. Wayside Coaching Inn, City Tavern) 
  Tavern 
  Common room with 1d8 sm. tables, 2d4 lg. tables, 2d3 semi-private booths, 35% chance of 1d4 
  private side rooms 
  Meals 
  Feast (10gp), Excellent (5gp), Good (2gp), Average (5sp), Fair (3sp), Cheap (2sp) 
  Drinks 
  Liquor (2-3gp), Wine (4sp-1gp), Ale/Beer (4cp-1sp) 
  Inn 
  25% chance 1d6 private rooms (7gp), 1d4 shared rooms (3gp), 1d2 dorms (6sp) 
  Baths 
  35% chance public baths (1gp) or private bath (5gp) 
  Security 
  75% chance 1 1st-4th lvl fighter working as bouncer 
  Events 
  Fights (15%), Brawl (10%), Vicious Brawl (10%) 
  Entertainment 
  65% chance 2d4 dancing girls and 2d3 musicians, 35% chance of performing Bard, 15% chance of 
  performing Troupe 
  Stable 
  3d6 stalls w/1 groom per 6 stalls (12sp-2gp, x4 for warhorses) 
  Carriage House 
  15% chance, stores up to 2d4 vehicles 
  Clientele 
  Dandies (10%), Adventurers (20%), Gamblers (10%), Locals (40%), Travelers (20%) 
   
   
   
   
   
   
   
   
  
   
  106 
  INNS & TAVERNS continued 
   
  Rustic Tavern/Inn (ex. Wayside Traveller’s Inn, Guild Hostel, Workingman’s Club) 
  Tavern 
  Common room with 1d8 sm. tables, 2d4 lg. tables, 2d3 semi-private booths,  35% chance of 1d4 
  private side rooms 
  Meals 
  Feast (10gp), Excellent (5gp), Good (2gp), Average (5sp), Fair (3sp), Cheap (2sp) 
  Drinks 
  Liquor (2-3gp), Wine (4sp-1gp), Ale/Beer (4cp-1sp) 
  Inn 
  1d6 private rooms (7gp), 1d6 shared rooms (3gp), 2d6 dorms (6sp) 
  Baths 
  15% public baths (1gp) or private bath (5gp) 
  Security 
  75% chance 1 1st-4th lvl fighter working as bouncer 
  Events 
  Fights (15%), Brawl (10%), Vicious Brawl (10%) 
  Entertainment 
  15% chance 2d4 dancing girls and 2d3 musicians, 35% chance of performing Bard, 15% chance of 
  performing Troupe 
  Stable 
  3d6 stalls w/1 groom per 6 stalls (12sp-2gp, x4 for warhorses) 
  Carriage House 
  35% chance, store up to 2d4 vehicles 
  Clientele 
  Adventurers (20%), Gamblers (10%), Locals (40%), Travelers (30%) 
   
  Dive (ex. Whorehouse, Gambling Den, Pit Fighting Club) 
  Tavern 
  Common room with 1d4 sm. tables, 2d3 lg. tables, 15% chance of 1d4 semi-private booths, 20% 
  chance of 1 private side rooms (the gambling snug) 
  Meals 
  Excellent (3gp), Good (1gp), Average (3sp), Fair (7cp), Cheap (4cp) 
  Drinks 
  Liquor (15sp-1gp), Wine (2-3sp), Ale/Beer (2-3cp) 
  Inn 
  25% chance 2d4 shared rooms (2gp)/dorms (1sp), 35% chance of 1 (65%) or 2 (35%) private rooms 
  (4gp) 
  Baths 
  15% chance public bath (5sp) or private bath (2gp) 
  Security 
  1 1st-3rd lvl fighter working as bouncer 
  Events 
  Fights (25%), Brawl (20%), Vicious Brawl (20%) 
  Entertainment 
  35% chance 1d6 dancing girls and 1d3 musicians, 10% chance of performing Bard, 5% chance of 
  performing Troupe 
  Stable 
  25% chance of 2d6 stalls w/1 groom (7sp-1gp, x4 for warhorses) 
  Carriage House 
  - 
  Clientele 
  Adventurers (15%), Gamblers (20%), Locals (40%), Thieves (5%), Thugs (5%), Harlots (15%) 
   
  Slum Tavern/Inn (ex. Quayside Dive, Gambling Den, Beer & Ale Stall, Flophouse) 
  Tavern 
  Small common room with 3d6 lg. tables, 1 private side rooms (the gambling snug) 
  Meals 
  Good (5sp), Average (1sp), Fair (3cp), Cheap (2cp), Poor (1cp) 
  Drinks 
  Liquor (15sp-1gp), Wine (8cp-1sp), Ale/Beer (2-3cp) 
  Inn 
  20% chance 1d6 shared rooms (1gp) and dorms (1sp), 10% chance of 1 private room (2gp) 
  Baths 
  - 
  Security 
  1 1st-4th lvl fighter working as bouncer 
  Events 
  Fights (35%), Brawl (15%), Vicious Brawl (50%) 
  Entertainment 
  1d6 harlots, 35% chance of performing Bard or musician 
  Stable 
  15% chance of 2d3 stalls 
  Carriage House 
  - 
  Clientele 
  Gamblers (15%), Locals (35%), Thieves (5%), Thugs (5%), Harlots (40%) 
   
  Notes:  
  *Inns or Taverns may also offer sleeping space on the common room floor (1-3cp) or in the stables (1cp or free)  
  * Meals are grouped in 7 rough categories: Feasts (7 courses), Excellent (4 courses), Good (steak dinner), Average (a 
  good stew), Fair (a serving of bread and cheese), Cheap (a poor stew), Poor (Beans) 
  *Events should be checked for every hour during normal hours and every ½ hour during ‘happy hour’.  
  *Clientele are grouped in 10 categories: Nobles (wealthy merchants or nobility), Couples (pairs or groups of revelers), 
  Dandies (young men on the prowl), Adventurers (NPCs singly or in a party), Gamblers (con-men), Locals (tradesmen 
  and average guildsmen), Travelers (overnight guests), Thieves (singly or in groups or 2-3), Thugs (hired brawlers), Harlots 
  (usually with a pimp) 
   
  
   
  107 
  MARKETS & BAZAARS 
   
  Size 
  # of Stalls 
   
  d% 
  Stall Size 
  d% 
  Merchant 
  Very Small 
  1d6 
   
  01-45 
  Small spot on the ground 
  01-45 
  Local Trader (Poor) 
  Small 
  1d8 
   
  46-65 
  Small pushcart/wagon 
  46-65 
  Traveling Peddler 
  Medium 
  1d20 
   
  66-85 
  Tent or Lean-to 
  66-85 
  Local Trader (Rich) 
  Large 
  2d20 
   
  86-95 
  Large Tent or Pavilion 
  86-95 
  Foreign Trader 
  Huge 
  5d20 
   
  96-00 
  Shop Building 
  96-00 
  Demihuman Trader 
   
  Merchandise 
  1d10 
  Foods 
  Goods 
  Services 
  Prices 
  Price Mod. 
  1 
  Butcher 
  Linen/Cloth 
  Barber/Dentist 
  Rock Bottom 
  -50% 
  2 
  Baker 
  Weapons/Armor 
  Herbalist 
  Cheap 
  -25% 
  3 
  Pastries 
  Hardware  
  Fortuneteller 
  Low 
  -15% 
  4 
  Fishmonger 
  Animals 
  Healer 
  Average 
  +/- 0% 
  5 
  Fruits 
  Slaves 
  Scribe 
  Average 
  +/- 0% 
  6 
  Vegetables 
  Pottery 
  Tinker 
  Average 
  +/- 0% 
  7 
  Ale & Wine 
  Jewelry 
  Tailor 
  Expensive 
  ++15% 
  8 
  Rations 
  Trinkets 
  Moneylender 
  Pricy 
  ++25% 
  9 
  Candies 
  Leather Goods 
  Blacksmith 
  Premium 
  ++50% 
  10 
  Other 
  Baskets 
  Cobbler 
  Outrageous 
  ++100% and up 
   
   
   
  SCHOOLS & TRAINING HALLS 
   
  Schools are establishments where class skills like fighting or spell casting are taught.   
   
  School Type & Class 
  d% 
  Type 
   
  d% 
  Class 
  Notes 
  01-10 
  A 
   
  01-15 
  Specialist Master 
  Specializing in a single weapon, art or field 
  11-20 
  B 
   
  16-45 
  Martial School 
  Fighters & Monks 
  21-45 
  C 
   
  46-60 
  Fine Arts School 
  Education for nobles/wealthy merchants 
  46-70 
  D 
   
  61-90 
  Magic Academy 
  (01-65) Magic User, (66-80) Illusionist or (81-00) both 
  71-85 
  E 
   
  91-98 
  College 
  Curriculum-based (usually a single profession) 
  86-00 
  F 
   
  99-00 
  University 
  Large institution with many colleges (see above) 
   
   
  Elite Class A School  
  Headmaster: 8th-12th–lvl   
  Staff: 2D6 Teachers each of Level 2d2+2 
   
  Prestigious Class B School  
  Headmaster: 8th-12th–lvl   
  Staff: 2d6 Teachers each of Level 2d3 
   
  Typical Class C School 
  Headmaster: 8th-12th–lvl   
  Staff: 2d6 Teachers each of Level 1d5+1 
   
  Guild/Trade Class D School 
  Headmaster: Level 4 + 1d2  
  Staff: 1D6 Teachers each of Level 2d2+1 
   
  Basic Class E School  
  Headmaster: Level 2d3  
  Staff: 1d3-1 Teachers each of Level 2d2 
   
  Private Trainer/Tutor Class F School  
  Headmaster: Level 2d3  
  Staff: none
  Example: Bogschwartz Academy is a typical school of magic (Type C) housed in a stone tower near a local crossroads. 
  The headmaster, Flax Bentle, is an 11th-lvl human Magic-User. He is aided by a diverse faculty made up of 4 Magic Users, 
  an Illusionist, a Sage, and an Alchemist – for a total of 7. In keeping with the Bogschwartz Academy’s motto - “Exsisto 
  Paratus Pro Pessimus” (Prepared for the Worst) – the school offers a liberal curriculum in General Magic, Illusionism, 
  Alchemy, and Linguistics.  
    
  
   
  108 
  SHOPS & STRUCTURES 
   
  Shop Quality & Wealth 
  1d10 
  Quality 
  Prices 
  Wealth 
  1 
  Out of Business 
  N/A 
  Bankrupt/No Income - Wealth = 0gp 
  2-3 
  Poor 
  Cheap – Std. Prices x .50 or less 
  Struggling - Wealth x .25 
  4-5 
  Below Average 
  Inexpensive – Std. Prices x .75 
  Surviving - Wealth x .5 
  6-7 
  Average 
  Average – Std. Prices x 1 
  Average – Wealth x 1 
  8-9 
  High Quality 
  Expensive – Std. Prices x 1.5 
  Prosperous – Wealth x 1.5 
  10 
  Superior 
  Outrageous – Std. Prices x 2 or more 
  Booming – Wealth x 2 
   
  Shop & Structure Types 
  d% 
  Type 
   
  d% 
  Type 
  01 
  Apothecary/Druggist 
   
  42 
  Solicitor/Lawyer 
  02 
  Armorsmith 
   
  43 
  Clay Pit 
  03 
  Fletcher/Bowyer 
   
  44 
  Books/Scrolls 
  04-05 
  Carpenter/Woodworker 
   
  45 
  Brothel/Whorehouse 
  06 
  Shipbuilder 
   
  46 
  Arena/Fighting Pit 
  07-08 
  Market 
   
  47 
  Animal Handler 
  09 
  Brewery/Winery 
   
  48-49 
  Canteen/Restaurant 
  10 
  Bricklayer 
   
  50-51 
  Dentist/Barber 
  11 
  Dyer/Tannery 
   
  52 
  Candlemaker 
  12 
  Mortuary/Crematorium 
   
  53 
  Butcher 
  13-14 
  Inn/Hostel 
   
  54 
  Asylum 
  15-16 
  Tavern/Pub 
   
  55 
  Poorhouse/Almshouse 
  17 
  Goldsmith 
   
  56-57 
  Apartment 
  18 
  Jeweler/Gem Dealer 
   
  58 
  Townhouse/Villa 
  19 
  Herbalist 
   
  59-60 
  Temple/Shrine 
  20 
  Physician/Surgeon 
   
  61-63 
  Shanties 
  21 
  Scribe/Notary 
   
  64 
  Weaponsmith 
  22 
  Sage/Scholar/Wiseman 
   
  65 
  Mason 
  23 
  Diviner/Oracle/Fortuneteller 
   
  66 
  Copper/Silversmith 
  24 
  Clothier/Tailor 
   
  67-68 
  Weaver 
  25 
  Cobbler/Shoemaker 
   
  69 
  Souvenir Shop 
  26 
  Wheelwright/Cooper 
   
  70 
  Public Park 
  27 
  Potter 
   
  71 
  Cemetery 
  28-29 
  Grainery 
   
  72-73 
  Tower/Guardpost 
  30-31 
  General Store/Supplier 
   
  73-74 
  Fishing Wharf 
  32 
  Leatherworker/Saddlemaker 
   
  75-76 
  Warehouse/Storage Vault 
  33 
  School/Academy 
   
  77-79 
  Guild Hall 
  34 
  Gaol/Prison 
   
  80-81 
  Construction Site 
  35 
  Talismonger 
   
  82-83 
  Barracks 
  36 
  Glassblower 
   
  84 
  Theatre/Playhouse 
  37 
  Pipeweed Shop 
   
  85 
  Ruins 
  38 
  Locksmith 
   
  86-88 
  Bridge 
  39 
  Blacksmith 
   
  89-90 
  Castle/Keep 
  40 
  Moneychanger/Bank 
   
  91 
  Magic Items/Components 
  41 
  Laundry/Bath-house 
   
  92-00 
  DM’s Choice 
   
  * Items listed in BOLD type can be detailed using tables found in this chapter and elsewhere throughout this volume. 
  
   
  109 
  SHRINES & TEMPLES 
   
  Temple Building 
  1d10 
  Configuration 
  Size 
  Condition 
  Main Material 
  Special Purpose 
  TT 
  1 
  Domed Square 
  1-story 
  Under Construction 
  Soft Stone 
  Hermitage 
  1d3 
  2 
  Pyramidal 
  2-story 
  Brand New 
  Wood/Timber 
  Normal Temple 
  1d2 
  3 
  Oval 
  3-story 
  Slightly Aged 
  Sod 
  Hospital/Clinic 
  1d2-1 
  4 
  Rectangular 
  (1d6+3)-story 
  Worn 
  Earth 
  Monastery 
  1d3-1 
  5 
  Obelisk/Tower 
  1 Underground 
  Aged 
  Clay 
  Militant Training Ground 
  1d2-1 
  6 
  Round 
  1 Underground + 1-story 
  Ancient 
  Soft Metal 
  Fortified Temple 
  1d2-1 
  7 
  Square 
  2 Underground 
  Crumbling 
  Hard Stone 
  Shrine 
  1d2 
  8 
  Hemispheric 
  2 Underground + 1-story 
  Tumbled Down 
  Hard Metal 
  Cathedral/High Temple 
  1d4 
  9 
  Geodesic Domed 
  3 Underground 
  Ruins 
  Leather/Skins 
  Pilgrims’ Hostel 
  1d2-1 
  10 
  Rhomboidal 
  3 Underground + 1-story 
  Foundations Only 
  Quartz/Crystal 
  Mortuary/Ossuary 
  1d3-1 
   
  Temple Special Features 
  1d10 
  Type 
  Holy Spring 
  Artifact 
  Relic 
  Sacred Stone 
  Writings 
  Sacred Place 
  1 
  Holy Spring 
  Curing 
  Sword 
  Skull 
  Charms 
  Creation 
  Deity's Triumph 
  2 
  Artifact 
  Transmute Metals 
  Helm 
  Leg Bone 
  Magnetic 
  Deity's Battles 
  Deity's Birth 
  3 
  Avatar 
  Dissolves Metals 
  Shield 
  Hand 
  Animated 
  By Deity 
  Deity's Asscension 
  4 
  Relic 
  Commune 
  Staff 
  Heart 
  Anti-Magic 
  Deity's Birth 
  Deity's Return 
  5 
  Sacred Place 
  Dissolves Flesh 
  Ring 
  Brain 
  Sacrificial Stone 
  Deity's Adventures 
  Meeting Place 
  6 
  Ancient Writings 
  Raises Dead 
  Mace 
  Mummy 
  Random Spells 
  Deity's First Priest 
  Deity's Defeat 
  7 
  Holy Idol 
  Healing 
  Scroll 
  Ashes 
  Gate 
  Divine Magic 
  Deity’s Marriage 
  8 
  Monument 
  Remove Curse 
  Armor 
  Eye 
  Sentient 
  Ancient History 
  Birthplace of Saint 
  9 
  Servant 
  Cursed 
  Holy Symbol 
  Foot 
  Healing/Curing 
  Morality & Law 
  First Temple 
  10 
  Cave 
  Grants a Wish 
  Rod 
  Tooth 
  Raises Dead 
  Technology/Crafts 
  Burial Place 
   
  Temple Treasury & Local Lay-Followers 
  1d10 
  Treasury 
  Hamlet 
  Village 
  Town 
  City 
  1 
  (1d4) x 100gp 
  1d4+1 
  3d6 
  2d10+10 
  1d10+20 
  2 
  (2d6) x 100gp 
  1d6+2 
  2d6+8 
  1d100+10 
  (1d4x10)+50 
  3 
  (1d10+10) x100gp 
  2d4+2 
  3d6+10 
  3d6+40 
  1d100+100 
  4 
  (1d4) x 1000gp 
  2d6+3 
  2d6+20 
  (1d6x10)+30 
  (2d6x10)+150 
  5 
  (2d4) x 1000gp 
  3d6+2 
  3d6+25 
  (1d4+1) x 10)+30 
  (3d6x10)+200 
  6 
  (2d10) x 1000gp 
  2d6+10 
  (d4+1)x10 
  1d100+50 
  (1d4+1)x100 
  7 
  (2d6 + 10) x 1000gp 
   
   
   
   
  8 
  (2d6 + 15) x 1000gp 
   
   
   
   
  9 
  (3d6 + 20) x 1000gp 
   
   
   
   
  10 
  (1d4 + 1) x 10,000gp 
   
   
   
   
   
   
   
   
   
  Wilderness Temples 
  1d20 
  Site 
  1 
  Dense Forest 
  2 
  Meadow 
  3 
  Cairn 
  4 
  Cliff-top 
  5 
  Sea Coast: 
  6 
  Hidden Valley 
  7 
  Underground 
  8 
  Marsh 
  9 
  Mountaintop 
  10 
  Riverbank 
  11 
  Ruins 
  12 
  Island 
  13 
  Volcano 
  14 
  Desert Oasis 
  15 
  Sacred Grove 
  16 
  Gorge 
  17 
  Underwater 
  18 
  Plains 
  19 
  Crater 
  20 
  Floating in Sky 
  Ritual Times & Sacrifices 
  Frequency 
  Time 
  Ceremonial Attendees 
  Once per day 
  Dawn, Dusk, Midnight, or Noon 
  All Priest(s) only 
  Twice per day 
  Dawn & Dusk 
  High Priest(s), Public 
  Twice per day 
  Noon & Midnight 
  All Priest(s), Public 
  Thrice per day 
  Dawn, Noon & Dusk 
  High Priest(s) only 
  Thrice per day 
  Dusk, Midnight & Dawn 
  Level 6+ Priests only 
  Thrice per day 
  Midnight, Dawn & Noon 
  level 6+ Priest, Public 
  Thrice per day 
  Noon, Dusk & Midnight 
  < Level 5 Priests only 
  4 times per day 
  Dusk, Midnight, Dawn & Noon 
  < Level 6 Priests, Public 
  Once per week 
  - 
  High Priest, Demon 
  Once per year 
  - 
  All Priests, Demon 
  
   
  110 
  SHRINES & TEMPLES continued 
   
  Temple Leadership & Priesthood 
  1d6 
  Leader 
  2d8 
  High Priest 
  Priest(s) 
  1 
  High Priest 
  2 
  4th- -lvl 
  1d4 x1d3-lvl 
  2 
  High Priest 
  3 
  4th-lvl 
  2d4 x1d4-lvl 
  3 
  High Priest 
  4 
  5th-lvl 
  2d6+4 x1d4-lvl 
  4 
  High Priest 
  5 
  6th-lvl 
  2d6 x1d4+1-lvl 
  5 
  Dual Leadership 
  6 
  6th-lvl 
  2d10+6 x1d6+1-lvl 
  6 
  Triumvirate 
  7 
  7th-lvl 
  3d10 x1d6-lvl 
   
   
  8 
  7th-lvl 
  2d6 x1d4+2-lvl 
  1d6 
  Guards/Paladins 
  9 
  7th-lvl 
  2d10+20 x1d6-lvl 
  1 
  1d4 1st-lvl 
  10 
  8th-lvl 
  25+3d6 x1d6+1-lvl 
  2 
  1d6 1st-lvl 
  11 
  8th-lvl 
  30+3d10 x1d8+1-lvl 
  3 
  1d4 1st-lvl, 4th-lvl 
  12 
  9th-lvl 
  20+5d8 x1d8-lvl 
  4 
  1d6 1st-lvl, 4th-lvl 
  13 
  9th-lvl 
  40+2d10 x1d10+1-lvl 
  5 
  2d4 1st-lvl, 2 3rd-lvl, 5th-lvl 
  14 
  10th-lvl 
  50+2d10 x1d10+1-lvl 
  6 
  2d6 1st-lvl, 1d4 3rd-lvl, 2 5th-lvl, 7th-lvl 
  15 
  10th-lvl 
  10+1d10 x1d6+3-lvl 
   
   
  16 
  10th-lvl 
  75+3d10 x1d12+3-lvl 
   
  Rituals 
  1d20 
  Sacrificial Item 
   
  1d20 
  Special Rituals 
  1 
  Burnt Incense 
   
  1 
  Full Moon 
  2 
  Copper Pieces 
   
  2 
  Equinoxes 
  3 
  Silver Pieces 
   
  3 
  Years End/Beginning 
  4 
  Electrum Pieces 
   
  4 
  Id8 High Holy Days 
  5 
  Gold Pieces 
   
  5 
  Eclipses 
  6 
  Platinum Pieces 
   
  6 
  Fertility Rites 
  7 
  Small Gems 
   
  7 
  Month of Fasting and Prayer 
  8 
  Large Gems (>100gp) 
   
  8 
  Saints Day 
  9 
  Jewelry 
   
  9 
  Day of the Dead 
  10 
  Magic Items 
   
  10 
  Initiation into Adulthood 
  11 
  Sheep Sacrifice 
   
  11 
  Devil's Day 
  12 
  Cattle Sacrifice 
   
  12 
  Longest Day of Year 
  13 
  Snake Sacrifice 
   
  13 
  Shortest Day of Year 
  14 
  Chicken Sacrifice 
   
  14 
  Harvest Rites 
  15 
  Victim’s Blood 
   
  15 
  Deity's Day of Birth 
  16 
  Victim’s Heart 
   
  16 
  Deity's Day of Death 
  17 
  Victim’s Head 
   
  17 
  Victory of Deity Against Enemies 
  18 
  Special Victim’s Blood 
   
  18 
  Death of High Priest 
  19 
  Special Victim’s Heart 
   
  19 
  Creation of World 
  20 
  Special Victim’s Head 
   
  20 
  Conjunction of Planets 
   
  Sacrificial Victims 
  1d12 
  Type 
  1 
  Humans 
  2 
  Orcs 
  3 
  Goblins 
  4 
  Dwarves 
  5 
  Elves 
  6 
  Halflings 
  7 
  Kobolds 
  8 
  Hobgoblins 
  9 
  Lizard Men 
  10 
  Gnomes 
  11 
  Special + Roll Again 
  12 
  Special + Roll Again 
   
   
  Special Victims 
  1d6 
  Type 
  1 
  Babies 
  2 
  Women 
  3 
  Virgins 
  4 
  Nobility 
  5 
  Certain Profession 
  6 
  Certain Physical Trait 
  
   
  111 
  SHRINES & TEMPLES continued 
   
  Temple Ritual Devices, Protective Curses and other measures 
  1d20 
  Device 
  Ritual Curse on Blasphemers & Defilers 
  Protection(s) 
  1 
  Chants 
  Primary characteristic reduced by 2 
  Priests 
  2 
  Weapon, 
  Any animals/elements influenced by deity always at odds with Defiler 
  Hired Mercenaries 
  3 
  Stone Idol 
  Pursuit by other members of church 
  Magical Detection 
  4 
  Medallion 
  One magic item of Defiler loses Abilities 
  Dogs 
  5 
  Incense 
  Quest by deity to attack some other Temple, perhaps one’s own 
  lions 
  6 
  Heayy Robes 
  Earthquake destroys Temple while characters still inside 
  Serpent 
  7 
  Wine 
  Defiler wracked with pain, -4 to-hit, no spell casting possible 
  High Walls 
  8 
  Braziers 
  Defiler's sex changed 
  Moat 
  9 
  Tapestries 
  Defiler becomes dumb 
  Temple in Fortress 
  10 
  Golden Idol 
  Defiler becomes blind 
  Temple is a Fortress 
  11 
  Gongs 
  Defiler becomes deaf 
  Undead 
  12 
  Books 
  Defiler loses 5 points of Charisma 
  Animated Furniture 
  13 
  Fire 
  Defiler's skin slowly changes color 
  Traps 
  14 
  Skulls 
  Defiler's home struck by a plague 
  Walls of Fire 
  15 
  Blood 
  Defiler has -2 on all saving throws 
  Town Militia 
  16 
  Jewelry 
  12th level assassin hired by church 
  Nearby Castle 
  17 
  Scroll 
  Defiler has 10% chance per melee of becoming catatonic for 1d12 rds 
  Sentient Temple 
  18 
  Music 
  Defiler's vision slightly  blurred, -1 to-hit, cannot find any secret doors 
  Illusions 
  19 
  Acid 
  A pair of devil's horns grow out of Defiler's head 
  Monsters 
  20 
  Candles 
  Defiler attacked once per day by random creature 
  Demons 
   
   
   
   
   
   
   
   
   
   
   
  Holy/Unholy Artifacts 
  1d20 
  Artifact 
  1 
  A Sacred Place 
  2 
  Armor or Shield 
  3 
  Belt/Girdle 
  4 
  Chair/Throne 
  5 
  Chariot/Wagon 
  6 
  Clothing 
  7 
  Container 
  8 
  Footwear 
  9 
  Gem 
  10 
  Headgear 
  11 
  Jewelry 
  12 
  Melee Weapon 
  13 
  Mirror 
  14 
  Missile Weapon 
  15 
  Relic 
  16 
  Rod/Wand/Staff 
  17 
  Scroll/Book 
  18 
  Ship/Boat 
  19 
  Stone/Crystal 
  20 
  Tool 
  1d6 
  Curse Duration 
  1 
  1d20 hours 
  2 
  1d10 days 
  3 
  1d8 weeks 
  4 
  1d6 months 
  5 
  1d4 years 
  6 
  Permanent 
  Holy/Unholy Symbols 
  1d20 
  Holy Symbol 
   
  1d20 
  Unholy Symbol 
  1 
  Open Hand 
   
  1 
  Bone Crown 
  2 
  Silver Feather 
   
  2 
  Drop of Blood 
  3 
  Hourglass 
   
  3 
  Gnarled Fist 
  4 
  Flying White Bird 
   
  4 
  Wand 
  5 
  Open Book 
   
  5 
  Withered Tree 
  6 
  Feline Eyes 
   
  6 
  Glowing Gemstone 
  7 
  Tree 
   
  7 
  Red Sword 
  8 
  Crossed Scimitars 
   
  8 
  Flame 
  9 
  Falcon 
   
  9 
  Bone 
  10 
  Gold Warhammer 
   
  10 
  Pupil-less Eye 
  11 
  Glowing Sword 
   
  11 
  Severed Hand 
  12 
  A Sprouting Twig 
   
  12 
  Crescent Moon 
  13 
  A Balance 
   
  13 
  Glass Scorpion 
  14 
  Eagle 
   
  14 
  Burning Skull 
  15 
  Stone Hammer 
   
  15 
  Cloud of Smoke 
  16 
  Olive Branch 
   
  16 
  Red Eye 
  17 
  Silver Flask 
   
  17 
  Black Circle 
  18 
  Diamond 
   
  18 
  Shadow 
  19 
  Sheaf of Grass 
   
  19 
  Lockpick 
  20 
  A Bunch of Grapes 
   
  20 
  Crossed Daggers 
  
   
  112 
  UNDERWORLD GUILDS 
   
  Thieves’/Assassin’s/Beggar’s Guild Population 
   
  Settlement Resource Level 
  Population 
  Very Poor 
  Poor 
  Fair 
  Average 
  Comfortable 
  Wealthy 
  Rich 
  < 500 
  0 
  1d2-1 
  1d2-1 
  1d2-1 
  1d3-1 
  1d3-1 
  1d3 
  501-1,000 
  1d2-1 
  1d3-1 
  1d3-1 
  1d3 
  1d3 
  1d4 
  1d4+1 
  1,001-2,000 
  N/A 
  1d3 
  1d4 
  1d3+1 
  1d4+1 
  1d3+2 
  1d4+1 
  2,001-5,000 
  N/A 
  1d4+1 
  1d6+1 
  1d6+2 
  1d6+3 
  1d8+3 
  2d6+2 
  5,001-10,000 
  N/A 
  1d6+2 
  1d10+2 
  2d6+2 
  2d8+2 
  2d10+2 
  4d6+2 
  Per  5,000 > 10,000 
  N/A 
  1d4+1 
  1d6+1 
  1d6+2 
  1d6+3 
  1d8+3 
  2d6+2 
   
  Thieves’/Assassin’s/Beggar’s Guild Relationships 
  Law 
   
  Merchants 
   
  Other Guilds 
  1d20 
  Attitude 
   
  1d20 
  Attitude 
   
  1d20 
  Attitude 
  1-3 
  Persecution 
   
  1-2 
  Warfare 
   
  1-2 
  Hostile 
  4-7 
  Hassle 
   
  3-6 
  Active opposition 
   
  3-5 
  Indifferent 
  8-11 
  Opposition 
   
  7-13 
  Standoff 
   
  6-10 
  Neutral 
  12-13 
  Mixed 
   
  14-15 
  Mixed 
   
  11-16 
  Favorable 
  14-17 
  Tolerant 
   
  16 
  Submissive 
   
  17-19 
  Co-operative 
  18-20 
  Corrupt 
   
  17-19 
  Infiltrated 
   
  20 
  Close 
   
   
   
  20 
  Enslaved 
   
   
   
   
   
   
   
   
   
   
  Modifiers 
   
  Modifiers 
   
  Modifiers 
  Settlement is Lawful -2 
   
  Settlement is Lawful -2 
   
  Law is persecutory or hassling +1 
  Settlement is Chaotic +2 
   
  Settlement is Chaotic +2 
   
  Settlement is Good +1 
  Settlement is Good +1 
   
  Settlement is Poor -4 
   
  Settlement is Evil +2 
  Settlement is Evil -1 
   
  Settlement is Wealthy +1 
   
   
   
   
   
  Settlement is Rich +2 
   
   
   
   
   
  Law is tolerant +1 
   
   
   
   
   
  Law is corrupt +2 
   
   
   
   
  Thieves’/Assassin’s/Beggar’s Guild Government 
  Rulership 
   
  Unusual Rulers 
   
  Rulership Style 
  1d20 
  Attitude 
   
  1d20 
  Attitude 
   
  1d20 
  Attitude 
  1-13 
  Guildmaster 
   
  1-2 
  Leaderless 
   
  1-4 
  Weak 
  14 
  Mixed 
   
  3-8 
  Mixed 
   
  5-8 
  Fairly Weak 
  15 
  Democratic 
   
  9-10 
  Special guildmaster 
   
  9-12 
  Fairly Strong 
  16-19 
  Council (d3+2 members) 
   
  11-12 
  Special council 
   
  13-17 
  Strong 
  20 
  Unusual Ruler 
   
  13-20 
  Outside controller 
   
  18-20 
  Despotic 
   
  Attitude To Practicing Non-Members 
  1d20 
  Attitude 
  1-5 
  Hostility & Persecution ~ Vendetta 
  6-10 
  Hostility  
  11-15 
  Neutrality 
  16-18 
  Co-Operation 
  19-20 
  Special Relationship  
   
  
   
  113 
  CHAPTER VI: TREASURES 
   
  Let it be said as a foreword to this tale that I have robbed no man who was not in some way a 
  robber of others. In all my long and arduous career, I, Satampra Zeiros of Uzuldaroum, sometimes known as 
  the master-thief, have endeavored to serve merely as an agent in the rightful redistribution of wealth. The 
  adventure I have now to relate was no exception: though, as it happened in the outcome, my own 
  pecuniary profits were indeed meager, not to say trifling. 
  Age is upon me now. And sitting at that leisure which I have earned through many hazards, I drink 
  the wines that are heartening to age. To me, as I sip, return memories of splendid loot and brave nefarious 
  enterprise. Before me shine the outpoured sackfuls of djals or pazoors, removed so dexterously from the 
  coffers of iniquitous merchants and money-lenders. I dream of rubies redder than the blood that was shed 
  for them; of sapphires bluer than depths of glacial ice; of emeralds greener than the jungle in spring. I recall 
  the escalade of pronged balconies; the climbing of terraces and towers guarded by monsters; the sacking 
  of altars beneath the eyes of malign idols or sentinel serpents. 
  Often I think of Vixeela, my one true love and the most adroit and courageous of my companions in 
  burglary. She has long since gone to the bourn of all good thieves and comrades; and I have mourned her 
  sincerely these many years. But still dear is the memory of our amorous or adventurous nights and the feats 
  we performed together. Of such feats, perhaps the most signal and audacious was the theft of the thirty-
  nine girdles. 
  These were the golden and jeweled chastity girdles, worn by the virgins vowed to the moon god 
  Leniqua, whose temple had stood from immemorial time in the suburbs of Uzuldaroum, capital of 
  Hyperborea. The virgins were always thirty-nine in number. They were chosen for their youth and beauty, 
  and retired from service to the god at the age of thirty-one. 
  The girdles were padlocked with the toughest bronze and their keys retained by the high-priest who, 
  on certain nights, rented them at a high price to the richer gallants of the city. It will thus be seen that the 
  virginity of the priestesses was nominal; but its frequent and repeated sale was regarded as a meritorious 
  act of sacrifice to the god. 
   
  - excerpt from The Theft of the Thirty-Nine Girdles, by Clark Ashton Smith 
   
   
   
  Treasure Assortments by Level: These tables are particularly useful for placing treasure gauged 
  according to the level of either the dungeon or the average party level. These tables are also 
  preferable when placing random or unguarded treasures. If the DM favors a ‘low-treasure’ campaign 
  style, these tables can be used in lieu of the standard AD&D Treasure Types. 
   
  Treasure Assortments by Type: These tables offer a selection of treasures generated according to the 
  AD&D Treasure Table found in both the Monster Manual and Fiend Folio. The DM should first note the 
  Treasure Type of the particular monster, then find refer to the appropriate letter-coded table herein and 
  roll to generate a complete treasure. These are particularly useful for quick generation of treasures for 
  randomly encountered monsters and other NPCs. Also noted in the table headings are other important 
  classifiers useful when placing large treasure hoards possessed by NPC groups.   
   
  Maps: This table can be used to generate a variety of both real and fake treasure maps. 
   
  Miscellaneous Treasures: These tables are useful to the DM when detailing gems and jewelry, containers 
  and bulk goods, like those carried by a caravan for instance. 
   
  Quick & Weird Magic Items: These tables can be used by the DM to generate a large variety of both 
  cursed and beneficial magic items different from those standard items listed in the Dungeon Master’s 
  Guide.  These tables were adapted from Erol Otus’ Handy-Dandy Magic Item Generation Tables, 
  printed by Fantasy Art Enterprises in 1979.  
   
   
  
   
  114 
  TREASURE ASSORTMENTS by LEVEL 
   
  Level I Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  250gp 
   
  33 
  350ep 
   
  67 
  300gp 
  2 
  100sp 
   
  34 
  100cp 
   
  68 
  400cp 
  3 
  1,000cp 
   
  35 
  200cp 
   
  69 
  80pp 
  4 
  600sp 
   
  36 
  600sp 
   
  70 
  350ep 
  5 
  Magic Item 
   
  37 
  1pc jewelry (1,400gp) 
   
  71 
  900cp 
  6 
  500cp 
   
  38 
  70pp 
   
  72 
  400gp 
  7 
  3x gems (100gp) 
   
  39 
  300ep 
   
  73 
  700ep 
  8 
  1,000sp 
   
  40 
  100cp 
   
  74 
  700sp 
  9 
  700sp 
   
  41 
  Magic Item 
   
  75 
  350ep 
  10 
  300gp 
   
  42 
  100sp 
   
  76 
  Magic Item 
  11 
  200sp 
   
  43 
  900sp 
   
  77 
  200sp 
  12 
  600sp 
   
  44 
  100sp 
   
  78 
  1,100sp 
  13 
  550ep 
   
  45 
  800cp 
   
  79 
  90pp 
  14 
  200cp 
   
  46 
  600cp 
   
  80 
  1,200cp 
  15 
  1pc jewelry (700gp) 
   
  47 
  300gp 
   
  81 
  500sp 
  16 
  500cp 
   
  48 
  750ep 
   
  82 
  60pp 
  17 
  110pp 
   
  49 
  Magic Item 
   
  83 
  3x gems (100gp) 
  18 
  50pp 
   
  50 
  400sp 
   
  84 
  100sp 
  19 
  100cp 
   
  51 
  1,000cp 
   
  85 
  500ep 
  20 
  1pc jewelry (1,300gp) 
   
  52 
  400sp 
   
  86 
  1,200cp 
  21 
  100sp 
   
  53 
  2x gems (50gp) 
   
  87 
  900sp 
  22 
  800cp 
   
  54 
  30pp 
   
  88 
  100cp 
  23 
  300gp 
   
  55 
  600sp 
   
  89 
  800sp 
  24 
  700cp 
   
  56 
  100sp 
   
  90 
  Magic Item 
  25 
  800ep 
   
  57 
  300gp 
   
  91 
  900cp 
  26 
  Magic Item 
   
  58 
  150gp 
   
  92 
  700cp 
  27 
  900cp 
   
  59 
  Magic Item 
   
  93 
  200gp 
  28 
  300sp 
   
  60 
  200cp 
   
  94 
  500cp 
  29 
  1,100sp 
   
  61 
  1x gems (100gp) 
   
  95 
  700sp 
  30 
  400ep 
   
  62 
  1,100cp 
   
  96 
  900sp 
  31 
  250gp 
   
  63 
  700sp 
   
  97 
  700sp 
  32 
  900cp 
   
  64 
  150ep 
   
  98 
  Magic Item 
   
  65 
  800cp 
   
  99 
  1,100cp 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry. 
   
  66 
  450gp 
   
  100 
  300cp 
   
   
   
       Magic Items & Potions (Level I) 
  1d10 
  Result 
  1 
  Potion: Delusion 
  2 
  Scroll (Cl) 1 Spell (1-2) 
  3 
  1-4 Arrows +1 
  4 
  Potion: Levitation 
  5 
  Leather Armor +1 
  6 
  Potion: Invisibility 
  7 
  Scroll (MU) 1 Spell (1-3) 
  8 
  Potion: Healing 
  9 
  Dagger +1 
  10 
  Potion: Poison 
   
  
   
  115 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level II Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  1,100cp 
   
  33 
  1,500sp 
   
  67 
  950ep 
  2 
  2,200sp 
   
  34 
  2,100cp 
   
  68 
  1,050ep 
  3 
  1,900cp 
   
  35 
  Magic Item 
   
  69 
  1,600cp 
  4 
  Magic Item 
   
  36 
  5x gems (100gp) 
   
  70 
  250pp 
  5 
  1pc jewelry (1,300gp) 
   
  37 
  1,100sp 
   
  71 
  450gp 
  6 
  500cp 
   
  38 
  38. 450gp 
   
  72 
  1,200ep 
  7 
  3x gems (100gp) 
   
  39 
  39. 1,800sp 
   
  73 
  800ep 
  8 
  1,000sp 
   
  40 
  Magic Item 
   
  74 
  1,900sp 
  9 
  700sp 
   
  41 
  Magic Item 
   
  75 
  200pp 
  10 
  300gp 
   
  42 
  1,050ep 
   
  76 
  2,100cp 
  11 
  200sp 
   
  43 
  1pc jewelry (1,300gp) 
   
  77 
  650gp 
  12 
  600sp 
   
  44 
  Magic Item 
   
  78 
  1,300sp 
  13 
  550ep 
   
  45 
  1,500cp 
   
  79 
  2,200cp 
  14 
  200cp 
   
  46 
  850ep 
   
  80 
  200pp 
  15 
  1pc jewelry (700gp) 
   
  47 
  1,900sp 
   
  81 
  Magic Item 
  16 
  500cp 
   
  48 
  1,050ep 
   
  82 
  1,100cp 
  17 
  110pp 
   
  49 
  200pp 
   
  83 
  450gp 
  18 
  50pp 
   
  50 
  2pc jewelry (1,000gp) 
   
  84 
  1,500cp 
  19 
  100cp 
   
  51 
  Magic Item 
   
  85 
  150pp 
  20 
  1pc jewelry (1,300gp) 
   
  52 
  1,400sp 
   
  86 
  1,200sp 
  21 
  100sp 
   
  53 
  1,050ep 
   
  87 
  500gp 
  22 
  800cp 
   
  54 
  1pc jewelry (1,500gp) 
   
  88 
  1,100sp 
  23 
  300gp 
   
  55 
  7 x gems (100gp) 
   
  89 
  200sp 
  24 
  700cp 
   
  56 
  450gp 
   
  90 
  8 x gems (15gp) 
  25 
  800ep 
   
  57 
  1,800sp 
   
  91 
  1,700sp 
  26 
  900cp 
   
  58 
  950ep 
   
  92 
  600gp 
  27 
  Magic Item 
   
  59 
  150pp 
   
  93 
  3 pc jewelry (1,000gp) 
  28 
  300sp 
   
  60 
  2,000sp 
   
  94 
  150pp 
  29 
  1,100sp 
   
  61 
  1,200cp 
   
  95 
  Magic Item 
  30 
  1,200cp 
   
  62 
  1,150ep 
   
  96 
  300gp 
  31 
  250pp 
   
  63 
  650gp 
   
  97 
  2,100cp 
  32 
  1,800cp 
   
  64 
  700gp 
   
  98 
  250pp 
   
  65 
  450gp 
   
  99 
  5 x gems (100gp) 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry.  
   
  66 
  150pp 
   
  100 
  1,500sp 
   
   
  Magic Items & Potions (Level II) 
  1d10 
  Result 
  1 
  Sword -1, Cursed 
  2 
  Scroll – Prot. Lycanthropes 
  3 
  Ring of Fire Resistance 
  4 
  Scroll (MU) – 3 spells (1-3) 
  5 
  Spear +3 
  6 
  Potion: Animal Control 
  7 
  Potion: Flying 
  8 
  Sword+1/+3 vs. Trolls (N) 
  9 
  Scroll- Prot./Undead 
  10 
  Scroll (Cl) – 1 spell (1-3) 
  
   
  116 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level III Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  850ep 
   
  33 
  2,700cp 
   
  67 
  1,150ep 
  2 
  300pp 
   
  34 
  Magic Item 
   
  68 
  2,900cp 
  3 
  1,050ep 
   
  35 
  1,050ep 
   
  69 
  650gp 
  4 
  900gp 
   
  36 
  2,300sp 
   
  70 
  1,100ep 
  5 
  1,150ep 
   
  37 
  2,200cp 
   
  71 
  3,000cp 
  6 
  400pp 
   
  38 
  3,100cp 
   
  72 
  1,250ep 
  7 
  2,600sp 
   
  39 
  250pp 
   
  73 
  Magic Item 
  8 
  900gp 
   
  40 
  2,100cp 
   
  74 
  2,500cp 
  9 
  3,200cp 
   
  41 
  1,050ep 
   
  75 
  650gp 
  10 
  3,100cp 
   
  42 
  1,050ep 
   
  76 
  1,050ep 
  11 
  Magic Item 
   
  43 
  Magic Item 
   
  77 
  1,150ep 
  12 
  2,600cp 
   
  44 
  3,000sp 
   
  78 
  1,250ep 
  13 
  2,600cp 
   
  45 
  1,200ep 
   
  79 
  300pp 
  14 
  2,100cp 
   
  46 
  700gp 
   
  80 
  3,000cp 
  15 
  Magic Item 
   
  47 
  Magic Item 
   
  81 
  1,150ep 
  16 
  750gp 
   
  48 
  Magic Item 
   
  82 
  2pc jewelry (3,000gp) 
  17 
  1,250ep 
   
  49 
  250pp 
   
  83 
  550gp 
  18 
  1 gem (950gp) 
   
  50 
  600gp 
   
  84 
  600gp 
  19 
  2,800sp 
   
  51 
  550gp 
   
  85 
  2,800sp 
  20 
  2,400sp 
   
  52 
  2,100sp 
   
  86 
  550gp 
  21 
  300pp 
   
  53 
  2,600cp 
   
  87 
  3,100sp 
  22 
  2pc jewelry (2,000gp) 
   
  54 
  2,200cp 
   
  88 
  2,100sp 
  23 
  1,200ep 
   
  55 
  Magic Item 
   
  89 
  2,500sp 
  24 
  2,500sp 
   
  56 
  Magic Item 
   
  90 
  250pp 
  25 
  2,500sp 
   
  57 
  2,800sp 
   
  91 
  750gp 
  26 
  Magic Item 
   
  58 
  1,250sp 
   
  92 
  Magic Item 
  27 
  Magic Item 
   
  59 
  2,100sp 
   
  93 
  Magic Item 
  28 
  650gp 
   
  60 
  2,900cp 
   
  94 
  800gp 
  29 
  850ep 
   
  61 
  800gp 
   
  95 
  2,600cp 
  30 
  600gp 
   
  62 
  Magic Item 
   
  96 
  1pc jewelry (1,000gp) 
  31 
  1,300ep 
   
  63 
  Magic Item 
   
  97 
  2,300cp 
  32 
  2,600sp 
   
  64 
  1,200ep 
   
  98 
  Magic Item 
   
  65 
  350pp 
   
  99 
  3,100cp 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry. 
   
  66 
  2,200cp 
   
  100 
  9x gems (500gp) 
   
   
             Magic Items (Level III) 
         Potions (Level III)  
  1d10 
  Result 
   
  1d8 
  Result 
  1 
  Sword +1 
   
  1 
  Gaseous Form 
  2-3 
  Potion (see Sub-table) 
   
  2 
  Flying 
  4 
  2x Potion 
   
  3 
  Fire Resistance 
  5 
  Cloak of Elvenkind 
   
  4 
  Diminuation 
  6 
  Shield +1 
   
  5 
  Growth 
  7 
  Scroll (MU): 1 spell (1-3) 
   
  6 
  Healing 
  8 
  Sword +1/+2vs. Lycan. (CE) 
   
  7 
  Extra-healing 
  9 
  Dagger +2 
   
  8 
  Animal Control 
  10 
  Rope of Climbing 
   
   
   
  11 
  Scroll (CL): 3 spells (1-3) 
   
   
   
  12 
  Sword +1 Dragon Slaying (Red), LG 
   
   
   
  
   
  117 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level IV Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  1,200gp 
   
  33 
  Magic Item 
   
  67 
  1pc jewelry (3,000gp) 
  2 
  Magic Item 
   
  34 
  10x gems (100gp) 
   
  68 
  2x Magic Item 
  3 
  3,500cp 
   
  35 
  3,700cp 
   
  69 
  300pp 
  4 
  3,700sp 
   
  36 
  700gp 
   
  70 
  3,900cp 
  5 
  450pp 
   
  37 
  Magic Item 
   
  71 
  900cp + 800gp 
  6 
  3,800sp 
   
  38 
  3,400sp 
   
  72 
  1,850ep 
  7 
  14x gems (500gp) 
   
  39 
  1,850sp 
   
  73 
  3,800sp 
  8 
  4,200sp 
   
  40 
  3,200cp 
   
  74 
  4,200sp 
  9 
  3,700sp 
   
  41 
  Sword +1 
   
  75 
  1,650ep 
  10 
  600gp 
   
  42 
  400pp 
   
  76 
  Magic Item 
  11 
  3,200cp 
   
  43 
  350pp 
   
  77 
  450pp 
  12 
  Magic Item 
   
  44 
  400pp 
   
  78 
  Magic Item 
  13 
  4,100cp 
   
  45 
  Magic Item 
   
  79 
  Magic Item 
  14 
  4pc jewelry (2,500gp) 
   
  46 
  3,200sp 
   
  80 
  3,300sp 
  15 
  1,100gp 
   
  47 
  2x Magic Item 
   
  81 
  1,100gp 
  16 
  350pp 
   
  48 
  800gp 
   
  82 
  400pp 
  17 
  700gp 
   
  49 
  2x Magic Item 
   
  83 
  1,650ep 
  18 
  800gp 
   
  50 
  4,100sp 
   
  84 
  Magic Item 
  19 
  1,300ep 
   
  51 
  350sp 
   
  85 
  400pp 
  20 
  500pp 
   
  52 
  Magic Item 
   
  86 
  3,200sp 
  21 
  1,100gp 
   
  53 
  1,900ep 
   
  87 
  3,300cp 
  22 
  4,100sp 
   
  54 
  3,800sp 
   
  88 
  2x Magic Item 
  23 
  3,700sp 
   
  55 
  2x Magic Item 
   
  89 
  3,700sp 
  24 
  3,400cp 
   
  56 
  3,100cp 
   
  90 
  1,800ep 
  25 
  800gp 
   
  57 
  1,000gp 
   
  91 
  3,900sp 
  26 
  3,800sp 
   
  58 
  Magic Item 
   
  92 
  300pp 
  27 
  3,400sp 
   
  59 
  3,700cp 
   
  93 
  1,700ep 
  28 
  2,100gp 
   
  60 
  1,600ep 
   
  94 
  Magic Item 
  29 
  1,150ep 
   
  61 
  1,650ep 
   
  95 
  800gp 
  30 
  Magic Item 
   
  62 
  1,650ep 
   
  96 
  4,200cp 
  31 
  Magic Item 
   
  63 
  3,600sp 
   
  97 
  Magic Item 
  32 
  1,100ep 
   
  64 
  1,700ep 
   
  98 
  450pp 
   
  65 
  Magic Item 
   
  99 
  350pp 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry. 
   
  66 
  4,200sp 
   
  100 
  3,600cp 
   
   
  Magic Items (Level IV)  
   
   
   
    Potions (Level IV) 
   
  1d20 
  Result 
   
   
   
  1d8 
  Result 
  1 
  Shield +1 
  13 
  Bag of Devouring 
   
  1 
  Dragon Control 
  2-3 
  Potion (see Sub-table) 
  14 
  Ring of Delusion 
   
  2 
  Growth 
  4 
  Staff of Striking 
  15 
  Rope of Climbing 
   
  3 
  Gaseous Form 
  5 
  Scroll: Prot. Undead 
  16 
  Ring of Weakness 
   
  4 
  Invisibility 
  6 
  Ring of Invisibility 
  17 
  Mace +1 
   
  5 
  Diminuation 
  7 
  Scroll (Cl): 2 spells (1-3) 
  18 
  Dagger +2 
   
  6 
  Delusion 
  8 
  Wand of Enemy Det. 
  19 
  Scroll (MU): 3 spells (1-4) 
   
  7 
  ESP 
  9 
  Chainmail +1 
  20 
  Cloak of Elvenkind 
   
  8 
  Poison 
  10 
  Ring of Protection +1 
   
   
   
   
   
  11 
  Sword -2, Cursed 
   
   
   
   
   
  12 
  Longbow +1 
   
   
   
   
   
  
   
  118 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level V Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  6,200cp 
   
  33 
  1,400gp 
   
  67 
  6,200cp 
  2 
  1,400gp 
   
  34 
  Magic Item 
   
  68 
  5,600sp 
  3 
  1,600gp 
   
  35 
  5,700sp 
   
  69 
  2,500ep 
  4 
  450pp 
   
  36 
  2x Magic Item 
   
  70 
  2,100ep 
  5 
  5,700sp 
   
  37 
  Magic Item 
   
  71 
  Magic Item 
  6 
  5,500sp 
   
  38 
  Magic Item 
   
  72 
  2,400ep 
  7 
  500pp 
   
  39 
  1,600gp 
   
  73 
  5,100sp 
  8 
  350pp 
   
  40 
  Magic Item 
   
  74 
  400pp 
  9 
  Magic Item 
   
  41 
  5,300sp 
   
  75 
  5,300sp 
  10 
  Magic Item 
   
  42 
  1,300gp 
   
  76 
  1,500gp 
  11 
  5,700sp 
   
  43 
  5,500sp 
   
  77 
  450pp 
  12 
  1,600gp 
   
  44 
  2,400ep 
   
  78 
  1,400gp 
  13 
  Magic Item 
   
  45 
  2x Magic Item 
   
  79 
  2x Magic Item 
  14 
  1,600gp 
   
  46 
  6,100sp 
   
  80 
  5,400sp 
  15 
  1,400gp 
   
  47 
  2x Magic Item 
   
  81 
  Magic Item 
  16 
  5,700sp 
   
  48 
  5,500sp 
   
  82 
  2,100ep 
  17 
  1pc jewelry (3,000gp) 
   
  49 
  500pp 
   
  83 
  5,300sp 
  18 
  1,600gp 
   
  50 
  1,400gp 
   
  84 
  1,500gp 
  19 
  Magic Item 
   
  51 
  2x Magic Item 
   
  85 
  2x Magic Item 
  20 
  5,800sp 
   
  52 
  6,000cp 
   
  86 
  Magic Item 
  21 
  13x gems (50gp) 
   
  53 
  5,300sp 
   
  87 
  1,500gp 
  22 
  5,900sp 
   
  54 
  2,200ep 
   
  88 
  Magic Item 
  23 
  3pc jewelry (3,000gp) 
   
  55 
  5,100cp 
   
  89 
  Magic Item 
  24 
  2x Magic Item 
   
  56 
  2x Magic Item 
   
  90 
  5,300sp 
  25 
  2x Magic Item 
   
  57 
  Magic Item 
   
  91 
  400pp 
  26 
  2,200ep 
   
  58 
  2,300ep 
   
  92 
  6,200sp 
  27 
  5,300sp 
   
  59 
  1,500gp 
   
  93 
  2,600ep 
  28 
  2,500ep 
   
  60 
  5,200ep 
   
  94 
  5,400sp 
  29 
  2,300ep 
   
  61 
  1,400gp 
   
  95 
  2,200ep 
  30 
  1,600gp 
   
  62 
  6,100sp 
   
  96 
  6,100sp 
  31 
  5,600sp 
   
  63 
  5 pc jewelry (2,500gp) 
   
  97 
  5,900cp 
  32 
  5,600sp 
   
  64 
  4pc jewelry (4,500gp) 
   
  98 
  5,900cp 
   
  65 
  2x Magic Item 
   
  99 
  450pp 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry. 
   
  66 
  2,500ep 
   
  100 
  6,100sp 
   
    
   
                   Magic Items (Level V)  
   
   
      Potions (Level V) 
   
  1d20 
  Result 
   
   
   
  1d8 
  Result 
  1 
  Scroll: Cursed 
  13 
  Ring of Fire Resistance 
   
  1 
  Giant Strength 
  2-3 
  Potion (see Sub-table) 
  14 
  10 Arrows +1 
   
  2 
  Healing 
  4 
  2 Potion (see Sub-table) 
  15 
  Wand of Paralyzation 
   
  3 
  Undead Control 
  5 
  Shield +2 
  16 
  Scroll (Cl): 2 spells (1-3) 
   
  4 
  Growth 
  6 
  Boots of Elvenkind 
  17 
  Sword -2, Cursed 
   
  5 
  Poison 
  7 
  Shield +1 
  18 
  Chainmail +1 
   
  6 
  Clairvoyance 
  8 
  Sword +1 
  19 
  Scroll: Prot. Elementals 
   
  7 
  Heroism 
  9 
  Scroll (MU): 3 spells (1-3) 
  20 
  Cursed Spear -1, Backbiter 
   
  8 
  Longevity 
  10 
  Ring of Delusion 
   
   
   
   
   
  11 
  Spear +2 
   
   
   
   
   
  12 
  Ring of Invisibility 
   
   
   
   
   
  
   
  119 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level VI Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  450pp 
   
  33 
  400pp 
   
  67 
  1,700gp 
  2 
  Magic Item 
   
  34 
  550pp 
   
  68 
  1,700gp 
  3 
  Magic Item 
   
  35 
  1,700gp 
   
  69 
  6,100sp + 6,400cp 
  4 
  Magic Item 
   
  36 
  7,200sp + 6,100cp 
   
  70 
  3pc jewelry (4,500gp) 
  5 
  Magic Item 
   
  37 
  6,700sp + 6,100cp 
   
  71 
  450pp 
  6 
  2,000gp 
   
  38 
  14x gems (100gp) 
   
  72 
  6,800sp 
  7 
  Magic Item 
   
  39 
  3,100ep 
   
  73 
  1,800gp 
  8 
  7,000sp 
   
  40 
  6,900sp + 7,000cp 
   
  74 
  2x Magic Item 
  9 
  6,400sp 
   
  41 
  3,300ep 
   
  75 
  10x gems (500gp) 
  10 
  6,200sp 
   
  42 
  500pp 
   
  76 
  6,200sp 
  11 
  Magic Item 
   
  43 
  3x Magic Item 
   
  77 
  3,200ep 
  12 
  3,400ep 
   
  44 
  7,000sp 
   
  78 
  1,800gp 
  13 
  3x Magic Item 
   
  45 
  6,400sp + 6,300cp 
   
  79 
  Magic Item 
  14 
  2x Magic Item 
   
  46 
  1,700gp 
   
  80 
  6,700sp 
  15 
  6,600sp 
   
  47 
  Magic Item 
   
  81 
  2x Magic Item 
  16 
  3,600ep 
   
  48 
  6,900sp 
   
  82 
  3x Magic Item 
  17 
  2x Magic Item 
   
  49 
  3,500ep 
   
  83 
  6,300sp + 6,200cp 
  18 
  2,000gp 
   
  50 
  6,400sp + 6,200cp 
   
  84 
  1,700gp 
  19 
  Magic Item 
   
  51 
  Magic Item 
   
  85 
  2,000gp 
  20 
  3,600ep 
   
  52 
  3,600ep 
   
  86 
  6,300sp + 6,500cp 
  21 
  1,700gp 
   
  53 
  2x Magic Item 
   
  87 
  1,900gp 
  22 
  1,800gp 
   
  54 
  5pc jewelry (5,000gp) 
   
  88 
  1,900gp 
  23 
  1,900gp 
   
  55 
  1,700gp 
   
  89 
  2,000gp 
  24 
  500pp 
   
  56 
  1,800gp 
   
  90 
  Magic Item 
  25 
  7,000sp 
   
  57 
  14x gems (50gp) 
   
  91 
  15x gems (100gp) 
  26 
  6pc jewelry (3,500gp) 
   
  58 
  7pc jewelry (3,000gp) 
   
  92 
  13x gems (500gp) 
  27 
  Magic Item 
   
  59 
  1,800gp 
   
  93 
  6,800sp + 6,100cp 
  28 
  19x gems (100gp) 
   
  60 
  Magic Item 
   
  94 
  6,900sp + 6,600cp 
  29 
  6,900sp 
   
  61 
  19x gems (100gp) 
   
  95 
  5,900sp + 6,500cp 
  30 
  3,500ep 
   
  62 
  17x gems (50gp) 
   
  96 
  Magic Item 
  31 
  16x gems (100gp) 
   
  63 
  7,000sp 
   
  97 
  2,000cp 
  32 
  19x gems (100gp) 
   
  64 
  Magic Item 
   
  98 
  3x Magic Item 
   
  65 
  2x Magic Item 
   
  99 
  3,500ep 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry. 
   
  66 
  7,000sp + 6,100cp 
   
  100 
  6,100sp + 6,800cp 
   
   
             Magic Items (Level VI) 
   
   
     Potions (Level VI) 
   
  1d20 
  Result 
   
   
   
  1d8 
  Result 
  1 
  2x Potion (see Sub-table) 
  13 
  Plate Mail +1 
   
  1 
  Levitation 
  2-3 
  Potion(see Sub-table) 
  14 
  Leather Armor +2 
   
  2 
  Invisibility 
  4 
  Scroll (MU): 1 spell (2-5) 
  15 
  1-20 Arrows +1 
   
  3 
  Gaseous Form 
  5 
  Spear +1 
  16 
  Scroll: Prot. Undead 
   
  4 
  Flying 
  6 
  Spear +2 
  17 
  Scroll: Cursed 
   
  5 
  Fire Resistance 
  7 
  Sword +1 
  18 
  Dagger +1 
   
  6 
  Healing 
  8 
  Shield +1 
  19 
  Chainmail +2 
   
  7 
  Delusion 
  9 
  Chainmail +1 
  20 
  Scroll (Cl): 2 spells (1-4) 
   
  8 
  Poison 
  10 
  Bag of Holding 
   
   
   
   
   
  11 
  Staff of Healing 
   
   
   
   
   
  12 
  Ring of Water Walking 
   
   
   
   
   
  
   
  120 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level VII Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  4,600ep 
   
  33 
  Magic Item 
   
  67 
  550pp 
  2 
  600p 
   
  34 
  4,300ep, 6,700sp, 7,300cp 
   
  68 
  3x Magic Item 
  3 
  4,100ep, 6,200sp, 7,400cp 
   
  35 
  4,500ep, 7,000sp, 7,200cp 
   
  69 
  Magic Item 
  4 
  4,100ep 
   
  36 
  500pp 
   
  70 
  15x gems (500gp) 
  5 
  4,500ep 
   
  37 
  2,500gp 
   
  71 
  2,300gp 
  6 
  3x Magic Item 
   
  38 
  2x Magic Item 
   
  72 
  6pc jewelry (4,500gp) 
  7 
  4,700ep, 6,800sp, 8,000cp 
   
  39 
  Magic Item 
   
  73 
  2,400gp 
  8 
  6,800sp 
   
  40 
  4,400ep, 6,100sp, 8,000cp 
   
  74 
  4,600ep 
  9 
  6,100sp 
   
  41 
  Magic Item 
   
  75 
  2,500gp 
  10 
  Magic Item 
   
  42 
  2,100gp 
   
  76 
  6,100sp 
  11 
  4,200ep, 6,400sp, 8,000cp 
   
  43 
  4,500ep 
   
  77 
  4x Magic Item 
  12 
  4,800ep, 6,200sp, 7,400cp 
   
  44 
  6,400sp 
   
  78 
  7,000sp 
  13 
  4,500ep 
   
  45 
  15x gems (100gp) 
   
  79 
  600gp 
  14 
  4,600ep, 6,200sp, 7,100cp 
   
  46 
  550pp 
   
  80 
  6,900sp 
  15 
  7,000sp 
   
  47 
  600pp 
   
  81 
  2,300gp 
  16 
  2,300gp 
   
  48 
  Magic Item 
   
  82 
  2,300gp 
  17 
  450pp 
   
  49 
  5pc jewelry (4,000gp) 
   
  83 
  600pp 
  18 
  600pp 
   
  50 
  450pp 
   
  84 
  4,800ep, 7,000sp, 7,500cp 
  19 
  17x gems (100gp) 
   
  51 
  4,400ep 
   
  85 
  4x Magic Item 
  20 
  4,300ep 
   
  52 
  4,100ep, 6,300sp, 7,500cp 
   
  86 
  6,900sp 
  21 
  4,300ep, 6,800sp, 7,400cp 
   
  53 
  6,100sp 
   
  87 
  3x Magic Item 
  22 
  2,100gp 
   
  54 
  4,800ep 
   
  88 
  Magic Item 
  23 
  7pc jewelry (4,500gp) 
   
  55 
  6,900sp 
   
  89 
  2,500gp 
  24 
  2x Magic Item 
   
  56 
  600pp 
   
  90 
  450pp 
  25 
  4x Magic Item 
   
  57 
  Magic Item 
   
  91 
  18x gems (100gp) 
  26 
  4700ep 
   
  58 
  2x Magic Item 
   
  92 
  19x gems (500gp) 
  27 
  Magic Item 
   
  59 
  4,500ep, 6,900sp, 7,800cp 
   
  93 
  4,800ep 
  28 
  Magic Item 
   
  60 
  Magic Item 
   
  94 
  18x gems (500gp) 
  29 
  2,200gp 
   
  61 
  2,600gp 
   
  95 
  2,400gp 
  30 
  2,400gp 
   
  62 
  6,300sp 
   
  96 
  6,200sp 
  31 
  2,100gp 
   
  63 
  2,400gp 
   
  97 
  6,100sp 
  32 
  2x Magic Item 
   
  64 
  2x Magic Item 
   
  98 
  4,600sp 
   
  65 
  5pc jewelry (4,000gp) 
   
  99 
  500pp 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry. 
   
  66 
  2pc jewelry (5,000gp) 
   
  100 
  2,200gp 
   
   
       Magic Items (Level VII) 
   
   
   
      Potions (Level VII) 
   
  1d20 
  Result 
   
   
   
  1d12 
  Result 
  1 
  Scroll: Cursed 
  13 
  Scale Armor of Vulnerability 
   
  1 
  Delusion 
  2-3 
  Potion (see Sub-table) 
  14 
  2-handed Sword +1 
   
  2 
  Diminuation 
  4 
  Sword +1, Flamebrand 
  15 
  Scroll: Prot. from Lycan. 
   
  3 
  Giant Strength 
  5 
  Shield +3 
  16 
  Scroll: Prot. from Undead 
   
  4 
  Heroism 
  6 
  Ring of Invisibility 
  17 
  Scroll (Cl): 3 spells (2-4) 
   
  5 
  Growth 
  7 
  Crossbow of Speed 
  18 
  Scroll (MU): 2 spells (1-6) 
   
  6 
  Poison 
  8 
  Shield +1 
  19 
  Scroll: Prot. from Elementals 
   
  7 
  Plant Control 
  9 
  Mace +2 
  20 
  Wand of Metal Detection 
   
  8 
  Undead Control 
  10 
  Spear +2 
   
   
   
  9 
  Flying 
  11 
  Snake Staff 
   
   
   
  10 
  Dragon Control 
  12 
  Bag of Holding 
   
   
   
  11 
  Polymorph Self 
   
   
   
   
   
  12 
  Extra-Healing 
  
   
  121 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level VIII Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  3,400gp 
   
  33 
  4x Magic Item 
   
  67 
  3,100gp, 5,900ep, 8,000sp 
  2 
  7,500sp 
   
  34 
  3x Magic Item 
   
  68 
  Magic Item 
  3 
  18x gems (500gp) 
   
  35 
  3,500gp 
   
  69 
  6,200ep 
  4 
  3,700gp 
   
  36 
  5,800ep 
   
  70 
  6,900ep 
  5 
  25x gems (100gp) 
   
  37 
  3,200gp 
   
  71 
  4x Magic Item 
  6 
  550pp 
   
  38 
  3,300gp, 5,300ep, 7,200sp 
   
  72 
  14x gems (500gp) 
  7 
  3x Magic Item 
   
  39 
  3,100gp 
   
  73 
  3,400gp, 5,700ep, 7,200sp 
  8 
  19x gems (100gp) 
   
  40 
  7,500sp 
   
  74 
  20x gems (100gp) 
  9 
  6,200ep 
   
  41 
  6,100ep 
   
  75 
  3,800gp 
  10 
  650pp 
   
  42 
  3,300gp, 5,800ep, 7,200sp 
   
  76 
  8pc jewelry (5,500gp) 
  11 
  6,000ep 
   
  43 
  19x gems (100gp) 
   
  77 
  5,100ep 
  12 
  4x Magic Item 
   
  44 
  5,600ep 
   
  78 
  13x gems (1,000gp) 
  13 
  7,600sp 
   
  45 
  3,500gp 
   
  79 
  3,400gp 
  14 
  3,500gp, 5,600ep, 7,300sp 
   
  46 
  23x gems (100gp) 
   
  80 
  Magic Item 
  15 
  21x gems (500gp) 
   
  47 
  3pc jewelry (2,000gp) 
   
  81 
  3pc jewelry (5,000gp) 
  16 
  3,700gp, 5,600ep, 7,800sp 
   
  48 
  4x Magic Item 
   
  82 
  4x Magic Item 
  17 
  3,400gp, 5,200ep, 8,000sp 
   
  49 
  21x gems (100gp) 
   
  83 
  5,900ep 
  18 
  3,600gp, 5,900ep, 7,300sp 
   
  50 
  5,300ep 
   
  84 
  3,400gp, 5,200ep, 8,000cp 
  19 
  3,700gp, 6,200ep, 7,600sp 
   
  51 
  600pp 
   
  85 
  3,800gp, 5,400ep, 7,400cp 
  20 
  3,500gp 
   
  52 
  4x Magic Item 
   
  86 
  6,100ep 
  21 
  600pp 
   
  53 
  26x gems (100gp) 
   
  87 
  6,000ep 
  22 
  22x gems (100gp) 
   
  54 
  4x Magic Item 
   
  88 
  3pc jewelry (4,500gp) 
  23 
  7,400sp 
   
  55 
  5,100ep 
   
  89 
  3,500gp, 6,200ep, 7,700sp 
  24 
  7,100sp 
   
  56 
  7,600sp 
   
  90 
  700pp 
  25 
  7,800sp 
   
  57 
  3,400gp, 5,400ep, 7,700sp 
   
  91 
  5,500ep 
  26 
  3,100gp, 5,200ep, 7,800sp 
   
  58 
  Magic Item 
   
  92 
  7,800sp 
  27 
  7,300sp 
   
  59 
  600pp 
   
  93 
  5,100ep 
  28 
  3,300gp 
   
  60 
  3,500gp 
   
  94 
  7,500sp 
  29 
  3,700gp 
   
  61 
  2pc jewelry (1,500gp) 
   
  95 
  3,700gp 
  30 
  3,600gp 
   
  62 
  600pp 
   
  96 
  3,100gp 
  31 
  Magic Item 
   
  63 
  8,000sp 
   
  97 
  3pc jewelry (5,000gp) 
  32 
  2x Magic Item 
   
  64 
  7,900sp 
   
  98 
  7,200sp 
   
  65 
  7,500sp 
   
  99 
  6pc jewelry (6,000gp) 
  Notes: Values in parenthesis are 
  for each gem/piece of jewelry. 
   
  66 
  650pp 
   
  100 
  Magic Item 
   
   
  Magic Items (Level VIII)  
   
   
         Potions (Level VIII)  
  1d20 
  Result 
   
   
   
  1d10 
  Result 
  1 
  Sword +2, Dragon-slayer 
  13 
  Scroll: Cursed 
   
  1 
  Levitation 
  2-3 
  Potion 
  14 
  Sword +1, Locator 
   
  2 
  Extra-healing 
  4 
  Scroll: Prot. from Magic 
  15 
  Ring of Contrariness 
   
  3 
  ESP 
  5 
  Wand of Cold [20] 
  16 
  Sword +2 (N) 
   
  4 
  Oil of Etherealness 
  6 
  Scroll (MU): 1-3 spells (1-8) 
  17 
  Crystal Ball 
   
  5 
  Longevity 
  7 
  Amulet vs. Scrying 
  18 
  Sword +1 
   
  6 
  Invisibility 
  8 
  2-20 Arrows +1 
  19 
  Medallion of ESP 
   
  7 
  Poison 
  9 
  Scroll (Cl) 1-3 spells (1-6) 
  20 
  Polearm +2 
   
  8 
  Invulnerability 
  10 
  Rod of Cancellation 
   
   
   
  9 
  Plant Control 
  11 
  Sword -2, Cursed 
   
   
   
  10 
  Healing 
  12 
  Wand of Fear 
   
   
   
   
   
  
   
  122 
  TREASURE ASSORTMENTS by LEVEL continued 
   
  Level IX Treasures 
  d% 
  Treasure 
   
  d% 
  Treasure 
   
  d% 
  Treasure 
  1 
  Magic Item 
   
  33 
  6,600ep 
   
  67 
  6,900ep 
  2 
  6,500ep 
   
  34 
  4,500gp 
   
  68 
  650pp, 4,200gp, 7,100ep 
  3 
  Magic Item 
   
  35 
  22x gems (1,000gp) 
   
  69 
  650pp, 4,600gp, 6,300ep 
  4 
  4,300gp 
   
  36 
  750pp, 4,400gp, 7,200ep 
   
  70 
  800pp, 4,400gp, 7,000ep 
  5 
  8,500sp 
   
  37 
  10pc jewelry (4,500gp) 
   
  71 
  20x gems (1,000gp) 
  6 
  8pc jewelry (5,000gp) 
   
  38 
  650pp, 4,800gp, 6,300ep 
   
  72 
  4,700gp 
  7 
  5x Magic Item 
   
  39 
  21x gems (500gp) 
   
  73 
  750pp, 4,600gp, 6,700ep 
  8 
  8,400sp 
   
  40 
  5x Magic Item 
   
  74 
  Magic Item 
  9 
  750pp 
   
  41 
  4,200gp 
   
  75 
  8,100sp 
  10 
  4,600gp 
   
  42 
  6,300ep 
   
  76 
  6,400ep 
  11 
  16x gems (1,000gp) 
   
  43 
  4x Magic Item 
   
  77 
  4,500gp 
  12 
  700pp 
   
  44 
  Magic Item 
   
  78 
  4x Magic Item 
  13 
  2x Magic Item 
   
  45 
  2x Magic Item 
   
  79 
  4,200gp 
  14 
  4,100gp 
   
  46 
  8,300sp 
   
  80 
  8,800sp 
  15 
  700pp, 4,300gp, 6,700ep , 8,800sp 
   
  47 
  Magic Item 
   
  81 
  7,200ep 
  16 
  6,800ep 
   
  48 
  5x Magic Item 
   
  82 
  7,100ep 
  17 
  25x gems (500gp) 
   
  49 
  8,500sp 
   
  83 
  21x gems (500gp) 
  18 
  4,300gp 
   
  50 
  800pp 
   
  84 
  8,200sp 
  19 
  4x Magic Item 
   
  51 
  6,100ep 
   
  85 
  Magic Item 
  20 
  700pp, 4,500gp, 6,600ep, 8,400sp 
   
  52 
  800pp 
   
  86 
  700pp 
  21 
  2x Magic Item 
   
  53 
  8,900sp 
   
  87 
  23x gems (1,000gp) 
  22 
  4,400gp 
   
  54 
  Magic Item 
   
  88 
  4,700gp 
  23 
  4,700gp 
   
  55 
  8,700sp 
   
  89 
  650pp 
  24 
  700pp 
   
  56 
  650pp 
   
  90 
  4,400gp 
  25 
  20x gems (100gp) 
   
  57 
  7,000ep 
   
  91 
  4x Magic Item 
  26 
  800pp, 4,300gp, 6,300ep, 8,900sp 
   
  58 
  3x Magic Item 
   
  92 
  900pp 
  27 
  7,100ep 
   
  59 
  5x Magic Item 
   
  93 
  650pp, 4,700gp, 6,700ep 
  28 
  4,600gp 
   
  60 
  25x gems (500gp) 
   
  94 
  9pc jewelry (7,000gp) 
  29 
  Magic Item 
   
  61 
  800pp, 4,600gp, 6,900ep 
   
  95 
  4,100gp 
  30 
  6,800ep 
   
  62 
  8,500sp 
   
  96 
  6x Magic Item 
  31 
  6,200ep 
   
  63 
  5x Magic Item 
   
  97 
  9,000sp 
  32 
  4,800gp 
   
  64 
  750pp 
   
  98 
  4,300gp 
   
  65 
  6,300ep 
   
  99 
  750pp 
  Notes: Values in parenthesis are for each 
  gem/piece of jewelry. 
   
  66 
  7,000ep 
   
  100 
  8,900sp 
   
   
  Magic Items (Level IX)  
   
   
   
      Potions (Level IX) 
   
  1d20 
  Result 
   
   
   
  1d10 
  Result 
  1 
  Helm of Alignment Change 
  13 
  Scroll: Prot. Elementals 
   
  1 
  Oil of Slipperiness 
  2-3 
  Potion 
  14 
  Scroll: Prot. Magic 
   
  2 
  ESP 
  4 
  Ring of Spell Storing 
  15 
  Mace +2 
   
  3 
  Flying 
  5 
  Shield +2 
  16 
  Horn of Valhalla 
   
  4 
  Extra-healing 
  6 
  Crystal Ball 
  17 
  Cloak of Protection +1 
   
  5 
  Gaseous Form 
  7 
  Scroll (MU): 1-3 spells (1-8) 
  18 
  Ring of Protection +1 
   
  6 
  Invisibility 
  8 
  Wand of Magic Detection 
  19 
  Bag of Beans 
   
  7 
  Levitation 
  9 
  Warhammer +2 
  20 
  Ring of X-Ray Vision 
   
  8 
  Clairaudience 
  10 
  Scroll (Cl): 1-4 spell (1-6) 
   
   
   
  9 
  Healing 
  11 
  Boots of Elvenkind 
   
   
   
  10 
  Oil of Etherealness 
  12 
  Sword +2 (CG) 
   
   
   
   
   
  
   
  123 
  TREASURE ASSORTMENTS: by TYPE 
   
  Type A: Large Hoard (Lich, Bandits) 
  1d20 Treasure 
  1 
  300cp + 6,000 gp + 21x gems (2,800gp) 
  2 
  1,500cp + 330ep + 8,000gp + 315pp + 33x gems (4,700gp) + 13pc jewelry (36,000gp) 
  3 
  2,000ep + 21pc jewelry (57,000gp) 
  4 
  1,500sp 
  5 
  340pp + 25x gems (19,000gp) 
  6 
  12x gems (2,000gp) + 11pc jewelry (29,000gp) + Ring of Free Action, Pipes of the Sewers, Longsword +1/+3 vs. 
  Lycanthropes 
  7 
  1,000cp + 8,500gp + 19x gems (19,000gp) 
  8 
  500cp + 1,500sp + 1,000ep + 27x gems (6,000gp) 
  9 
  3,000sp + 27x gems (11,000gp) + 19pc jewelry (40,000gp) 
  10 
  4,500ep + 275pp + 32xgems (18,000gp) + 16pc jewelry (53,700gp) 
  11 
  5,000sp + 2,000ep + 4,500gp + 15x gems (4,000gp) 
  12 
  5,000gp + 3,000ep + 7,000gp +  27x gems (12,500gp) + Potion of Extra-Healing, 2 Maps 
  13 
  1,700sp + 3,000gp 
  14 
  4,000gp +  18xgems (5,500gp) + 15pc jewelry (31,000gp) + Rod of Lordly Might [40], Cloak of Protection +2, 
  Spear +1 
  15 
  2,000ep +  25x gems (7,500gp) 
  16 
  20x gems (5,300gp) 
  17 
  175ep + 3,800gp + 360pp + 13x gems (12,600gp) + 22pc jewelry (78,000gp)  
  18 
  270pp + 16x gems (7,000gp) + 14pc jewelry (47,000gp) 
  19 
  30x gems (9,500gp) 
  20 
  Scroll: Protection from Petrification, 2 Maps 
   
   
  Type B:  Large Hoard (Halflings) 
  Type C: Large Hoard (Goblins) 
  1d20 Treasure 
   Treasure 
  1 
  7,000cp 
   
  1pc jewelry (2,000gp) 
  2 
  500sp 
   
  5,500sp + 2pc jewelry (2,000gp) 
  3 
  None/Previously Looted 
   
  4,000sp 
  4 
  2,000cp 
   
  5,000sp + 1,800ep + Broadsword +1, Dagger +2/+3 vs. 
  Large Creatures 
  5 
  5,000cp + 3pc jewelry (6000gp) 
   
  2pc jewelry (2,200gp) 
  6 
  400cp + 2,000sp + 2,000ep + 3 x gems (600gp) 
   
  None/Previously Looted 
  7 
  7,000cp + 1,800gp 
   
  6,000sp  
  8 
  6,000cp + 5,000sp + 800ep + 2pc jewelry 
  (10,000gp) 
   
  None/Previously Looted 
  9 
  4,000sp + 4 x gems (550gp) 
   
  None/Previously Looted 
  10 
  3,800ep + 600gp + 1 gem (1000gp) 
   
  6,000sp + 2,000ep + 1pc jewelry (4,000gp) 
  11 
  65ep + 3 x gems (13,000gp) 
   
  None/Previously Looted 
  12 
  6x gems (1,200gp) + 4pc jewelry  (12,500gp) + 
  Longsword +1 
   
  None/Previously Looted 
  13 
  600ep  
   
  4,000sp 
  14 
  900cp  
   
  None/Previously Looted 
  15 
  5,000sp + 850gp +  4x gems (24,000) 
   
  12,000cp + 6pc jewelry (1,200gp) 
  16 
  1,900cp + 2,600ep 
   
  4,900sp 
  17 
  5,900cp + 1pc jewelry (1,000gp)  
   
  3,000sp + 2pc jewelry (2,700gp) 
  18 
  4pc jewelry (27,000gp) 
   
  6,000cp + 300ep + 3pc jewelry (1,900gp) 
  19 
  6,300cp + 1,900gp + Splint Mail +1 
   
  None/Previously Looted 
  20 
  None/Previously Looted 
   
  None/Previously Looted 
  
   
  124 
  TREASURE ASSORTMENTS by TYPE continued 
   
  Type D: Medium Hoard (Hobgoblins, Lizardmen) 
  1d20 Treasure 
  1 
  3,000gp + 5x gems (750gp) 
  2 
  3,000sp + 4,000ep + Potion :Healing, Rope of Climbing, Leather Armor +1 
  3 
  3,000ep + Potion: Invisibility, 11 Bolts +2, 1 Map 
  4 
  Potion: Climbing, Potion: Undead Control (Zombies), Wand of Magic Missiles [19] 
  5 
  5,502ep + 1 gem (800gp) 
  6 
  4,500ep + 1,500gp + 2x gems (500gp) +Potion of Healing, Potion of Invisibility, Axe +2 
  7 
  4,305cp + 5,571sp + 1,232gp + 3x gems (610gp) + 3pc jewelry (8,700gp) 
  8 
  None/Previously Looted 
  9 
  600cp + 100gp + 6x gems (1,100gp) 
  10 
  50sp + 1,500gp + 2x gems (600gp) 
  11 
  5,700ep 
  12 
  7,000sp + 5,200gp + 5pc jewelry (14,000gp) 
  13 
  8x gems (9,000gp) + Potion: Treas. Finding, Amulet of Proof/Detection, Shortsword +1 
  14 
  None/Previously Looted 
  15 
  6,000sp + 7x gems (1,800gp) 
  16 
  4,400ep + 3,300gp + 2pc jewelry (8,000gp) 
  17 
  3,000cp + 3,000gp + 6pc jewelry (20,000gp) 
  18 
  None/Previously Looted 
  19 
  5,500cp + 5x gems (250gp) 
  20 
  9x gems (3000gp) + Potion: Polymorph Self + 2 Maps 
   
  Type E: Medium Hoard (Giants) 
  Type F: Medium Hoard (Basilisk, Chimera) 
  2d10 Treasure 
   
  Treasure 
  2 
  6pc jewelry (16,000gp) + MU Scroll (6), 
  Wand of Secret Location [2], Longsword +1 
   
  11, 000sp + 7,500gp + 14x gems (9,800gp) + Potion: Super-
  heroism, Philtre of Persuasiveness, Scroll: Protection from 
  Undead, 2 Maps 
  3 
  1,000ep + 8,000gp + Potion: Levitation, MU 
  Scroll (7), Quaal’s Feather Token (Tree), 1 
  Map 
   
  16,500sp + 3,000ep + 700pp + 19x gems (4,000gp) 
  4 
  None/Previously Looted 
   
  400pp + 20x gems (4,000gp) 
  5 
  4,000sp + 3,000ep + 4,000gp 
   
  125ep + 6,000gp + 700pp + 4pc jewelry (9,000gp) 
  6 
  9,000sp 
   
  None/Previously Looted 
  7 
  None/Previously Looted 
   
  9,000gp 
  8 
  8,000gp 
   
  8,000gp + 400pp + 7pc jewelry (25,000gp) + Potion: 
  Clairaudience, MU Scroll (5), Instrument of the Bards (Cli 
  Lyre), Leather Armor +1 (human-sized), 1 Map 
  9 
  8,500cp + 5,000ep 
   
  8,700sp 
  10 
  4pc jewelry (16,000gp) + Potion: Water 
  Breathing, Potion: Poison, Scroll: Protection 
  from Lycanthropes, Ring of Water Walking 
   
  None/Previously Looted 
  11 
  11,000sp + 12x gems (3,000gp) 
   
  None/Previously Looted 
  12 
  11,000sp + 9x gems (3,000gp) 
   
  19x gems (4,800gp) 
  13 
  None/Previously Looted 
   
  4,000gp + 330pp + 17x gems (4,000gp) 
  14 
  1,500gp 
   
  189pp + Potion: Climbing, Potion: Plant Control, Potion: 
  Clairvoyance, MU Scroll (4), 1 Map 
  15 
  3,000sp + 9x gems (3,000gp) 
   
  750gp + 175pp + 13x gems (3,500gp) + Potion: Invisibility, 
  MU Scroll (1), Ring of Telekinesis (1000gp), Leather Armor +1 
  (human-sized), 1 Map 
  16 
  7,700sp 
   
  12,500sp + 10,000ep 
  17 
  8,200sp + 7x gems (1,600gp) 
   
  3,000gp + 400pp 
  18 
  10,000sp 
   
  280pp 
  19 
  6,500gp 
   
  300pp + Potion: Plant Control, Healing, Censer Controlling 
  Air Elementals, 2 Scrolls: Protection from Devils, Petrification 
  20 
  3x gems (200gp) 
   
  7,000ep + 6,500gp 
  
   
  125 
  TREASURE ASSORTMENTS by TYPE continued 
   
  Type G: Small Hoard  
  (Dwarves, Elves)) 
  Type H: Small Hoard 
  (Dragons) 
  Type I: Small Hoard 
  (Beholders, Dragons) 
  1d20 Treasure 
   Treasure 
   Treasure 
  1 
  1,900pp 
   
  48,000sp  
   
  1,168pp + 6pc jewelry 
  (13,200gp) 
  2 
  1,225pp 
   
  40,000gp 
   
  None/Previously Looted 
  3 
  None/Previously Looted 
   
  22,000ep 
  + 
  24pc 
  jewelry 
  (72,000gp) 
   
  1,109pp + 1pc jewelry 
  (700gp) 
  4 
  24,000gp 
   
  19,000gp + 20x gems (8,800gp) 
  + 25pc jewelry (74,000gp) 
   
  1pc jewelry (1,000gp) 
  5 
  30,000gp 
   
  23,000sp + 26,000ep + 34,000gp 
  + 19x gems (13,000gp) + 27pc 
  jewelry (68,000gp) 
   
  Clerical Scroll (6) 
  6 
  None/Previously Looted 
   
  6,000sp + 41,000gp + 79x gems 
  (26,000gp) 
  + 
  24pc 
  jewelry 
  (58,000gp) 
   
  5x gems (184gp) 
  7 
  21,000gp + 1,700pp 
   
  25,000ep + 31,000gp + 4,000pp 
  + 28x gems (12,000gp) + 29pc 
  jewelry (78,000gp) 
   
  12pc jewelry (38,400gp) 
  8 
  2pc jewelry (8,000gp) + 2 Scrolls of 
  Protection from Petrification, MU Scroll 
  (7l), Robe of Powerlessness, Ring Mail +1 
  (human-sized) 
   
  11,000cp + 34,000gp  
   
  8x gems (770gp) + Wand 
  of Magic Missiles [3] 
  9 
  23,500gp +  8pc jewelry (22,000gp) 
   
  52,500sp + 25,000ep + 31,000gp 
  + 25pc jewelry (55,500) 
   
  616pp 
  + 
  1pc 
  jewelry 
  (1000gp) 
  10 
  11x gems (4,800gp) + Potion: Flying, 
  Clerical Scroll (1), Deck of Many Things, 
  Talisman of Zagy, Plate Mail +1 (dwarf-
  sized) 
   
  18,000cp + 2,500pp + 62x gems 
  (21,500gp) 
  + 
  23pc 
  jewelry 
  (76,000gp) 
   
  2x gems (1,140gp) 
  11 
  430pp + 13x gems (3,000gp) 
   
  22,000ep + 27,000gp  
   
  1,292pp + 11pc jewelry 
  (24,200gp) 
  12 
  29,000gp + 475pp + 13x gems (10,000gp) 
   
  35,000gp + 3,000pp + 23pc 
  jewelry (68,000gp) 
   
  538pp 
  13 
  None/Previously Looted 
   
  20,000cp + 34,000gp + 55x gems 
  (18,000gp) 
  + 
  26pc 
  jewelry 
  (66,000gp) 
   
  1 gem (2,000gp) 
  14 
  23,500gp + 340pp 
   
  14,500cp + 13,000sp + 2,500pp + 
  8x gems (2,000gp) 
   
  4pc jewelry (14,300gp) 
  15 
  27,000gp + 7xpc jewelry (11,600gp) 
   
  87,000sp + 26,000ep + 35,000gp 
  + 1 gem (1,000gp) + 25pc 
  jewelry (84,000gp) 
   
  10pc jewelry (33,100gp) 
  16 
  26,000gp + 1,500pp 
   
  6,000sp + 51,000gp + 63x gems 
  (38000gp) 
  + 
  Potion: 
  Animal 
  Control Avians, Gaseous Form + 
  Scroll: Protection from Posession 
  + Clerical Scroll (2) + Dagger 
  +1/+2 vs. Small Creatures + 1 
  Map 
   
  1,100pp 
  + 
  3x 
  gems 
  (530gp) + 6pc jewelry 
  (15,000gp) + Manual of 
  Gainful Exercise 
  17 
  31,000gp + 1,800pp + 16x gems (3,300gp) 
   
  2,700pp 
  + 
  26pc 
  jewelry 
  (60,000gp) 
   
  770pp + 3x gems (300gp) 
  + 8pc jewelry (14,000gp) 
  18 
  27,000gp + 8x gems (2,900gp) 
   
  69,000sp + 38,000gp + 21pc 
  jewelry (54,000gp) 
   
  9pc jewelry (20,000gp) 
  19 
  30,000gp + 180pp + 2pc jewelry (5,900gp) 
   
  17,500cp 
  + 
  26pc 
  jewelry 
  (87,000gp) 
   
  8x gems (6,700gp) + 10pc 
  jewelry (17,000gp) 
  20 
  520pp 
   
  79,000sp + 26,000ep + 38,000gp 
  + 23pc jewelry (63,500gp) 
   
  2x gems (150gp) + 10pc 
  jewelry (24,000gp) 
   
  
   
  126 
  TREASURE ASSORTMENTS by TYPE continued 
   
  Types J~Q: Individual Treasure 
  1d20 
  Type J 
  Type K 
  Type L 
  Type M 
  Type N 
  Type O 
  Type P 
  Type Q 
  1 
  22cp 
  9sp 
  9ep 
  5gp 
  1pp 
  None 
  44sp 
  None 
  2 
  10cp 
  10sp 
  10ep 
  6gp 
  5pp 
  None 
  None 
  2x gems (70gp) 
  3 
  11cp 
  13sp 
  8ep 
  6gp 
  2pp 
  1,400sp 
  None 
  None 
  4 
  17cp 
  10sp 
  4ep 
  3gp 
  5pp 
  None 
  700cp + 650sp 
  None 
  5 
  15cp 
  3sp 
  8ep 
  3gp 
  4pp 
  None 
  180ep 
  1 gem (10gp) 
  6 
  17cp 
  9sp 
  12ep 
  6gp 
  4pp 
  None 
  1,000ep 
  None 
  7 
  12cp 
  10sp 
  7ep 
  5gp 
  3pp 
  600sp 
  None 
  4x gems (1,110gp) 
  8 
  15cp 
  12sp 
  4ep 
  6gp 
  2pp 
  None 
  800sp + 90ep 
  2x gems (15gp) 
  9 
  11cp 
  17sp 
  10ep 
  4gp 
  6pp 
  None 
  None 
  None 
  10 
  15cp 
  9sp 
  12ep 
  4gp 
  6pp 
  None 
  None 
  4x gems (120gp) 
  11 
  13cp 
  14sp 
  7ep 
  6gp 
  1pp 
  None 
  None 
  4x gems (10,000gp) 
  12 
  18cp 
  13sp 
  9ep 
  3gp 
  2pp 
  500cp 
  None 
  None 
  13 
  9cp 
  9sp 
  8ep 
  5gp 
  5pp 
  None 
  None 
  4x gems (900gp) 
  14 
  17cp 
  14sp 
  7ep 
  4gp 
  1pp 
  2,000cp 
  1,100ep 
  None 
  15 
  19cp 
  7sp 
  7ep 
  8gp 
  1pp 
  3,700cp + 1,100sp 
  None 
  2x gems (200gp) 
  16 
  22cp 
  9sp 
  9ep 
  5gp 
  3pp 
  1,500cp 
  1,700sp 
  None 
  17 
  11cp 
  9sp 
  11ep 
  6gp 
  6pp 
  None 
  None 
  2x gems (1,000gp) 
  18 
  17cp 
  4sp 
  9ep 
  6gp 
  3pp 
  120cp 
  None 
  None 
  19 
  9cp 
  11sp 
  11ep 
  4gp 
  1pp 
  None 
  None 
  None 
  20 
  18cp 
  9sp 
  8ep 
  5gp 
  4pp 
  1,700cp + 2,600sp 
  None 
  None 
   
   
   
   
  Type R: Buried/Cached Treasures 
  1d20 Treasure 
  1 
  4,700sp + 10x gems (950gp) + 4pc jewelry (14,000gp) 
  2 
  3,400sp + 4,200gp  
  3 
  7pc jewelry (9,000gp) 
  4 
  3,000sp + 25x gems (11,000gp) + 2pc jewelry (6,000gp) 
  5 
  3,600sp + 3,200gp 
  6 
  3,500sp + 10pc jewelry (35,000gp) 
  7 
  17x gems (4,500gp) 
  8 
  4,000sp + 10x gems (3,500gp) + 3pc jewelry (3,000gp) 
  9 
  3,000gp + 8pc jewelry (28,000gp) 
  10 
  21x gems (4,000gp) 
  11 
  3,000gp 
  12 
  3,000gp + 6pc jewelry (11,000gp) 
  13 
  2,000sp + 11pc jewelry (36,000gp) 
  14 
  4,000gp + 16x gems (6,000gp) 
  15 
  None/Previously Looted 
  16 
  7,800gp + 3,600pp + 28x gems (7,700gp) + 3pc jewelry (22,000gp) 
  17 
  3,300pp + 21x gems (5,100gp) 
  18 
  None/Previously Looted 
  19 
  None/Previously Looted 
  20 
  3,200gp + 1pc jewelry (2,000gp) 
   
   
   
   
   
   
   
  
   
  127 
  TREASURE ASSORTMENTS by TYPE continued 
   
  Type S: Potions 
  1d20 Potions 
  1 
  Potions of Super-Heroism, Clairvoyance, Water-Breathing; Philtre of Love; Oil of Slipperiness 
  2 
  Potions of Poison, Diminuation; Philtre of Love x2; Philtre of Persuasiveness 
  3 
  Potions of Fire Resistance, Super-heroism, Diminuation, Clairvoyance, Plant Control, ESP 
  4 
  Potions of Healing, Clairvoyance, Slipperiness, Flying, Climbing 
  5 
  Potions of Invisibility, Invulnerability, ESP, Flying, Animal Control (All), Gaseous Form; Philtre of Love 
  6 
  Potions of Longevity, Clairaudience, Sweet Water, Treasure Finding, Flying, Healing 
  7 
  Potions of Climbing, Healing, Water Breathing, ESP, Frost Giant Strength, Growth 
  8 
  Potions of Invulnerability, Undead Control (Ghasts), Delusion (Dragon Control), Clairvoyance 
  9 
  Potions of Flying, Flying; Oil of Etherealness 
  10 
  Potions of Speed, Growth, ESP, Animal Control (All), Invulnerability; Philtre of Persuasiveness 
  11 
  Potions of Plant Control, Clairvoyance, Healing, Human Control (½ Orcs), Dragon Control (Silver), Super-heroism, 
  Clairaudience 
  12 
  Potions of Poison, Invisibility, Healing, Human Control (½ Orcs); Oil of Etherealness 
  13 
  Potions of Super-heroism, Heroism, Longevity, Fire Resistance, Treasure Finding; Oil of Etherealness 
  14 
  Potions of Growth, Super-heroism, Invulnerability 
  15 
  Potions of Gaseous Form, Heroism, Fire Resistance, Extra-healing 
  16 
  None/Previously Looted 
  17 
  Potions of Clairvoyance, Clairaudience, Polymorph Self, Plant Control, Invisibility, Longevity, Delusion (Undead 
  Control) 
  18 
  Potions of Water Breathing, Animal Control (Fish), Gaseous Form x2, Growth, Love 
  19 
  None/Previously Looted 
  20 
  Potions of Clairvoyance, Heroism, Hill Giant Strength, Persuasiveness, Longevity, Dragon Control (Black), Poison, 
  Oil of Etherealness 
   
  Type T: Scrolls 
  1d20 Scrolls 
  1 
  Scroll: Protection from Elementals, MU Scroll (Knock, Massmorph, Distance Distortion, Magic Jar, Control Weather, Delayed 
  Blast Fireball, Gate), MU Scroll (Clairvoyance, Hallucinatory Terrain, Limited Wish, Trap the Soul) 
  2 
  MU Scroll (Identify, Mirror Image, Invisibility), Scroll: Protection from Petrification, Illusionist Scroll (Continual Light, Paralyzation, 
  Shadow Monsters, Shadow Magic, Permanent Illusion, Programmed Illusion) 
  3 
  MU Scroll (Blink), Clerical Scroll (Cure Critical Wounds), MU Scroll (Phantasmal Force) 
  4 
  Clerical Scroll (Word of Recall, Part Water, Holy/Unholy Word), MU Scroll (Knock, Detect Evil, Monster Summoning II), Scroll: 
  Protection from Petrification, Scroll: Protection from Magic 
  5 
  MU Scroll (Magic Aura) 
  6 
  None/Previously Looted 
  7 
  None/Previously Looted 
  8 
  MU Scroll (Affect Normal Fires, Mirror Image, Slow, Extension III, Forceful Hand), MU Scroll (Darkness 15’), MU Scroll (Extension I) 
  9 
  Clerical Scroll (Detect Charm, Exorcise), Illusionist Scroll (Fear, Hallucinatory Terrain, Invisibility 10’, Minor Creation, Confusion, 
  Phantasmal Killer, Astral Spell), MU Scroll (Wall of Force) 
  10 
  Scroll: Protection from Lycanthropes, MU Scroll (Push, Invisibility 10’, Wall of Fire, Monster Summoning III, Invisible Stalker) 
  11 
  Clerical Scroll (Resist Fire, Lower Water, Detect Lie, Quest, Cure Critical Wounds), Clerical Scroll (Lower Water, Detect Lie, 
  Divination, Word of Recall, Speak with Monsters, Control Weather, Earthquake), MU Scroll (Friends) 
  12 
  None/Previously Looted 
  13 
  MU Scroll (Plant Growth, Fear, Glassee, Geas, Monster Summoning IV, Mind Blank), MU Scroll (Tongues), Scroll: Protection from 
  Petrification, Scroll: Protection from Magic 
  14 
  MU Scroll (Gust of Wind, Reincarnation, Monster Summoning IV, Control Weather, Disintegrate, Enchant an Item), Scroll: 
  Protection from Demons, Scroll: Protection from Elementals 
  15 
  MU Scroll (Confusion), MU Scroll (Hold Monster), Scroll: Protection from Elementals 
  16 
  Illusionist Scroll (Detect Invisibility, Chaos, Mass Suggestion, Shades), MU Scroll (Hold Monster), MU Scroll (Mending, Dig, Fire 
  Shield, Teleport, Faithful Hound, Spiritwrack), Scroll: Protection from Petrification 
  17 
  Scroll: Protection from Possession 
  18 
  None/Previously Looted 
  19 
  MU Scroll (Enlarge) 
  20 
  MU Scroll (Floating Disk), Scroll: Protection from Magic 
  
   
  128 
  TREASURE ASSORTMENTS by TYPE continued 
   
  Type U: Mixed Hoard (Dragons) 
  1d20 Treasure 
  1 
  48x gems (34,000 gp) + Ring of Free Action, Rod of Cancellation, Well of Many Worlds,  Leather +1 
  (gnome/halfling-sized), Longsword +4, 5 Arrows +3, 1 Map 
  2 
  44x gems (10,000gp) + 19pc jewelry (50,000gp) + Ring of Warmth, Wand of Negation [31], Chime of Hunger, 
  Chain mail +2 (human-sized), Broadsword +1, Hammer +2, 1 Map 
  3 
  39x gems (17,500gp) + 15pc jewelry (37,500gp) + Ring of Invisibility, Rod of Cancellation, Periapt of Wound 
  Closure, Plate Mail +1 (human-sized), Hammer +2, 1 Map, Longsword +2 Nine Lives Stealer (NE, I16,E9, Speech, 
  Detect Slopes 10’, Detect Traps 10’, Detect Gems 5’) 
  4 
  48x gems (16,000gp) + 19pc jewelry (44,000gp) + Ring of Feather Falling, Wand of Magic Detection [80], Cloak of 
  Elvenkind, Plate Mail of Vulnerability (human-sized), Longsword +1/+2 vs Enchanted, 1 Map, Spear +2 (NG, I16,E8, 
  Speech, Detect Shifting 10’, Detect Invisible 10’, Locate Object 120’, Detect Precious Metals 20’) 
  5 
  43x gems (16,000gp) + 12pc jewelry (28,000gp) 
  6 
  40x gems (25,500gp) + 24pc jewelry (64,000gp) + Ring of Feather Falling, Wand of Negation [51], Talisman of the 
  Spheres, Shield +3, Bastard Sword +1,  Dagger +2/+3 vs. Large, 1 Map 
  7 
  48x gems (16,000gp) + 22pc jewelry (75,000gp) + Ring of Feather Falling, Rod of Smiting [24], Wings of Flying, Plate 
  Mail of Vulnerability (human-sized),  Longsword -2 Cursed, 14 Bolts +2, 1 Map 
  8 
  43x gems (20,000gp) + 14pc jewelry (34,500gp) + Ring of Fire Resistance, Wand of Enemy Detection [52], Cube of 
  Frost Resistance, Splint Mail +1 (human-sized), Broadsword +1, Hammer +2, 1 Map 
  9 
  51x gems (13,000gp) + 20pc jewelry (36,000gp) 
  10 
  41x gems (9,000gp) 
  11 
  55 x gems (14,000gp) + 21pc jewelry (68,500) + Ring of Free Action, Rod of Rulership [40], Pipes of the Sewers, 
  Leather Armor +1 (elf-sized), Longsword +1 Cursed, 13 Arrows +1, 1 Map   
  12 
  51x gems (11,000gp) + Mace +1 (N, I15,E5, Speech, Detect Traps 10’, Detect Evil/Good 10’, Detect Shifting 10’) 
  13 
  45 x gems (19,000gp) + 16pc jewelry (60,000) + Ring of Delusion, Wand of Fear [62], Trident of Fish Command, 
  Shield -1 Missile Attractor, Broad sword +1, 1 Map  
  14 
  44 x gems (11,000gp) + Ring of Fire Resistance, Rod of Resurrection [15], Talisman of Zagy, Shield +3, Longsword 
  +1/+2 vs Magic, 9 Arrows +2, 1 Map 
  15 
  53 x gems (24,000gp) + 21pc jewelry (43,700gp) + Ring of Telekinesis [250gp], Rod of Cancellation, Broom of 
  Flying, Scale Mail +2 (human-sized), Broadsword +1 Flametongue, Mace +2, 1 Map 
  16 
  48x gems (13,500gp) + 20pc jewelry (56,000gp) + Ring of Protection +1, Wand of Lightning (94), Horn of Bubbles, 
  Broadsword +1 Flametongue, Bow +1, Shield -1 Missile Attractor, 1 Map 
  17 
  54x gems (20,000gp) + 17pc jewelry (66,000gp) + Ring of Free Action, Wand of Polymorphing (74), Bracers of 
  Defense (AC4), Shield +1, Longsword +1/+2 vs. Enchanted Creatures, 14x Arrows +1, 1 Map 
  18 
  48x gems (24,000gp) + 12pc jewelry (43,500gp) + Ring of Regeneration, Wand of Lightning (58), Fochluchan 
  Bandore, Ring Mail +1 (human), Arrow of Slaying, Longsword +1 (NG, I15,E5, Speech, Detect Evil 10’, Detect 
  Sloping Passages 10’, Detect Magic 10’), 1 Map 
  19 
  39x gems (22,800gp) + 19pc jewelry (60,000gp) + Ring of Spell Turning, Rod of Resurrection (4), Cloak of 
  Elvenkind, Plate Mail +4 (Elven), Longsword +1/+4 vs. Reptiles, Bow +1, 1 Map 
  20 
  49x gems (12,000gp) 
   
  
   
  129 
  TREASURE ASSORTMENTS by TYPE continued 
   
  Type V: Magic Items 
  2d8 
  Magic Items 
  2 
  Ring of Weakness, Ring of Water Walking, Wand of Fire [27], Wand of Illusion [5], Helm of Comprehending 
  Languages, Amulet of Proof against Detection, Shield +2, Plate Mail +2 (human-sized), Longsword +2 Giant 
  Slayer (LG,I13,E6, Empathy, Detect Slope 10’, Detect Magic 10’), Longsword +1/+3 vs Regenerating, Military Pick 
  +1, 2 Maps 
  3 
  Ring of Water Walking, Ring of Fire Resistance, Rod of Cancellation, Wand of Secret Door Detection [29], Rope of 
  Entanglement, Boots of Striding & Springing, Shield +2, Splint Mail +2 (human-sized), Longsword +1/+3 vs 
  Lycanthropes, Longsword +1/+2 vs Magic, 14 Bolts +2, 9 Arrows +3, 2 Maps 
  4 
  Ring of Mammal Control, Ring of Three Wishes, Wand of Magic Missiles [95], Wand of Metal Detection [81], 
  Brazier Commanding Fire Elementals, Incense of Meditation, Ring Mail +1 (elf-sized), Chain Mail +1 (human-
  sized), Shortsword +1/+2 vs. Magic, Longsword +1/+4 vs Reptiles (NG, I14,E9, Speech, Detect Evil/Good 10’, 
  Detect Precious Metals 20’, Detect Shifting 10’), Dagger +2/+3 vs. Large, Dagger +2/+3 vs. Large, 2 Maps  
  5 
  Ring of Water Walking, Ring of Protection +1, Wand of Metal Detection [72], Wand of Secret Door Detection [19], 
  Quaal’s Feather Token (Tree), Horseshoes of Speed, Shield -1 Missile Attractor, Plate Mail of Vulnerability 
  (human-sized), Longsword +1, Longsword +3 (N, I12,E4, Semi-empathy, Detect Shifting 10’), 8 Arrows +3, Mace 
  +1, 2 Maps 
  6 
  Ring of Protection +1, Ring of Djinni Summoning, Staff of the Magi [13], Wand of Magic Detection [56], Amulet of 
  Proof Against Detection, Instrument of the Bards (Fochlucan Bandore), Plate Mail +2 (human-sized), Splint Mail +4 
  (human-sized), Longsword +1 (LG,I12,E2, Semi-empathy, Detect Evil 10’), Shortsword +3 Frost Brand, Hammer +1, 
  Military Pick +1, 2 Maps 
  7 
  Ring of Weakness, Ring of Protection +1, Wand of Negation [97], Wand of Magic Detection [73], Brazier of Sleep 
  Smoke, Brooch of Shielding, Plate Mail of Vulnerability (elf-sized), Chain Mail +3 (dwarf-sized), Shortsword +1/+2 
  vs. Magic, Longsword +1/+3 vs. Regenerating, 10 Arrows +1, Dagger +2/+3 vs. Large, 2 Maps 
  8 
  Ring of Human Influence, Ring of Spell Turning, Staff of the Serpent, Rod of Cancellation, Amulet of Inescapable 
  Location, Efreeti Bottle, Splint Mail +1 (human-sized), Shield +1, Broadsword +1/+2 vs. Magic (LG, I17,E15, Speech 
  & Telepathy, Detect Traps 10’, Detect Shifting 10’, Detect Slopes 10’, Teleportation (1/day <6000gp), Broadsword 
  +1/+3 vs Regenerating, Spear +2 (LG,I15,E7, Speech, Detect Magic 10’, Detect Evil 10’, Detect Secret Doors 5’, 
  Detect Traps 10’), 16 Bolts +2, 2 Maps 
  9 
  Ring of Delusion, Ring of Warmth, Rod of Lordly Might [25], Wand of Magic Missiles [50], Tome of Understanding, 
  Book of Exhalted Deeds, Shield +4, Plate Mail +3 (human-sized), Broadsword +1 Cursed (N, I12,E2, Semi-Empathy, 
  Detect Evil/Good 10’), Longsword +1, Scimitar +2, Javelin +2, 2 Maps 
  10 
  Ring of X-ray Vision, Ring of Feather Falling, Wand of Metal Detection [66], Staff of Curing [4], Helm of Underwater 
  Action, Horseshoes of Speed, Ring Mail +1 (elf-sized), Chain Mail +2(human-sized), Longsword of Wounding 
  (NG,I15,E6, Speech, Detect Gems 5’, Detect Magic 10’, Detect Precious Metals 20’), Longsword +2, Hammer +2 
  (CN, I13,E4, Empathy, Detect Shifting 10’, Locate Object 120’), Scimitar +2, 2 Maps 
  11 
  Ring of Swimming, Ring of Delusion, Wand of Lightning [42], Wand of Magic Missiles [57], Mirror of Opposition, 
  Figurine of Wondrous Power (Marble Elephant), Shield +1, Plate Mail +3 (human-sized), Longsword +1/+3 vs. 
  Lycanthropes, Bastard Sword +1 (LG,I12, E2, Semi-empathy, Detect Shifting 10’), Scimitar +2, Axe +2 (LG, I13,E4, 
  Empathy, Detect Traps 10’, Detect Sloping 10’), 2 Maps  
  12 
  Ring of Contrariness, Ring of Normal Regeneration, Wand of Enemy Detection [26], Wand of Fire [34], Bracers of 
  Defense [AC6], Cloak of Elvenkind, Plate Mail +1 (human-sized), Plate Mail +2 (human-sized), Broadsword +1, 
  Broadsword -2 Cursed, Dagger +1/+2 vs. Small (LN, I16, E9, Speech, Detect Traps 10’, Detect Magic 10’, Detect 
  Evil/Good 10’), Mace +1, 2 Maps 
  13 
  Ring of Contrariness (Levitation), Ring of Telekinesis (500gp), Wand of Paralyzation [59], Staff of Command [8], 
  Stone of Controlling Earth Elementals, 3 Javelins of Lightning, Plate Mail +1 (human-sized), Plate Mail +2 
  (gnome/halfling-sized), Shortsword +2 Dragon-slayer, Bastard Sword +2 Cursed Berserking, 11 Arrows +1, Dagger 
  of Venom, 2 Maps 
  14 
  Ring of Protection +1, Ring of Weakness, Wand of Fear [12], Wand of Fear [52], Mattock of the Titans, Amulet of 
  Life Protection, Plate Mail +2 (human-sized), Splint Mail +3 (human-sized), Longsword +1/+ 3 vs Lycanthropes (LN, 
  I12,E5, Semi-empathy, Detect Evil/Good 10’), Longsword +2 Dragon-slayer, Flail +1, Hammer +3 Dwarven 
  Thrower (NG, I14,E9, Speech, Detect Slopes 10’, Detect Secret Doors ‘), 2 Maps 
  15 
  Ring of Invisibility, Ring of Feather Falling, Wand of Negation [17], Staff of Power [18], Bracers of Defense [AC7], 
  Horn of Valhalla (Bronze), Shield +2, Splint Mail +3 (human-sized), Shortsword +2 Cursed Berserking, Longsword 
  +1, Spear +1, Axe +2 Throwing, 2 Maps 
  16 
  Ring of Water Walking, Ring of Protection +6/+1, Wand of Magic Missiles [22], Wand of Magic Detection [83], 
  Bracers of Defense [AC6], Brazier Commanding Fire Elementals, Shield +2, Chain Mail +3 (human-sized), 
  Broadsword +2 Dragon-slayer, Broadsword +1 Flametongue, Axe +2 Throwing, Mace +1, 2 Maps 
  
   
  130 
  TREASURE ASSORTMENTS by TYPE continued 
   
  Type W:  
  Treasure Chests 
  Type X:  
  Personal Magic  
  Type Y: 
  Gold 
  1d20 Treasure 
  Treasure 
  Treasure 
  1 
  12,000gp + 300pp + 42x gems (14,000 gp) + 29pc jewelry 
  (85,500gp) + 1 Map 
  Potion: Animal Control, Manual of 
  Bodily Health 
  6,047gp 
  2 
  37 x gems  (25,000gp) + 22 pc jewelry (57,700gp) + 1 Map 
  Potion: Healing, Cloak of Protection +2 
  None 
  3 
  31 x gems  (7,000gp) +  24 pc jewelry (76,600gp) + 1 Map 
  Potion: 
  Extra-healing, 
  Keoghtom’s 
  Ointment 
  1,212gp 
  4 
  44 x gems  (20,000gp) + 23 pc jewelry (60,100gp) + 1 Map 
  Potion: 
  Diminuation, 
  Broom 
  of 
  Animated Attack 
  4,714gp 
  5 
  19,000gp + 28 pc jewelry (89.800gp) 
  Potion: Flying, Eyes of Minute Seeing 
  6,340gp 
  6 
  14, 000gp + 60 x gems  (14,000gp) + 1 Map 
  None/Previously Looted 
  3,660gp 
  7 
  None/Previously Looted 
  Potion: Polymorph Self, Bag of Holding 
  (500lb) 
  8,141gp 
  8 
  19.000gp + 47 x gems  (22,000gp) + 1 Map 
  None/Previously Looted 
  None 
  9 
  19,000gp + 43 x gems  (30,000gp) + 22 pc jewelry (57,00gp) 
  Potion: Longevity, Nolzur’s Marvelous 
  Pig-ments 
  11,204gp 
  10 
  22,000gp + 41 x gems  (17,000gp) + 20 pc jewelry (46,00gp) 
  + 1 Map 
  Philtre of Persuasiveness, Amulet of 
  the Planes 
  4,087gp 
  11 
  26,000gp + 49 x gems  (20,000gp) + 1 Map 
  Oil 
  of 
  Slipperiness, 
  Fig-urine 
  of 
  Wondrous Power (Onyx Dog) 
  3,742gp 
  12 
  None/Previously Looted 
  Potion: Speed, 3 Javelins of Lightning 
  6,397gp 
  13 
  37 x gems  (14,000gp) + 14 pc jewelry (42,00gp) 
  None/Previously Looted 
  4,140gp 
  14 
  20,000gp + 52 x gems  (13,500gp) + 1 Map 
  None/Previously Looted 
  5,923gp 
  15 
  None/Previously Looted 
  None/Previously Looted 
  4,705gp 
  16 
  260pp + 57x gems (9,900gp) + 22pc jewelry (50,000gp) 
  None/Previously Looted 
  None 
  17 
  43x gems (20,000gp) + 1 Map 
  Potion 
  of 
  Stone 
  Giant 
  Control, 
  Decanter of Endless Water 
  None 
  18 
  48x gems (38,000gp) + 21pc jewelry (60,000gp) 
  Potion 
  of 
  Levitation, 
  Dust 
  of 
  Appearance 
  None 
  19 
  16,000gp + 40x gems (22,000gp) + 22pc jewelry (71,000gp) 
  Potion: 
  Fire 
  Resistance, Arrow 
  of 
  Direction 
  5,900gp 
  20 
  52x gems (20,000gp) + 1 Map 
  Potion of Water Breathing, Stone of 
  Good Luck 
  None 
   
  MAPS 
   
  Form 
  Type 
  2d8 Map 
  d% 
  Result 
  2 
  Crude graffiti on a wall 
  01 -05 
  False map 
  3 
  Rough map etched in a plank of wood 
  06-70 
  Map to monetary treasure 
  4 
  Inscribed piece of tanned monster hide 
  71 -90 
  Map to magic treasure 
  5 
  An etching on a lizard/dragon scale 
  91-00 
  Map to a combined hoard 
  6 
  Personal letter detailing directions 
   
   
  7 
  Coded note on a scrap of parchment 
  Status of the Treasure 
  8 
  Map disguised to appear as a magical scroll 
  1d10 
  Result 
  9 
  Carved bit of whalebone 
  1 
  Untouched & unguarded 
  10 
  Detailed engineering plans of the location 
  2 
  Hidden underwater 
  11 
  A jigsaw puzzle, revealing the location 
  3 
  Stashed in a well-guarded lair 
  12 
  A parchment rubbing of an ancient inscription 
  4 
  Buried under ruins 
  13 
  A map drawn in magical/invisible ink 
  5 
  Entombed in a burial crypt 
  14 
  A symbolic wall/floor mosaic 
  6 
  Secreted in a town 
  15 
  An astrological chart 
  7 
  In the Astral/Ethereal Plane 
  16 
  A tapestry 
  8-10 
  Treasure already looted. 
  
   
  131 
  MISCELLANEOUS TREASURES 
   
  Jewelry & Gems 
  1d20 
  Jewelry 
  Gems 
  Value 
  1 
  Bracelet 
  Agate 
  1gp 
  2 
  Mask 
  Quartz 
  5 gp 
  3 
  Comb 
  Diamond 
  15 gp 
  4 
  Nose Ring 
  Lapis Lazuli 
  20 gp 
  5 
  Pendant 
  Malachite 
  25 gp 
  6 
  Anklet 
  Jacinth 
  50 gp 
  7 
  Belt Buckle 
  Turquoise 
  100 gp 
  8 
  Arm Band 
  Pearl 
  150 gp 
  9 
  Circlet 
  Emerald 
  200 gp 
  10 
  Necklace 
  Carnelian 
  250 gp 
  11 
  Crown 
  Ruby 
  300 gp 
  12 
  Tiara 
  Jasper 
  400 gp 
  13 
  Ring 
  Onyx 
  500 gp 
  14 
  Earrings 
  Peridot 
  600 gp 
  15 
  Brooch 
  Sapphire 
  700 gp 
  16 
  Pin 
  Amethyst 
  800 gp 
  17 
  Torc 
  Garnet 
  1000 gp 
  18 
  Cup 
  Jade 
  1500 gp 
  19 
  Plate 
  Opal 
  2000 gp 
  20 
  Eating Utensils 
  Topaz 
  5000 gp 
   
  Cargo Commodities 
  d% 
  Common Goods 
  Unit Value 
   
  d% 
  Luxury Goods 
  Unit Value 
  01-08 
  Raw Cotton 
  15gp 
   
  01-06 
  Armor 
  400gp 
  09-12 
  Raw Wool 
  12gp 
   
  07-09 
  Artworks 
  2,500gp 
  13-18 
  Raw Flax 
  30gp 
   
  10-14 
  Coffee/Tea 
  2,000gp 
  19-20 
  Furs 
  400gp 
   
  15-16 
  Diamonds 
  12,000gp 
  21-27 
  Hides & Skins 
  250gp 
   
  17-18 
  Dried/Exotic Fruits 
  400gp 
  28-31 
  Iron Ingots 
  350gp 
   
  19-21 
  Fine Armor 
  800gp 
  32-35 
  Copper Ingots 
  480gp 
   
  22-27 
  Fine Leathers 
  750gp 
  36-38 
  Lead Ingots 
  100gp 
   
  28-30 
  Fine Weapons 
  1,800gp 
  39-40 
  Tin Ingots 
  800gp 
   
  31-33 
  Gemstones 
  8,000gp 
  41-47 
  Lumber 
  75gp 
   
  34-35 
  Gold 
  6,000gp 
  48-54 
  Wine/Ale 
  40gp 
   
  36-44 
  Herbs 
  1,200gp 
  55-58 
  Grain 
  5gp 
   
  45-48 
  Ivory 
  2,500gp 
  59-60 
  Livestock 
  10gp 
   
  49-51 
  Jewelry 
  8,000gp 
  61-62 
  Pipeweed 
  250gp 
   
  52-53 
  Magic Items 
  10,000gp 
  63-67 
  Hemp/Jute 
  20gp 
   
  54-55 
  Narcotics 
  4,500gp 
  68-70 
  Dressed Stone 
  125gp 
   
  56-57 
  Pearls 
  6,000gp 
  71-78 
  Cloth 
  360gp 
   
  58-61 
  Perfumes 
  400gp 
  79-82 
  Luxury Cloth 
  1,500gp 
   
  62-64 
  Rare Metals 
  250gp 
  83-86 
  Leather Goods 
  600gp 
   
  65-66 
  Rare Woods 
  350gp 
  87-93 
  Pewter/Bronze/Copperware 
  400gp 
   
  67-68 
  Religious Artifacts 
  500gp 
  94-96 
  Wooden Items 
  125gp 
   
  69-73 
  Salt 
  500gp 
  97-98 
  Steel bar-stock 
  1,600gp 
   
  74-77 
  Scrolls/Books 
  900gp 
  99-00 
  Slaves 
  50gp 
   
  78-81 
  Silver Ingots 
  1,200gp 
   
  82-83 
  Spell Components 
  800gp 
   
  84-91 
  Spices 
  2,500gp 
   
  92-94 
  Sugar 
  1,500gp 
   
   
  95-00 
  Weapons 
  250gp 
   
  Treasure Containers 
  1d12 
  Container 
  Locking Mechanism 
  1 
  Bag(s) 
  Snap/Buckle/Rope tie 
  2 
  Barrel (s) 
  Wax Seal/Band 
  3 
  Sack(s) 
  Snap/Buckle/Rope tie 
  4 
  Small coffer(s) 
  Latch/Clasp/Key/Padlock 
  5 
  Chest(s) 
  Latch/Lock/Padlock 
  6 
  Huge Chest(s) 
  Latch/Lock/Padlock 
  7 
  Large Jar(s) 
  Wax Seal/Stopper 
  8 
  Pottery Urn(s) 
  Wax Seal/Stopper 
  9 
  Metal Urn(s) 
  Wax Seal/Stopper/Lid 
  10 
  Trunk(s) 
  Latch/Lock/Padlock 
  11 
  Floor/Wall Niche 
  Latch/Lock/Padlock 
  12 
  Loose 
  - 
   
  
   
  132 
  LITERATURE 
   
  Mundane Books 
  d% 
  Subject 
  % Chance  
  Valuable 
  01-15 
  Common Text (accounting records, laundry lists, etc.) 
  5% 
  16-23 
  Legal Text (contracts, writs, subpoenas, etc.) 
  10% 
  24-30 
  Erotica (poetry, cartoons, etc.) 
  15% 
  31-40 
  Literature (poetry, epics, plays, etc.) 
  10% 
  41-50 
  Religious (scriptures, tracts, hymnals, etc.) 
  20% 
  51-60 
  History (general or specific) 
  15% 
  61-70 
  Medicinal (herbals, pharmaceuticals, anatomies, etc.) 
  20% 
  71-74 
  Biography (both truthful and otherwise) 
  15% 
  75 
  Autobiography (famous or obscure) 
  20% 
  76-82 
  Philosophy (manifestos, discourses, rants, etc.) 
  15% 
  83-87 
  Travel (travelogues, journals, gazetteers, ship’s logs, etc.) 
  25% 
  88-90 
  Magical/Alchemical Journal (typically encoded) 
  50% 
  91-98 
  Maps 
  50% 
  99-00 
  Spellbook or Magical Tome (DM’s discretion) 
  N/A 
   
   
  Mundane Scrolls 
  d% 
  Subject 
  % Chance  
  Valuable 
  01-30 
  Old Message 
  8% 
  31-40 
  List/Inventory 
  5% 
  41-50 
  Literature 
  10% 
  51-60 
  Letter (personal, administrative) 
  10% 
  61-70 
  Formula (alchemical/herbal/pharmaceutical/poison) 
  25% 
  71-80 
  Medicinal text 
  20% 
  81-90 
  Proclamation/Announcements 
  40% 
  91-00 
  Map 
  50% 
   
   
  Proclamations/Announcements 
  3d6 
  Subject 
  3 
  Insurrection (Weapons/armor banned) 
  4 
  Submission (Outsiders must register) 
  5 
  Criminal Bounty 
  6 
  Tax on all outsiders (1d6gp) 
  7 
  Games/Tournament Announcement 
  8 
  Temple tax on all citizens (1d10sp) 
  9 
  Tribute tax on everyone (1d4sp) 
  10 
  New Law Enacted 
  11 
  Noble Obituary 
  12 
  Noble Birth Announcement 
  13 
  Noble Marriage Announcement 
  14 
  Holiday/Feast Announcement 
  15 
  Call to Arms/Declaration of War 
  16 
  Employees Wanted Advertisement 
  17 
  Expedition Announcement 
  18 
  Prophecy/Religious Decree 
   
  Legend Lore Results 
  3d6 
  Information Gained 
  3 
  How many charges left 
  4 
  Whether item is intelligent 
  5 
  Whether items is cursed 
  6 
  Gold Piece Value  
  7 
  Name 
  8 
  Famous past owners 
  9 
  Age of item 
  10 
  What race created it 
  11 
  Where it was made 
  12 
  Who crafted it 
  13 
  Alignment of owners 
  14 
  Who can use it 
  15 
  General effects  
  16 
  How to activate it 
  17 
  Item type (as per DMG ) 
  18 
  Complete (as per DMG ) 
  Bounties 
  d10 
  Bounty 
  Conditions 
  Crime(s) 
  1 
  1d4 x 10gp 
  Return 
  Thievery 
  2 
  50gp 
  Return 
  Murder 
  3 
  100gp 
  Return 
  Necromancy 
  4 
  200gp 
  Capture  
  Demonology 
  5 
  300gp 
  Capture  
  Treason 
  6 
  500gp 
  Capture  
  Heresy 
  7 
  600gp 
  Proof of Crime(s) 
  Smuggling 
  8 
  700gp 
  Proof of Crime(s) 
  Escaped Slave 
  9 
  800gp 
  Dead or Alive 
  Rape 
  10 
  1,000gp 
  Dead or Alive 
  ‘Nefarious Crimes’ 
  11 
  1,500gp 
  Dead or Alive 
  Political 
  12 
  2,000gp 
  Bring the Head 
  Immorality 
  
   
  133 
  QUICK & WEIRD MAGIC ITEMS 
   
  1: Item Type 
   2: Number of Powers  
  3: Weapon Powers 
   4: Number of Uses 
  d% 
  Type 
   
  d% 
  # of Powers 
   
  d% 
  Result 
   
  d% 
  # of Uses 
  01-05 
  Helm 
   
  01-05 
  1 
   
  01-40 
  +1 
   
  01-05 
  1 
  06-15 
  Clothing 
   
  06-15 
  1-2 
   
  41-70 
  +2 
   
  06-15 
  2 
  16-30 
  Weapon 
   
  16-30 
  1-3 
   
  71-90 
  +3 
   
  16-30 
  3 
  31-50 
  Wand/Rod 
   
  31-50 
  1-4 
   
  91-95 
  +4 
   
  31-50 
  1/day 
  51-70 
  Staff 
   
  51-70 
  1-5 
   
  96-97 
  +5 
   
  51-70 
  2/day 
  71-85 
  Book 
   
  71-85 
  1-6 
   
  98-99 
  *Cursed -1* 
   
  71-85 
  3/day 
  86-95 
  Ring/Amulet 
   
  86-95 
  1-8 
   
  00 
  *Cursed -2* 
   
  86-95 
  1/week 
  96-00 
  Gemstone/Rock 
   
  96-00 
  1-10 
   
   
   
   
  96-00 
  3/week 
   
  Magical Powers 
  d% 
  Power 
   
  d% 
  Power 
   
  d% 
  Power 
  01 
  +1 to AC 
   
  35 
  Etherealness 
   
  69 
  Protection from Evil 
  02 
  +2 to AC 
   
  36 
   Astral Travel  
   
  70 
  Protection from Evil 10’ 
  03 
  +3 to AC 
   
  37 
  Petrification 
   
  71 
  Know Alignment 
  04 
  +1 to Saving Throws 
   
  38 
  Disintegration 
   
  72 
  Clairvoyance 
  05 
  +2 to Saving Throws 
   
  39 
  Paralyzation 
   
  73 
  Clairaudience 
  06 
  +3 to Saving Throws 
   
  40 
  Blindness 
   
  74 
  Raise Dead 
  07 
  +1 to AC/Saving Throws 
   
  41 
  Finger of Death 
   
  75 
  Animate Dead 
  08 
  +2 to AC/Saving Throws 
   
  42 
  Feeblemind 
   
  76 
  Heal 
  09 
  +3 to AC/Saving Throws 
   
  43 
  Fly (1 hr) 
   
  77 
  Cure Disease 
  10 
  +4 AC or Saving Throws 
   
  44 
  Airy Water (1 hr) 
   
  78 
  Cure Blindness 
  11 
  Pyrotechnics 
   
  45 
  Detect Invisible (1hr) 
   
  79 
  Remove Curse 
  12 
  Fireball 
   
  46 
  ESP (1 hr) 
   
  80 
  Wall of Force 
  13 
  Delayed Blast Fireball 
   
  47 
  See Ethereal (1 hr) 
   
  81 
  Force Sculpture 
  14 
  Cone of Cold 
   
  48 
  Invisibility (at will) 
   
  82 
  Cause Fear 
  15 
  Lightning Bold 
   
  49 
  Telekinesis 
   
  83 
  Remove Fear 
  16 
  Acid Arrow 
   
  50 
  1 Wish 
   
  84 
  Phantasmal Force 
  17 
  Lightning Bolt 
   
  51 
  2 Wishes 
   
  85 
  Phantasmal Killer 
  18 
  Chain Lightning 
   
  52 
  3 Wishes 
   
  86 
  Audible Glamer 
  19 
  +25% Magic Resistance 
   
  53 
  Minor Globe of Invulnerability 
   
  87 
  Prismatic Spray 
  20 
  +50%  Magic Resistance 
   
  54 
  Globe of Invulnerability 
   
  88 
  Tongues 
  21 
  +75% Magic Resistance 
   
  55 
  Shield 
   
  89 
  Wizard Lock 
  22 
  +100% Magic Resistance 
   
  56 
  Push 
   
  90 
  Knock 
  23 
  Regenerate 1/hp round 
   
  57 
  *Cursed* 
   
  91 
  Light 
  24 
  Regenerate 2/hp round 
   
  58 
  Summon Earth Elemental 
   
  92 
  Darkness 15’ 
  25 
  Regenerate 3/hp round 
   
  59 
  Summon Air Elemental 
   
  93 
  Silence  
  26 
  Immunity to Cold 
   
  60 
  Summon Fire Elemental 
   
  94 
  Silence 15’  
  27 
  Immunity to Fire 
   
  61 
  Summon Water Elemental 
   
  95 
  Dancing Lights 
  28 
  Immunity to Lightning 
   
  62 
  Charm Person 
   
  96 
  Faerie Fire 
  29 
  Immunity to Acid 
   
  63 
  Monster Summoning I 
   
  97 
  Feather Fall 
  30 
  Wall of Fire 
   
  64 
  Monster Summoning II 
   
  98 
  Jump 
  31 
  Wall of Stone 
   
  65 
  Monster Summoning III 
   
  99 
  Polymorph Other 
  32 
  *Cursed* 
   
  66 
  Monster Summoning IV 
   
  100 
  *Cursed* 
  33 
  Magic Missile 
   
  67 
  Monster Summoning V 
   
   
   
  34 
  Color Spray 
   
  68 
  Monster Summoning VI 
   
   
   
   
  
   
  134 
  Magic Item Creation 
   
  Magic Item Creation Materials, Times & Costs 
  Item Type 
  Material(s) 
  Process 
  Cost 
  Time 
  XP Value 
  Potions 
   
   
   
   
   
  Single draught 
  1 Rare 
  1 Common 
  XP value 
  1 day/100gp 
  200-1,000 
  Multiple draughts 
  1 Exotic 
  1 Rare 
  XP value 
  1 day/100gp 
  250-1,000 
  Scrolls 
   
   
   
   
   
  Spell 
  1 Rare + 1 Common 
  Variable 
  ½ XP value 
  1 day/spell level 
  100/spell level 
  Protection 
  1 Exotic 
  1 Rare 
  ½ XP value 
  6 days 
  1,000-2,500 
  Rings 
   
   
   
   
   
  Single function 
  1 Exotic 
  1 Common 
  XP value 
  1 week/100gp 
  1,000-4,000 
  Multiple function 
  1 Exotic/function 
  1 Exotic/function 
  2x XP value 
  1 week/100gp 
  3,000-5,000 
  Limited use 
  1 Exotic 
  1 Exotic¹ 
  2x XP value 
  1 week/100gp 
  1,000-5,000 
  Rods 
   
   
   
   
   
  Single use 
  1 Exotic 
  1 Rare 
  1/5 XP value 
  1 week/1,000gp 
  4,000-10,000 
  Single function 
  1 Exotic 
  1 Rare 
  1/5 XP value 
  1 week/100gp 
  5,000-10,000 
  Multiple functions 
  1 Exotic 
  1 Exotic/function 
  1/5 XP value 
  2 weeks/200gp 
  6,000-10,000 
  Limited use 
  1 Exotic 
  1 Exotic/use 
  1/5 XP value 
  4 weeks/100gp 
  4,000-10,000 
  Staff 
   
   
   
   
   
  Single function 
  1 Rare 
  1 Rare 
  1/5 XP value 
  1 week/100gp 
  5,000-8,000 
  Multiple function 
  1 Exotic 
  1 Exotic/function 
  1/5 XP value 
  2 weeks/100gp 
  7,000-15,000 
  Limited use 
  1 Exotic 
  1 Exotic/use 
  1/5 XP value 
  4 weeks/100gp 
  2,500-5,000 
  Wand 
   
   
   
   
   
  Single function 
  1 Rare 
  1 Rare 
  1/5 XP value 
  1 week/100gp 
  2,000-4,000 
  Multiple function 
  1 Exotic 
  1 Exotic/function 
  1/5 XP value 
  2 weeks/100gp 
  4,000-7,000 
  Limited use 
  1 Exotic 
  1 Exotic/use 
  1/5 XP value 
  4 weeks/100gp 
  4,000-6,000 
  Miscellaneous 
   
   
   
   
   
  Single use 
  1 Exotic 
  1 Exotic 
  2x XP value 
  1 week/100gp 
  200-2,000 
  Single function 
  1 Exotic 
  1 Exotic 
  3x XP value 
  1 week/100gp 
  2,000-10,000 
  Multiple functions 
  1 Exotic/function 
  1 Rare/function² 
  4x XP value 
  1 week/100gp 
  2,500-10,000 
  Limited use 
  1 Exotic/use 
  1 Exotic/use² 
  2x XP value 
  3 weeks/300gp 
  500-2,500 
  Armor 
   
   
   
   
   
  Single function 
  1 Exotic 
  1 Rare + 1 Common 
  2x XP value 
  3 weeks/1,000gp 
  250-800 per + 
  Multiple function 
  1 Exotic/function 
  1 Exotic/function³ 
  2x XP value 
  4 weeks/1,000gp 
  Add values 
  Limited use 
  1 Exotic/use 
  1 Exotic/use³ 
  2x XP value 
  2 weeks/1,000gp 
  3,000-5,000 
  Weapon 
   
   
   
   
   
  Single use 
  1 Rare 
  1 Common 
  XP value 
  1week/100gp 
  20-50 per + 
  Single function 
  1 Exotic 
  1 Rare + 1 Common 
  2x XP value 
  3weeks/1,000gp 
  400-600 per + 
  Multiple functions 
  1Exotic/function 
  1 Exotic/function³ 
  2x XP value 
  4 weeks/1,000gp 
  Add values 
  Limited use 
  1 Exotic/use 
  1 Exotic/use³ 
  2x XP value 
  2 weeks/1,000gp 
  1,000-5,000 
   
   
   
   
   
   
  Notes: 1 One common process also is required; 2 One exotic process also is required; 3 One rare and one common process 
  also are required. 
  Materials: The actual ingredients, elements or objects necessary to form the item itself.  
  Process: The ingredients, elements or objects that are consumed during the enchantment process 
  Cost: The cost in gold pieces. 
  Time: The length of uninterrupted work needed to enchant the item. 
  XP Value: Normal range of experience point value for the particular type of item 
   
   
  
   
  135 
  CHAPTER VII: THE CAMPAIGN 
   
  The Words of the Game 
   
  From its inception, Dungeons and Dragons has provided a cornucopia of new vocabulary to its 
  mostly younger audience. As a child, I was filled with wonderment at my first encounter with electrum coins, 
  potions of diminution, and lycanthropic foes. What joy to find treasure hoards full of sardonyxes, olivines, 
  and my semi-eponymous favourite, chrysoprases. How delightful to slay one's imaginary foes with a halberd, 
  guisarme or bec de corbin (this last one was particularly amusing because one of the guys in my gaming 
  group was named Corbin, although I don't ever recall his characters using one). And without the game, 
  thousands of youths would still be holding on to the misconception that a brazier is a support 
  undergarment. 
  I remember vividly an encounter with my seventh-grade French teacher, who was astonished that I 
  knew the word 'toxic'; I was (and am still) astonished that she was astonished, as I considered it quite 
  ordinary. I told her at the time that it was a 'D&D word', although in actuality I think that toxic is one of those 
  words that all parents should teach their children as soon as possible! It's true that if you want your child 
  simply to learn words outside of any context, Scrabble is a much better vocabulary-building game, but in 
  my experience, Scrabble is mostly about using existing vocabulary, and that in a decontextualized way. 
  Give me D&D any day, and I'll give you a child who learns to love words. 
  One side effect of a game that is played by so many children, and uses such a rich vocabulary of 
  obscure terms, is that non-standard words acquire considerable currency. So, for instance, the older and 
  etymologically correct but less common petrification has achieved great popularity from its use in D&D and 
  is now over twice as common on the Internet (41000 to 17400 Google pages) over the formerly standard 
  petrifaction. The nonsense-word vorpal used by Lewis Carroll in his poem "Jabberwocky", which from 
  context in the poem probably means 'deadly, keen', through transference to the general term 'vorpal 
  weapon' in D&D, has come to acquire the sense 'capable of beheading'. This abundance of odd words 
  can be a double-edged sword, or perhaps a guisarme of linguistic confusion amidst an arsenal of linguistic 
  joy. 
   
  - excerpt from From the Dungeon to the Dictionary, by Stephen Chrisomalis 
   
   
   
  Adventure Design: These tables offer a variety of adventure situations which can be expanded upon by 
  the DM to create an entire adventure.  
   
  Exotic Times & Places: The DM can use these tables for inspiration when planning a new adventure or 
  campaign. They might also be consulted when applying the effects of certain spells, like a wish.  
   
  Deities & Demigods: These tables can be used to generate interesting new deities for the campaign. 
  Additional tables have been included for detailing the deities’ spheres of influence, demeanor, and 
  sacred artifacts, if any.  
   
  Arcane Magic: These are inspirational tables sharing the common theme of magic. The DM may consult 
  them for ideas when planning a scenario or campaign. 
   
   
   
   
   
  
   
  136 
  ADVENTURE DESIGN 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adventure Missions 
  d% 
  Type 
  Published Example 
  1-2 
  Assault on a Fortress/Castle 
  A3: Assault on the Slavelord’s Aerie 
  3-4 
  Raid on a Lair 
  G1-3: Against the Giants 
  5-6 
  Lost World 
  X1: Isle of Dread 
  7-8 
  Artifact Recovery 
  C2: The Ghost Tower of Inverness 
  9-10 
  Skirmish/Raid 
  G1-3 Against the Giants 
  11-12 
  Kidnapping 
  AC3: Kidnapping of Princess Arelina 
  13-14 
  Lost City 
  I1: Dwellers in the Forbidden City 
  15-16 
  Time Travel/Alternate Worlds 
  CM6: Where Chaos Reigns 
  17-18 
  Lost Civilization 
  B4: The Lost City 
  19-20 
  Treasure Hunt 
  S4: Lost Caverns of Tsojcanth 
  21-22 
  Tomb Robbery 
  S1: Tomb of Horrors 
  23-24 
  Jailbreak 
  A4: In the Dungeons of the Slave Lords 
  25-26 
  Religious Crusade 
  T1-4: Temple of Elemental Evil 
  27-28 
  Puzzles/Problem-Solving 
  C1: Hidden Shrine of Tamoachan 
  29-30 
  Raid 
  U2: Danger at Dunwater 
  31-32 
  Defend the Homestead 
  B10:Night’s Dark Terror 
  33-34 
  Undersea Adventures 
  U3: The Final Enemy 
  35-36 
  Duel, Alone or w/Party 
  OA5: Mad Monkey vs. Dragon Claw 
  37-38 
  Pocket Dimension 
  UK1: Beyond the Crystal Cave 
  39-40 
  Dungeon Delving 
  B1: Keep on the Borderlands 
  41-42 
  Execution/Assassination 
  X8:Drums on Fire Mountain 
  43-44 
  Regional Exploration 
  L1: The Secret of Bone Hill 
  45-46 
  Extra-planar Adventures 
  H4: The Throne of Bloodstone 
  47-48 
  Quest/Geas 
  UK2-3: The Adlerweg Series 
  49-50 
  Hijacking 
  CM4: Earthshaker! 
  51-52 
  Hunting 
  WG6: Isle of the Ape 
  53-54 
  Ancient Mystery 
  I3-5: Desert of Desolation Series 
  55-56 
  Intrigue 
  B6:The Veiled Society 
  57-58 
  Exiled/Stranded 
  N4: Treasure Hunt 
  59-60 
  Madman on the Loose 
  LNQ1: Slayers of Lankhmar 
  61-62 
  Obstacle Course/Gauntlet 
  S1: White Plume Mountain 
  63-64 
  Science Fantasy  
  S3: Expedition to the Barrier Peaks 
  65-66 
  Difficult Journey 
  UK5: Eye of the Serpent 
  67-68 
  Escort 
  LNA3: Prince of Lankhmar 
  69-70 
  Piracy 
  CB1: Conan Unchained! 
  71-72 
  Defend the Economy 
  I2: Tomb of the Lizard King 
  73-74 
  Secret Antagonist 
  Q1: Queen of the Demonweb Pits 
  75-76 
  In Service to the King 
  OA1: Swords of the Daimyo 
  77-78 
  Evil Unleashed 
  WG4: Forgotten Temple of Tharizdun 
  79-80 
  Literary Crossover 
  X2: Castle Amber 
  81-82 
  Salvage/Transport 
  I11: Needle 
  83-84 
  Smuggling 
  U1: Sinister Secret of Saltmarsh 
  85-86 
  Investigation 
  L2: The Assassin’s Knot 
  87-88 
  Spy/Undercover 
  OA4: Blood of the Yakuza 
  89-90 
  Whimsical Fantasy 
  WG7: Castle Greyhawk 
  91-92 
  Hunter & Prey 
  I6: Ravenloft 
  93-94 
  Tournament 
  CM1: Test of the Warlords 
  95-96 
  Trailblazing 
  Judges Guild’s Wilderlands Series 
  97-98 
  Vengeance 
  A1-4: Scourge of the Slavelords 
  99-00 
  War 
  X10: Red Arrow, Black Shield 
  Mythical Modules 
  1d20 
  Name 
  1 
  To the Aid of Unnfor 
  2 
  The Curse of Damvyr 
  3 
  Swords of the Under-tunnels 
  4 
  Throne of the Great Labyrinth 
  5 
  Terror in the Den 
  6 
  Destiny of Evil 
  7 
  The Forest of Malward 
  8 
  The Black Mariner’'s Curse 
  9 
  Crypt of the True Seekers 
  10 
  Temple of the Boiling Dread 
  11 
  The Artifact of Damamos 
  12 
  The Dying Mines 
  13 
  Journey to the Lost Beyond 
  14 
  The Isle of Maranranrya 
  15 
  Adventure in the Caves of Forever 
  16 
  Into the Tunnels 
  17 
  Journey to the Depths of Terror 
  18 
  The Mount of Dire Dread 
  19 
  Crown of the Lawful 
  20 
  Return to the Vault of Power 
  
   
  137 
  ADVENTURE DESIGN continued 
   
  Adventure Locations 
  1d12 
  Wilderness 
   
  Borderlands 
   
  Civilized 
  1 
  A huge sandswept desert 
   
  A small keep 
   
  A capitol city 
  2 
  A distant jungle 
   
  A field of barrows 
   
  A well-traveled road 
  3 
  On another Plane 
   
  An abandoned mine 
   
  An arena 
  4 
  The northern arctic tundra 
   
  A ruined/deserted town 
   
  A Sewer system 
  5 
  A mountain peak 
   
  On a riverbank 
   
  A trading house 
  6 
  The middle of the ocean 
   
  A workcamp 
   
  A pub/tavern/inn 
  7 
  An infamous wasteland 
   
  An oasis 
   
  A prison 
  8 
  A trackless plain 
   
  Mist-shrouded moors 
   
  A boom town 
  9 
  An uncharted south sea island 
   
  A dark wood 
   
  In a large citadel 
  10 
  In the deep forest 
   
  A box canyon 
   
  At a large magic school 
  11 
  A vast swamp 
   
  An old battlefield 
   
  In a palace/castle 
  12 
  Deep under the earth 
   
  A hilltop 
   
  In a thieves’ guildhouse 
   
  Adventure Name/Theme 
  1d10 
  Adventure Name 
   
  Place 
   
  Thing 
   
  Type 
   
  Foe 
  1 
  Against the [Foe] 
   
  Unknown 
   
  Throne 
   
  Adventure 
   
  Monster 
  2 
  Into the [Place] 
   
  Depths 
   
  Hand/Fist 
   
  Terror 
   
  Mad Wizard 
  3 
  Journey to the [Place] 
   
  Beyond 
   
  Artifact 
   
  The Secrets 
   
  Demon Prince 
  4 
  The [Thing] of [Foe] 
   
  Forest 
   
  Weapon 
   
  The Dwellers 
   
  Archdevil 
  5 
  In Search of [Type] 
   
  Castle 
   
  Armor 
   
  Horrors 
   
  Undead 
  6 
  Quest for [Thing] 
   
  Dungeon 
   
  Staff/Rod/Wand 
   
  Danger 
   
  Evil NPCs 
  7 
  [Place] of [Type] 
   
  Temple 
   
  Crown 
   
  Death 
   
  Humanoids 
  8 
  The Lair of [Foe] 
   
  Isle 
   
  Spells/Magics 
   
  Evil 
   
  Monsters 
  9 
  [Type] of [Foe] 
   
  Caves 
   
  Treasure 
   
  Dread 
   
  Evil God 
  10 
  Lost [Place] 
   
  Tower 
   
  Gem/Jewelry 
   
  The Gods 
   
  Thieves/Assassins 
   
  Antagonist/Patron Groups by Alignment 
  1d20 
  Evil Groups 
  Good Groups 
   
  1d12 
  Neutral Groups 
  1 
  Necromancer 
  Paladins 
   
  1 
  Modrons 
  2 
  Evil Cultists 
  Rangers 
   
  2 
  Druids 
  3 
  Assassins 
  Witch Hunters 
   
  3 
  City Guard or Watch 
  4 
  Giants 
  Healers 
   
  4 
  A Judge 
  5 
  Thieves 
  Innocent women & children 
   
  5 
  A mercenary group 
  6 
  Bandits/Brigands 
  Adventurers 
   
  6 
  Slaadi 
  7 
  Maniac 
  Secret group of protectors 
   
  7 
  An Illusionist 
  8 
  Devil/Demon-worshippers 
  Dwarves 
   
  8 
  Daemons 
  9 
  Political Rival 
  Elves 
   
  9 
  Thieves 
  10 
  Undead 
  Fey Creatures 
   
  10 
  Clerics 
  11 
  Terrible Ancient Dragon 
  Mermen/Tritons 
   
  11 
  Merchants 
  12 
  Witches’ Coven 
  Druids 
   
  12 
  Fey Creatures 
  13 
  Lycanthrope Clan 
  Settlers/Farmers 
   
   
   
  14 
  Ghoul Pack 
  Clerics 
   
   
   
  15 
  Dopplegangers 
  Gnomes 
   
   
   
  16 
  Berserkers 
  Halflings 
   
   
   
  17 
  Power-mad Wizard 
  Old Hermit 
   
   
   
  18 
  Tribe of Humanoids 
  Kindly Wizard 
   
   
   
  19 
  Evil Demi-humans 
  An Order of Knights 
   
   
   
  20 
  Mindflayers 
  A Nobleman 
   
   
   
  
   
  138 
  FRIENDS & FOES  
   
  Powerful Arch-Enemies 
  Guilds 
  1d12 
  Name & Details 
   
  1d12 
  Name 
  1 
  Memnisir the Undying ~Necromancer Pharaoh 
   
  1 
  Thieves’ Guild 
  2 
  Kyuss the Lich-lord~Inimical Wizard-king 
   
  2 
  Crafts Guild 
  3 
  Serpedon~Prince of Assassins 
   
  3 
  Adventurer’s Guild 
  4 
  The Ebon Web~Drow spies in the service of Lolth 
   
  4 
  Engineer’s Guild 
  5 
  The Iron League ~Lawful Evil slavers & cultists 
   
  5 
  Entertainer’s Guild 
  6 
  The Krill ~Alien Mindflayers & their Gith minions 
   
  6 
  Merchant’s Guild 
  7 
  The Chaos Hunt ~Brotherhood of Anti-paladins 
   
  7 
  Jeweler’s Guild 
  8 
  Garl Osthar ~Maniac dwarf serial-murderer 
   
  8 
  Alchemist’s Guild 
  9 
  Flagellent Pilgrims ~Aggressive Lawful mobs 
   
  9 
  Miner’s Guild 
  10 
  Yebora & Joffrei ~Succubus/Incubus couple 
   
  10 
  Beggar’s Guild 
  11 
  The Baphomet Society ~Wealthy demon-worshippers 
   
  11 
  Fighter’s Guild 
  12 
  Emerikol the Chaotic ~Pyromaniac Mage 
   
  12 
  Assassin’s Guild 
   
  Mercenary Groups 
  Magical Cabals 
  1d12 
  Name  
   
  1d12 
  Name & Details 
  1 
  Harngrim’s Engineering Corps 
   
  1 
  Unknown Heirophants of Zufar 
  2 
  Sir Pelbric’s Lancers 
   
  2 
  The Sons of Memn 
  3 
  Grubbag’s Boys 
   
  3 
  The Brown Druids of Briarbarrow 
  4 
  The Sophite Phalanx 
   
  4 
  The Reformed Octagon 
  5 
  The Gryn Aelfen Archers 
   
  5 
  The Conclave of the Fiery Ankh 
  6 
  Zerbix’ Horde 
   
  6 
  The Theosophic Society 
  7 
  The Golden Company 
   
  7 
  The Grand Illuminated Magi Prime 
  8 
  Sons of Brok 
   
  8 
  Constellation of Dweomercrafters 
  9 
  Cernathi Fighting Guildsmen 
   
  9 
  The Circle of Eleven 
  10 
  Everoth’s Mounted Company 
   
  10 
  The Main Ten 
  11 
  Rainbow Condottieri 
   
  11 
  The Orthodox Union of Clergy & Hedgewizards 
  12 
  Sissasline’s Slingers 
   
  12 
  Super-Planar & Ethereal League of Legerdemain 
   
  Martial Orders 
  Barbarian Tribes 
  1d12 
  Name  
   
  1d12 
  Type & Real World Corollary 
  1 
  Knights of the Hammer ~ Protectors of Pilgrims 
   
  1 
  Arctic Hunters ~Inuit 
  2 
  Sisterhood of Justice ~ Witch-hunters 
   
  2 
  Sub-Arctic Reindeer Herdsmen ~Laplanders 
  3 
  Knights of the Rose ~ Chivalric Romancers 
   
  3 
  Seaborne Raiders ~Vikings 
  4 
  Order of the Golden Scabbard ~ Noble posers 
   
  4 
  Woodland Farmers & Herders ~Celts 
  5 
  Fraternity of the Arcane Philippic ~ Bards & Rangers 
   
  5 
  Horse Mounted Nomads ~Scythians 
  6 
  Brothers of the Bear/Wolf ~ Berserker/Lycanthropes 
   
  6 
  Horse Mounted Archers ~Mongols 
  7 
  The Black Knights ~ Seccessionists 
   
  7 
  Jungle Hunters ~Amazonian 
  8 
  The Brotherhood of the Corsairs ~ Pirates/Buccaneers 
   
  8 
  Ocean Explorers ~Polynesians 
  9 
  Order of the Thistle & Briar ~ Elven Noblemen 
   
  9 
  Desert Nomads ~Bedouin 
  10 
  Immortal Chain of Champions ~Chaotic champions 
   
  10 
  Woodland Hunters ~Iroquois 
  11 
  Maritime Brotherhood ~Sailors & Seamen 
   
  11 
  Headhunters + Roll Again 
  12 
  The Wild Hunt ~ Rangers, Bards and Druids 
   
  12 
  Cannibals + Roll Again 
   
  
   
  139 
  EXOTIC PLACES & TIMES 
   
  Into H.P. Lovecraft’s Dreamlands 
  d% 
  Place 
   
  % Roll 
  Place 
  01 
  Ai River 
   
  51 
  Mhor 
  02 
  Aira 
   
  52 
  Land of Mnar 
  03 
  Akurion 
   
  53 
  Mtal 
  04 
  Aphorat 
   
  54 
  The Nameless Rock 
  05 
  Mount Aran 
   
  55 
  Naraxa 
  06 
  Baharna 
   
  56 
  Narg 
  07 
  Banof 
   
  57 
  Narthos 
  08 
  Basalt Pillars of the West 
   
  58 
  Mount Ngranek 
  09 
  Bnazic Desert 
   
  59 
  Nir 
  10 
  Castle of the Great Ones 
   
  60 
  Nithra River 
  11 
  Cathuria 
   
  61 
  Noton 
  12 
  Cavern of Flame 
   
  62 
  Ogrothan 
  13 
  Celephais 
   
  63 
  Olathoe 
  14 
  Cerenarian Sea 
   
  64 
  The Onyx Quarries 
  15 
  The Cold Waste 
   
  65 
  Oonai 
  16 
  Cuppar-Nombo 
   
  66 
  Ooth-Nargai 
  17 
  Diakos 
   
  67 
  Oriab 
  18 
  Dothar 
   
  68 
  Oukranos River 
  19 
  Drinen 
   
  69 
  Forest of Parg 
  20 
  Dylath-Leen 
   
  70 
  Quicksand Marsh 
  21 
  The Enchanted Wood 
   
  71 
  Pillars of the West 
  22 
  The Forbidden Lands 
   
  72 
  Rinar 
  23 
  Gak 
   
  73 
  Rokol 
  24 
  Gate of Deeper Slumber 
   
  74 
  Sarkia 
  25 
  Golthoth 
   
  75 
  Sarkomand 
  26 
  Hatheg 
   
  76 
  Sarnath 
  27 
  Mount Hatheg-Kla 
   
  77 
  Sarrub 
  28 
  Hazuth-Kleg 
   
  78 
  Selarn 
  29 
  City of Hlanith 
   
  79 
  Serranian 
  30 
  House of the Worm 
   
  80 
  Sinara 
  31 
  Ib 
   
  81 
  The Six Kingdoms 
  32 
  Ilarnek 
   
  82 
  River Skai 
  33 
  Ilek-Vad 
   
  83 
  Sona-Nyl 
  34 
  Hills of Implan 
   
  84 
  Southern Sea 
  35 
  Inganok 
   
  85 
  Stethelos 
  36 
  Jaren 
   
  86 
  The Sunken City 
  37 
  Kaar 
   
  87 
  The Stony Desert 
  38 
  Kadath in the Cold Waste 
   
  88 
  The Sunset Sea 
  39 
  Kadatheron 
   
  89 
  Sydathria 
  40 
  Mount Kadiphonek 
   
  90 
  Tanarian Hills 
  41 
  Karthian Hills 
   
  91 
  City of Teloth 
  42 
  Kiran 
   
  92 
  City of Thalarion 
  43 
  Jungle of Kled 
   
  93 
  Thorabon 
  44 
  River Kra 
   
  94 
  Ulthar 
  45 
  Lelag-Leng 
   
  95 
  Urg 
  46 
  Plateau of Leng 
   
  96 
  Vornai 
  47 
  Mount Lerion 
   
  97 
  Xura 
  48 
  Lhosk 
   
  98 
  Zais 
  49 
  Liranian Desert 
   
  99 
  Zar 
  50 
  Lomar 
   
  100 
  Zulan-Thekl 
  Temporal Locations 
  3d6 
  Era 
  3 
  The Dawn of Creation 
  4 
  The Pleistocene/Ice Age 
  5 
  1d00 x 10 years in the past 
  6 
  1d00 years in the past 
  7 
  1d00 hours in the past 
  8 
  Yesterday 
  9 
  The Present 
  10 
  Tomorrow 
  11 
  1d00 hours in the future 
  12 
  3d00 days in the future 
  13 
  1d20 years in the future 
  14 
  1d00 years in the future 
  15 
  1d00 x 10 years in the future 
  16 
  1d00 x 100 years in the future 
  17 
  1d00 x 1000 years in the future 
  18 
  1d10 million years in the future 
   
   
  Notable Settings 
  1d20 
  Milieu 
  1 
  E. Gary Gygax’s  
  The World of Greyhawk 
  2 
  M.A.R. Barker’s Tekumel: The  
  Empire of the Petal Throne 
  3 
  Robert Asprin’s Thieves’ World 
  4 
  Fritx Leiber’s Nehwon 
  The City of Lankhmar 
  5 
  Glen Rahman’s Minaria 
  The World of Divine Right 
  6 
  TSR’s D&D setting  
  Mystara: The Known World 
  7 
  Dave Arneson’s Blackmoor 
  8 
  Judges Guild’s  
  Wilderlands of High Fantasy 
  9 
  The World of  Pelinore 
  TSR UK/Imagine Magazine 
  10 
  HP Lovecraft’s Dreamlands 
  11 
  Clark Ashton Smith’s  
  Zothique & Hyperborea 
  12 
  Dave Hargrave’s  
  Arduin: World of Khaas 
  13 
  J.R.R. Tolkein’s  
  Middle Earth 
  14 
  Robert E. Howard’s 
  Hyboria 
  15 
  Terry Pratchett’s 
  Discworld 
  16 
  Mervyn Peake’s 
  Gormenghast 
  17 
  Lord Dunsany’s 
  Pegana 
  18 
  Dante’s 
  Inferno & Paradise Lost 
  19 
  Lewis Carroll’s 
  Wonderland 
  20 
  Edgar Rice Burrough’s 
  Pellucidar 
  
   
  140 
  EXOTIC PLACES & TIMES continued 
   
  Other Planes of Existence 
  Cultural Motifs 
  1d20 
  Inner Plane 
   
  1d20 
  Outer Plane 
   
  2d20 
  Culture 
   
   
  1 
  Alternate Prime 
   
  1 
  Concordant Opposition 
   
  2 
  Aboriginal 
  21 
  Hittite 
  2 
  Positive Material 
   
  2 
  Arcadia 
   
  3 
  Amazonian 
  22 
  Indian 
  3 
  Para-Elemental Dust 
   
  3 
  Nirvana 
   
  4 
  Amerindian 
  23 
  Japanese 
  4 
  Para-Elemental Heat 
   
  4 
  Acheron 
   
  5 
  Anglo-Saxon 
  24 
  Khmer 
  5-6 
  Elemental Earth 
   
  5 
  Nine Hells 
   
  6 
  Arabic 
  25 
  Lost Culture 
  7-8 
  Elemental Fire 
   
  6 
  Gehenna 
   
  7 
  Assyrian 
  26 
  Mayan 
  9-10 
  Prime Material 
   
  7 
  Hades 
   
  8 
  Aztec 
  27 
  Mongolian 
  11-12 
  Ethereal 
   
  8 
  Tarterus 
   
  9 
  Babylonian 
  28 
  Norse/Viking 
  13-14 
  Elemental Water 
   
  9-11 
  Astral 
   
  10 
  Byzantine 
  29 
  North African 
  15-16 
  Elemental Air 
   
  12 
  Abyss 
   
  11 
  Canaanite 
  30 
  Persian 
  17 
  Para-Elemental Ice 
   
  13 
  Pandemonium 
   
  12 
  Cannibal 
  31 
  Phoenician 
  18 
  Para-Elemental Vapor 
   
  14 
  Limbo 
   
  13 
  Carthaginian 
  32 
  Pictish 
  19 
  Negative Material 
   
  15 
  Gladsheim 
   
  14 
  Celtic 
  33 
  Polynesian 
  20 
  Plane of Shadow 
   
  16 
  Olympus 
   
  15 
  Chinese 
  34 
  Roman 
   
   
   
  17 
  Happy Hunting Grounds 
   
  16 
  Degenerate 
  35 
  Russian 
   
   
   
  18 
  Elysium 
   
  17 
  Egyptian 
  36 
  Scythian/Hun 
   
   
   
  19 
  Twin Paradises 
   
  18 
  Finnish 
  37 
  Slavic 
   
   
   
  20 
  Seven Heavens 
   
  19 
  Frankish 
  38 
  Spanish 
   
   
   
   
   
   
  20 
  Germanic 
  39 
  Hebrew 
   
   
   
   
   
   
   
   
  40 
  Korean 
   
  Adventuring Locales 
   
  Climates & Conditions 
  1d20 
  Locale 
   
  1d20 
  Climate/Condition 
  1 
  Underwater 
   
  1 
  The Dead of Winter  - Subzero, blizzards, frost-bite. 
  2 
  In a subterranean dungeon 
   
  2 
  Drought - Little or no water. No money either. 
  3 
  In a trackless swamp 
   
  3 
  Maddening Heat Wave – Tempers are on edge. 
  4 
  In a big capital city 
   
  4 
  The Spring Equinox – Love and magic are in the air. 
  5 
  On board a ship 
   
  5 
  Rainy Season – Monsoons, torrential downpours, flooding. 
  6 
  In the air 
   
  6 
  The Stars are Right – Unsettling astrological event(s). 
  7 
  In or around a small village 
   
  7 
  The Mist - Pea-soup fog blankets everything. 
  8 
  On the borderlands 
   
  8 
  High Time – Wild, drunken merrymaking in the square. 
  9 
  On another Plane 
   
  9 
  Bad Moon Rising – A weird time of the month. 
  10 
  On the top of a mountain 
   
  10 
  High Holy Day– The one time of year everyone’s at the temple. 
  11 
  In a demi-human settlement 
   
  11 
  Hunting Season – The hounds are baying for blood. 
  12 
  In a temple or shrine 
   
  12 
  The Summer Solstice – Festival of the Aelfqueen. 
  13 
  At a school/university 
   
  13 
  Planting Season – Everybody is busy this time of year. 
  14 
  In another time 
   
  14 
  Plague – Death rides the land bringing bitter fruit. 
  15 
  In another universe 
   
  15 
  Harvest Time – Feasting and fun now that they’re done. 
  16 
  In a lost city 
   
  16 
  Rumors of War – Bad news is on everyone’s lips. 
  17 
  In a castle or fortress 
   
  17 
  Ghost Month – Devils, demons and undead walk the land. 
  18 
  In a graveyard or cemetery 
   
  18 
  The Right Time – Spells and enchantments get a boost. 
  19 
  While traveling along a road 
   
  19 
  The Mean Season – Chaos is the only constant. 
  20 
  In an illusory place 
   
  20 
  New Trends – A fashionable fad either good or evil sweeps the land. 
   
  
   
  141 
  DEITIES & DEMIGODS 
   
  Type of Deity  
  Deity’s Power 
  Artifacts 
  1d6 
  Type 
   
  1d10 
  Power Domain(s) 
  # 
  1-2 
  God 
   
  1-4 
  Demi- 
  1d2 
  1d2 
  4-5 
  Goddess 
   
  5-9 
  Minor 
  1d3 
  1d4 
  6 
  Deity 
   
  10 
  Major 
  1d4 + 1 
  1d6 
   
  Deity’s Domain(s) 
  d% 
  Domain 
   
  d% 
  Domain 
   
  d% 
  Domain 
   
  d% 
  Domain 
  1 
  Air 
   
  26 
  Farmers 
   
  51 
  Magic 
   
  76 
  Storms 
  2 
  Alchemy 
   
  27 
  Fate 
   
  52 
  Mercenaries 
   
  77 
  Strength 
  3 
  Apes 
   
  28 
  Fathers 
   
  53 
  Mercy 
   
  78 
  Sun 
  4 
  Art 
   
  29 
  Felines 
   
  54 
  Molds 
   
  79 
  Swamps 
  5 
  Assassins 
   
  30 
  Fire 
   
  55 
  Moon 
   
  80 
  Swordsmen 
  6 
  Bears 
   
  31 
  Fishing 
   
  56 
  Mothers 
   
  81 
  The Astral Plane 
  7 
  Beauty 
   
  32 
  Forests 
   
  57 
  Mountains 
   
  82 
  The Ethereal 
  8 
  Beer & Ale 
   
  33 
  Fungi 
   
  58 
  Murder 
   
  83 
  The Underworld 
  9 
  Birds 
   
  34 
  Gamblers 
   
  59 
  Music 
   
  84 
  The Unknown 
  10 
  Canines 
   
  35 
  Giants 
   
  60 
  Nightmares 
   
  85 
  Thieves 
  11 
  Children 
   
  36 
  Gnomes 
   
  61 
  Oceans 
   
  86 
  Time 
  12 
  Death 
   
  37 
  Goblins 
   
  62 
  Orators 
   
  87 
  Tombs 
  13 
  Deserts 
   
  38 
  Health 
   
  63 
  Orcs 
   
  88 
  Trade 
  14 
  Dishonesty 
   
  39 
  Herdsmen 
   
  64 
  Pestilence 
   
  89 
  Travelers 
  15 
  Doom 
   
  40 
  Hills 
   
  65 
  Plague 
   
  90 
  Trees 
  16 
  Dragons 
   
  41 
  Hunting 
   
  66 
  Plains 
   
  91 
  Ugliness 
  17 
  Dreams 
   
  42 
  Illusion 
   
  67 
  Plants 
   
  92 
  Undeath 
  18 
  Druids 
   
  43 
  Insanity 
   
  68 
  Plunder 
   
  93 
  Visions 
  19 
  Dwarves 
   
  44 
  Insects 
   
  69 
  Rangers 
   
  94 
  War 
  20 
  Earth 
   
  45 
  Justice 
   
  70 
  Revenge 
   
  95 
  Warriors 
  21 
  Elves 
   
  46 
  Kings 
   
  71 
  Rivers 
   
  96 
  Water 
  22 
  Entertainers 
   
  47 
  Lakes/Ponds 
   
  72 
  Sailors 
   
  97 
  Weakness 
  23 
  Entropy 
   
  48 
  Learning 
   
  73 
  Shadows 
   
  98 
  Wine 
  24 
  Evil 
   
  49 
  Light 
   
  74 
  Snakes 
   
  99 
  Wisdom 
  25 
  Famine 
   
  50 
  Lizards 
   
  75 
  Stars 
   
  100 
  Witches/Warlocks 
   
  Deity’s Alignment 
   
  Deity’s Following 
  1d20 
  Alignment(s) 
   
  d20 
  Alignment(s) 
   
  d% 
  Following 
  Follower(s) 
  1 
  LG 
   
  11 
  CE 
   
  01-10 
  Forgotten/Dead  Deity 
  None 
  2 
  LN 
   
  12 
  ~ Chaotic ~ 
   
  11-15 
  Very Small Cult 
  5d10 
  3 
  LE 
   
  13 
  ~ Good ~ 
   
  16-25 
  Small Local Cult 
  10d10 
  4 
  ~ Lawful ~ 
   
  14 
  ~ Evil ~ 
   
  26-35 
  Small Regional Cult 
  1d4x100 
  5 
  NG 
   
  15 
  LN-LG 
   
  36-50 
  Medium Local Cult 
  1d4 x 1,000 
  6 
  N 
   
  16 
  NG-N 
   
  51-65 
  Medium Regional Cult 
  1d10 x 1,000 
  7 
  NE 
   
  17 
  CG-CN 
   
  66-80 
  Large Local Cult 
  1d20 x 1,000 
  8 
  ~ Neutral ~ 
   
  18 
  LN-LE 
   
  81-95 
  Large Regional Cult 
  d00 x 1,000 
  9 
  CG 
   
  19 
  N-NE 
   
  96-98 
  Worldwide Cult 
  d00 x 10,000 
  10 
  CN 
   
  20 
  CN-CE 
   
  99-00 
  Extra-planar Cult 
  Variable 
   
  Notes: The DM should exercise good judgment in when using results from these tables, rejecting any illogical or improper 
  results after due consideration (e.g. A chaotic evil god of justice). 
   
  
   
  142 
  DEITIES & DEMIGODS continued 
   
  Deity’s Relationship with Worshippers 
  d6 
  Racial Preferences 
  Involvement 
  Enemies/Allies 
  1 
  No Preferences 
  Self-Interested 
  Worshippers & the Deity only 
  2 
  Male or Female 
  Very Concerned 
  1 Allied race/group/deity 
  3 
  Nonhumans 
  Concerned 
  2 Allied races/groups/deities 
  4 
  Demi-humans 
  Mildly Concerned 
  3 Allied races/groups/deities 
  5 
  Humans 
  Rarely Concerned 
  4 to 6 Allied races/groups/deities 
  6 
  Social Subset of Race  
  Completely Oblivious 
  7 or more Allied races/groups/deities 
   
  Note: If the god is Lawful then 15 is subtracted from the die roll and if it is chaotic then 29 should be added. 
  As with his special abilities, the god's races are very individual sorts of things, and there is no chart which 
  could adequately simulate them. In most cases, the races are absolutely loyal to the god, though 
  occasionally a god has a problem with one or part of a race (2-3%). 
   
   
  Deity’s Demeanor 
  d%  
  Trait 
   
  d%  
  Trait 
   
  d%  
  Trait 
   
  d%  
  Trait 
  1 
  Amoral 
   
  26 
  Devious 
   
  51 
  Inimical 
   
  76 
  Plotting 
  2 
  Angry 
   
  27 
  Disgusting 
   
  52 
  Insincere 
   
  77 
  Powerful 
  3 
  Benevolent 
   
  28 
  Disinterested 
   
  53 
  Intelligent 
   
  78 
  Revengeful 
  4 
  Boastful 
   
  29 
  Distracted 
   
  54 
  Intolerant 
   
  79 
  Rude 
  5 
  Bored 
   
  30 
  Disturbed 
   
  55 
  Involved 
   
  80 
  Sarcastic 
  6 
  Brooding 
   
  31 
  Domineering 
   
  56 
  Jealous 
   
  81 
  Serious 
  7 
  Brusque 
   
  32 
  Doubtful 
   
  57 
  Jubilant 
   
  82 
  Sleepy 
  8 
  Bubbly 
   
  33 
  Drunk 
   
  58 
  Kindly 
   
  83 
  Solemn 
  9 
  Busy 
   
  34 
  Energetic 
   
  59 
  Lenient 
   
  84 
  Spiteful 
  10 
  Carefree 
   
  35 
  Flippant 
   
  60 
  Lonely 
   
  85 
  Stubborn 
  11 
  Careless 
   
  36 
  Forgiving 
   
  61 
  Loving 
   
  86 
  Supportive 
  12 
  Caring 
   
  37 
  Friendly 
   
  62 
  Manipulative 
   
  87 
  Suspicious 
  13 
  Charismatic 
   
  38 
  Generous 
   
  63 
  Melancholy 
   
  88 
  Terrifying 
  14 
  Charitable 
   
  39 
  Gentle 
   
  64 
  Merciful 
   
  89 
  Thoughtful 
  15 
  Compassionate 
   
  40 
  Gluttonous 
   
  65 
  Mirthful 
   
  90 
  Tranquil 
  16 
  Concerned 
   
  41 
  Grateful 
   
  66 
  Mirthless 
   
  91 
  Tricky 
  17 
  Conniving 
   
  42 
  Grim 
   
  67 
  Mischievous 
   
  92 
  Turbulent 
  18 
  Contented 
   
  43 
  Grumpy 
   
  68 
  Mocking 
   
  93 
  Uncompromising 
  19 
  Cool 
   
  44 
  Happy 
   
  69 
  Morbid 
   
  94 
  Unmerciful 
  20 
  Cooperative 
   
  45 
  Hateful 
   
  70 
  Neglectful 
   
  95 
  Unsympathetic 
  21 
  Crafty 
   
  46 
  Helpful 
   
  71 
  Passionate 
   
  96 
  Vehement 
  22 
  Creative 
   
  47 
  Hot-tempered 
   
  72 
  Passive 
   
  97 
  Verbose 
  23 
  Curious 
   
  48 
  Hungry 
   
  73 
  Peaceful 
   
  98 
  Vicious 
  24 
  Deceptive 
   
  49 
  Hurried 
   
  74 
  Pious 
   
  99 
  Whimsical 
  25 
  Destructive 
   
  50 
  Inconsiderate 
   
  75 
  Playful 
   
  100 
  Wise 
   
  Deity’s Appearance 
  1d8 
  Primary Avatar 
   
  Age 
   
  Animal 
   
  Monstrous 
   
  Non-Corporeal 
  1 
  Biped (as worshippers) 
   
  Infant 
   
  Snake* 
   
  Dragon* 
   
  Gaseous Cloud 
  2 
  Mixed: Biped + Animal 
   
  Child 
   
  Spider* 
   
  Demonic* 
   
  Piller of Smoke/Fire 
  3 
  Mixed: Biped + Monstrous 
   
  Young 
   
  Lizard* 
   
  Devil* 
   
  Orb of Light/Darkness 
  4 
  Animal 
   
  Youthful 
   
  Insect* 
   
  Undead* 
   
  Ball Lightning  
  5 
  Monstrous 
   
  Adult 
   
  Canine* 
   
  Giant* 
   
  Radiation 
  6 
  Non-Corporeal 
   
  Mature 
   
  Feline* 
   
  Nonhuman 
   
  Illusory Phantasm 
  7 
  Giant (as worshippers) 
   
  Old 
   
  Fish* 
   
  1d3 headed 
   
  Beam/Ray of Light 
  8 
  Elemental * Blob/Mass 
   
  Ancient 
   
  Rodent* 
   
  1d12 headed 
   
  Completely Invisible 
  * Roll on the appropriate Sub-table on pages 87-89 to determine the exact type 
  
   
  143 
   
  ARCANE MAGIC 
   
  Types of Magic 
  Sources of New Spells 
  Magical Tomes 
  1d20 
  Type 
  1d20 
  Source 
  1d20 
  Name 
  1 
  Alchemy 
  1 
  A dragon 
  1 
  The 7 Cryptical Tablets of Shan 
  2 
  Sorcery 
  2 
  A monument 
  2 
  The Ebon Shards 
  3 
  Illusionism 
  3 
  Another plane 
  3 
  The Tome of Jade Warding 
  4 
  Thaumaturgy 
  4 
  A summoned creature 
  4 
  Runestones of Gnorrir  
  5 
  Elementalism 
  5 
  An artifact 
  5 
  The Hornbook of the Red Priest 
  6 
  Astrology 
  6 
  A god/goddess 
  6 
  Timonym Fragments 
  7 
  Demonology 
  7 
  A lich 
  7 
  The Canticles of Xarhastur 
  8 
  Necromancy 
  8 
  An ancient spellbook 
  8 
  The Testimony of Memnhisir 
  9 
  Druidism 
  9 
  A tomb inscription 
  9 
  The Flesh Manual of Kyuss 
  10 
  Clerical 
  10 
  A teacher/master 
  10 
  Vivimancy Studies of Horbus Zell 
  11 
  Shamanism 
  11 
  An old scroll 
  11 
  Gargantuan by Eust 
  12 
  Witchcraft 
  12 
  A library 
  12 
  The Living Book of Xagyg the Mad 
  13 
  Divination 
  13 
  A dungeon 
  13 
  Damned Spellbook of Eyes 
  14 
  Mental/Psionic 
  14 
  A wish 
  14 
  The 13 Radiant Scrolls 
  15 
  Charms/Hypnotism 
  15 
  A pact with a demon/devil 
  15 
  The Humna Plates 
  16 
  Chronomancy 
  16 
  Theft from a rival 
  16 
  The Alexite Thaumaturgion 
  17 
  Druidic 
  17 
  Training from a guild 
  17 
  The Necronomicon 
  18 
  Diabolism 
  18 
  A djinni 
  18 
  The Neverending Discourses of Ejjus 
  19 
  Extra-Planar 
  19 
  Personal research 
  19 
  Gold Plates of the Demiurge Xoxhis 
  20 
  Alien/unknown 
  20 
  Contracted espionage 
  20 
  The Deeds of the Polymaths 
   
  Arcane Authors 
   
  Little Known Spells 
   
  Magical Décor 
  1d20 
  Type 
   
  1d20 
  Spell 
   
  1d20 
  Item 
  1 
  Bigby 
   
  1 
  Prata’s Sign of Friendship 
   
  1 
  Alchemical glassware 
  2 
  Mordenkainen 
   
  2 
  Algolei’s Eidetic Posterior 
   
  2 
  Smoking incense braziers 
  3 
  Tenser 
   
  3 
  Northrundicandus’s Faithful Wife 
   
  3 
  Enchanted houseplants 
  4 
  Leomund 
   
  4 
  Pyanpi’s Breasts of Leather 
   
  4 
  Familiar’s nest/den 
  5 
  Melf 
   
  5 
  Ermanaric’s Puissant Phlegmball 
   
  5 
  Scorched wall / floors 
  6 
  Drawmij 
   
  6 
  Halaster’s Orb of Dimwittedness 
   
  6 
  Huge, dusty chained tomes 
  7 
  Nystul 
   
  7 
  Ghul’s Invisible Editor 
   
  7 
  Cabinets 
  8 
  Otiluke 
   
  8 
  Tenser’s Stinking Disc 
   
  8 
  Telescope / Periscope 
  9 
  Otto 
   
  9 
  Speak with Llaurenela 
   
  9 
  Illusionary hall of mirrors 
  10 
  Rary 
   
  10 
  Emerikol’s Blessed Fireball 
   
  10 
  Jars of floating ‘parts’ 
  11 
  Serten 
   
  11 
  Leomund’s Tiny Tool 
   
  11 
  Mystical portal / gate 
  12 
  Tasha 
   
  12 
  Gro’s Canine Ward 
   
  12 
  Wall tapestry maps / charts 
  13 
  Tenser 
   
  13 
  Melf’s Blotter Acid 
   
  13 
  Invisible guardians / servants 
  14 
  Kyuss 
   
  14 
  Woodgreen’s Illusionary Orgy 
   
  14 
  Inscribed summoning circle 
  15 
  Emerikol 
   
  15 
  Wheggi’s Fellatio of Fear 
   
  15 
  Large cauldron with ‘soup’ 
  16 
  Egg of Coot 
   
  16 
  Onan’s Forceful Palm 
   
  16 
  Scrying Bowl / Crystal Ball 
  17 
  Ran of Ah Foo 
   
  17 
  Fauster’s Poisonous Pen 
   
  17 
  Stuffed / preserved corpses 
  18 
  Gin of Salik 
   
  18 
  Flax Blental’s Voice of Reason 
   
  18 
  Storage vault /Chests 
  19 
  Xarhastur 
   
  19 
  Crimathan’s Mask of Greatness 
   
  19 
  Hanging Iron Cage 
  20 
  Memnhisir 
   
  20 
  Melan’s Cantrip of Choosing 
   
  20 
  Pool/Bath 
   
  Magical Titles 
  Necromancer 
  Demonologist 
  Conjurer 
  Witchdoctor 
  Alchemist 
  Hedgewizard 
  Theurgist 
  Elementalist 
  Wizard 
  Enchantmener 
  Botanomancer 
  Astrologer 
  Technomancer 
  Summoner 
  Illusionist 
  Mage 
  Thaumaturgist 
  Rhabdomancer 
  Sorceror 
  Chronomancer 
  Diabolist 
   
  
   
  144 
  CHAPTER VIII: FORMS & APPENDICES 
   
   
   
   APPENDIX A: Dice Conventions & Ranges: These tables can be used when planning your own random 
  result tables or when determining damage dice.  
   FORM: Ship Record Sheet: This form is used to record the statistics of boats and ships according to the 
  Dungeon Master’s Guide. Additional space is provided for noting the crew, officers, ship’s weapons, and 
  cargo carried.  
   FORM: Spell Availability: The DM can use this chart for listing which published spells are available in his or 
  her campaign by order of rarity. Separate copies should be printed for each “school” of magic.  
   FORM: New Spell Records: These forms are provided two to a page. All important spell data can be 
  recorded on the form when PC-researched or other new spells are introduced to the campaign. 
   FORM: Dungeon Master’s Adventure Log: This log is provided for the DM to conveniently keep track of the 
  party during play and between sessions.  
   FORM: Settlement Record Sheet: The DM can use this form to record all important information about a 
  settlement when planning a campaign.  Along with a settlement map, this should be enough for a 
  moderately detailed village, town or city.  
   FORM: News, Rumors, Events: This blank table is provided for the DM to write in rumors or other news events 
  for a certain settlement. During play, the chart can serve as a random rumor table or simply as a 
  reference.  
   FORM: Random Encounters: This blank table is provided for the DM to record pre-generated random 
  encounters for a certain region or wilderness area. During play, the chart can serve as a random 
  encounter table. 
   FORM: Wandering Monsters: This blank table is provided for the DM to record pre-generated random 
  encounters for a certain dungeon or other underworld site. During play, the chart can serve as a random 
  encounter / wandering monster table.  
   NPC Cards: These NPC forms are provided two to a page. For convenience of use, prepare NPC cards for 
  the most prominent NPCs or NPC types in advance. Print on cardstock for extra durability. Attach a 
  portrait of the NPC on the right-hand side. If desired, the DM can fold the portrait over to show the players 
  without revealing the NPC stats. 
   
   
  
   
  145 
  APPENDIX A: Dice Conventions & Ranges 
   
  Note: These tables show the range of possible results and number of single entries possible for all of the 
  standard polyhedral dice (d4, d6, d8, d10, d12, d20) and a few miscellaneous dice rolling conventions as 
  well. The DM can easily refer here when constructing his own tables. 
   
  D4 
  Range 
  Entries  
  D6 
  Range Entries  
  D8 
  Range Entries 
  D10 
  Range 
  Entries 
  1d4 
  1-4 
  4 
   
  1d6 
  1-6 
  6 
   
  1d8 
  1-8 
  8 
  1d10 
  1-10 
  10 
  2d4 
  2-8 
  7 
   
  2d6 
  2-12 
  11 
   
  2d8 
  2-16 
  15 
  2d10 
  2-20 
  19 
  3d4 
  3-12 
  10 
   
  3d6 
  3-18 
  16 
   
  3d8 
  3-24 
  22 
  3d10 
  3-30 
  27 
  4d4 
  4-16 
  13 
   
  4d6 
  4-24 
  21 
   
  4d8 
  4-32 
  29 
  4d10 
  4-40 
  36 
  5d4 
  5-20 
  16 
   
  5d6 
  5-30 
  26 
   
  5d8 
  5-40 
  36 
  5d10 
  5-50 
  45 
  6d4 
  6-24 
  19 
   
  6d6 
  6-36 
  31 
   
  6d8 
  6-48 
  43 
  6d10 
  6-60 
  54 
  7d4 
  7-28 
  22 
   
  7d6 
  7-42 
  36 
   
  7d8 
  7-56 
  50 
  7d10 
  7-70 
  63 
  8d4 
  8-32 
  25 
   
  8d6 
  8-48 
  41 
   
  8d8 
  8-64 
  57 
  8d10 
  8-80 
  72 
  9d4 
  9-36 
  28 
   
  9d6 
  9-54 
  46 
   
  9d8 
  9-72 
  64 
  9d10 
  9-90 
  81 
  10d4 
  10-40 
  31 
   
  10d6 
  10-60 
  51 
   
  10d8 
  10-80 
  71 
  10d10 
  10-100 
  90 
   
  D12 
  Range 
  Entries  
  D20 
  Range Entries  
  Misc. Dice 
  Range Entries 
  Notes 
  1d12 
  1-12 
  12 
   
  1d20 
  1-20 
  20 
   
  1d00/d% 
  01-100 
  100 
  - 
  2d12 
  2-24 
  23 
   
  2d20 
  2-40 
  39 
   
  D66 
  11-66 
  66 
  11,12,13… 
  3d12 
  3-36 
  34 
   
  3d20 
  3-60 
  58 
   
  D3  
  1-3 
  3 
  1d6/2 
  4d12 
  4-48 
  45 
   
  4d20 
  4-80 
  77 
   
  D2 
  1-2 
  2 
  Even/Odd 
  5d12 
  5-60 
  56 
   
  5d20 
  5-100 
  96 
   
  D0 
  0-9 
  10 
  1d10/0=0 
  6d12 
  6-72 
  68 
   
  6d20 
  6-120 
  115 
   
  7d12 
  7-84 
  78 
   
  7d20 
  7-140 
  134 
   
  8d12 
  8-96 
  89 
   
  8d20 
  8-160 
  153 
   
  9d12 
  9-108 
  100 
   
  9d20 
  9-180 
  172 
   
  10d12 
  10-120 
  110 
   
  10d20 10-200 
  191 
   
   
   
  APPENDIX B: Bibliography & Sources 
   
  Anderson, Poul, (1953). The Broken Sword. Del Rey. 
  Bledsaw, Bob, (1979). Ready-Ref Sheets. Judges Guild. 
  Chrisomalis, Stephen (2003). From the Dungeon to the Dictionary. http://phrontistery.info 
  Cordell, Bruce R., Dungeon Builder’s Guidebook. TSR, Inc. 
  Gygax, Gary (1979). Advanced Dungeons & Dragons Dungeon Master’s Guide. TSR, Inc.  
  Gygax, Gary (1977). Advanced Dungeons & Dragons Monster Manual. TSR, Inc.  
  Gygax, Gary (1983). Advanced Dungeons & Dragons Monster Manual II. TSR, Inc.  
  Gygax, Gary (1978). Advanced Dungeons & Dragons Players Handbook. TSR, Inc.  
  Gygax, Gary (1975). Dungeons & Dragons - The Magician’s Ring, in Wargamer’s Digest Vol. 2 #8. MPE 
  Gygax, Gary (1986). Roleplaying Mastery. Perigee/Putnam. 
  Gygax, Gary (1985). Unearthed Arcana. TSR, Inc. 
  Howard, Robert E.,(1927). The Lost Race, in The Robert E. Howard Omnibus. Orbit. 
  Lloyd, Kerry with Richard Meyer, (1981). The Compleat Tavern. Gamelords Ltd. 
  Lovecraft, H.P.,(1934) Celephaïs, in S. T. Joshi (ed.): Dagon and Other Macabre Tales, Arkham House. 
  Otus, Erol, (1979). Handy Dandy Random Magical Item Generation Tables. Fantasy Art Enterprises.  
  Smith, Clark Ashton, (1958). The Theft of the Thirty-Nine Girdles, in Hyperborea. Ballantine.  
  Snider, Richard, (1983). Powers & Perils. Avalon Hill. 
  TSR Staff, (1980) Monster & Treasure Assortment Sets One-Three. TSR, Inc. 
  TSR Staff, (1980) Rogue’s Gallery. TSR, Inc. 
  Turnbull, Don, editor, (1981). Advanced Dungeons & Dragons Fiend Folio. TSR, Inc. 
   
  Final Note: The editor would like to also thank the members of the Knights & Knaves Alehouse for their helpful ideas, 
  support and for keeping alive that old-school spirit. ~kellri 
  
   
  146 
  SHIP RECORD SHEET 
  SHIP:  
   
  OWNER:  
   
   
  SIZE/TYPE: 
   
   
  HULL VALUE: 
   
   
   
  LENGTH: 
   
   
  WIDTH: 
   
   
   
  SPEED: 
  Normal 
  Maximum 
    
   
   
   
  Sailing 
   
   
    
   
   
   
  Rowing/Oaring 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  WEAPONS 
  TYPE 
  RANGE 
  DAMAGE 
   
   
  NOTES 
  Fore 
   
   
    
   
   
   
  Aft 
   
   
    
   
   
   
  Port 
   
   
    
   
   
   
  Starboard 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  CREW 
  # 
  OFFICER 
  RACE/TYPE 
  CLASS 
  LEVEL/HD 
  Hp 
  AC 
  NOTES 
   
   
   
    
   
   
   
   
   
   
    
   
   
   
   
   
   
    
   
   
   
   
   
   
    
   
   
   
   
   
   
    
   
   
   
  Total: 
   
   
    
   
   
   
  # 
  CREWMEN 
  RACE/TYPE 
  CLASS 
  LEVEL/HD 
  Hp 
  AC 
  NOTES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Total: 
   
   
   
   
   
   
   
  # 
  PASSENGER 
  RACE/TYPE 
  CLASS 
  LEVEL/HD 
  Hp 
  AC 
  NOTES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Total: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CARGO 
   
   
  WEIGHT 
   
   
   
  VALUE (gp) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  147 
  SPELL AVAILABILITY  
   
   
   
  Campaign: 
   
  Magic User ~ Illusionist Spells 
  Unavailable Spells 
  Very Rare Spells 
  Rare Spells 
  Uncommon Spells 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  148 
  NEW SPELL RECORDS 
   
  MAGIC-USER SPELL 
  Creator:  
  Spell Name:  
  Type:  
  Range:  
  Components: 
   
  Duration:  
  Casting Time:  
  Area of Effect:  
  Saving Throw:  
  Explanation/Description:  
   
   
   
   
   
   
   
   
   
   
   
  Date: 
   
   
  MAGIC-USER SPELL 
  Creator:  
  Spell Name:  
  Type:  
  Range:  
  Components: 
   
  Duration:  
  Casting Time:  
  Area of Effect:  
  Saving Throw:  
  Explanation/Description:  
   
   
   
   
   
   
   
   
   
   
   
  Date: 
   
  
   
  149 
   
   
   
   
   
   
   DUNGEON MASTER’S ADVENTURE LOG 
   
  Dungeon Master: 
   
   
  Date: 
   
   
  Campaign: 
   
   
   
  Adventure: 
   
   
  # 
  Player 
  Character 
  Class/Lvl 
  Race/Sex 
  Align 
  Items/Abilities 
  AC 
  Hp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Marching Order 
  Monsters Defeated + XP Values 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Treasure Acquired + XP Values 
   
   
   
   
   
   
   
   
   
   
   
  
   
  150 
  SETTLEMENT RECORD SHEET 
   
  NAME: 
   
   
   
   
   
   
   
  CAMPAIGN: 
   
  Population:                                 
   
   
   
   
  Government:  
   
   
         
  Population Distribution:  
   
   
   
   
   
  Loyalty:  
   
   
   
   
  Ruler:   
   
   
   
   
   
   
   
  Alignment: 
   
   
   
   
   
  DESCRIPTION  
   
   
   
   
   
  MILITARY 
  Troop Type 
  ## of Troops 
  Armor & Weapons 
   
   
   
   
   
   
   
   
   
    
   
   
   
   
  DEFENSES  
   
   
   
   
   
  LOCAL LAWS & LAW ENFORCEMENT 
   
  Watch Troops 
  ## of Troops 
  Armor & Weapons 
   
   
   
   
   
   
   
   
   
    
   
   
  Misdemeanor Offenses-  
   
  Felony Offenses-   
   
  Capitol Offenses-  
   
  Notes-  
   
   
  CURRENCY, TAXES & TREASURY 
   
   
   
   
   
   
  
   
  151 
  FACILITIES 
   
   
   
   
   
   
   
   
  RELIGIONS 
   
   
   
   
   
   
   
  IMPORTANT INDUSTRIES & BUSINESSES  
   
  Major Resources: 
   
  Major Shortages: 
   
  Trading Partners: 
   
  Shops & Businesses -  
   
   
   
  IMPORTANT NPCs  
   
   
   
   
   
   
   
  Available Hirelings:  
   
  IMPORTANT GROUPS 
  
   
  152 
  NEWS, RUMORS & EVENTS 
   
   
  Settlement:  
   
  1d20 
   
  Veracity 
  (True/False) 
  1  
   
  2  
   
  3  
   
  4  
   
  5  
   
  6  
   
  7  
   
  8  
   
  9  
   
  10  
   
  11  
   
  12  
   
  13  
   
  14  
   
  15  
   
  16  
   
  17  
   
  18  
   
  19  
   
  20  
   
   
  
   
  153 
  RANDOM ENCOUNTERS  
   
   
  Location:  
   
  1d20 
  Day 
   
  1d20 
  Night 
  1 
   
   
  1 
   
  2 
   
   
  2 
   
  3 
   
   
  3 
   
  4 
   
   
  4 
   
  5 
   
   
  5 
   
  6 
   
   
  6 
   
  7 
   
   
  7 
   
  8 
   
   
  8 
   
  9 
   
   
  9 
   
  10 
   
   
  10 
   
  11 
   
   
  11 
   
  12 
   
   
  12 
   
  13 
   
   
  13 
   
  14 
   
   
  14 
   
  15 
   
   
  15 
   
  16 
   
   
  16 
   
  17 
   
   
  17 
   
  18 
   
   
  18 
   
  19 
   
   
  19 
   
  20 
   
   
  20 
   
   
   
  
   
  154 
  WANDERING MONSTERS  
   
   
  Dungeon:  
   
  1d20 
  LEVEL:  
   
  1d20 
  LEVEL:  
  1 
   
   
  1 
   
  2 
   
   
  2 
   
  3 
   
   
  3 
   
  4 
   
   
  4 
   
  5 
   
   
  5 
   
  6 
   
   
  6 
   
  7 
   
   
  7 
   
  8 
   
   
  8 
   
  9 
   
   
  9 
   
  10 
   
   
  10 
   
  11 
   
   
  11 
   
  12 
   
   
  12 
   
  13 
   
   
  13 
   
  14 
   
   
  14 
   
  15 
   
   
  15 
   
  16 
   
   
  16 
   
  17 
   
   
  17 
   
  18 
   
   
  18 
   
  19 
   
   
  19 
   
  20 
   
   
  20 
   
   
  
   
  155 
  NPC CARDS 
   
   
  Name 
  Race/Sex  
  Class/Lvl 
  STR 
   
   
  THACO 
  Alignment 
  INT 
   
   
  WIS 
   
   
  HP 
  DEX 
   
   
  CON 
   
   
  AC 
  Spells 
   
  CHA 
   
  Equipment/Treasure:  
  Physical Description 
   
   
  Titles, Alias(es), Nicknames 
   
   
  Goals/Agenda 
   
   
  Local Knowledge 
   
   
  Attach 
  NPC Portrait 
  Here 
   
  Name 
  Race/Sex  
  Class/Lvl 
  STR 
   
   
  THACO 
  Alignment 
  INT 
   
   
  WIS 
   
   
  HP 
  DEX 
   
   
  CON 
   
   
  AC 
  Spells 
   
  CHA 
   
  Equipment/Treasure:  
  Physical Description 
   
   
  Titles, Alias(es), Nicknames 
   
   
  Goals/Agenda 
   
   
  Local Knowledge 
   
   
  Attach 
  NPC Portrait 
  Here 
   
   
  
   
  156 
  INDEX 
   
  Adventure Locations ...............................137 
  Adventure Missions................................... 136 
  Adventure Name/Theme ....................... 137 
  Adventuring Locales................................140 
  Animals.......................................................... 86 
  Animated Statues....................................... 80 
  Antagonist/Patron Groups ..................... 137 
  Apes & Primates.......................................... 87 
  Arcane Authors......................................... 143 
  Arcane Magic ........................................... 143 
  Arctic Encounters ....................................... 88 
  Artifacts....................................................... 141 
  Assassins........................................................ 17 
  Astral Encounters ........................................ 98 
  Average Population Per Hex.................... 82 
  Bandits & Brigands...................................... 33 
  Barbarian Tribes......................................... 138 
  Bards.............................................................. 22 
  Bazaars........................................................ 107 
  Bears & Boars............................................... 87 
  Berserkers...................................................... 34 
  Bibliography & Sources............................145 
  Boons............................................................. 28 
  Border Patrols............................................... 34 
  Bounties....................................................... 132 
  Buccaneers & Pirates................................. 35 
  Bugbears....................................................... 53 
  Burial Chambers.......................................... 74 
  Burial Type .................................................... 74 
  Canines & Felines........................................ 87 
  Caravans...................................................... 36 
  Cargo Commodities ................................131 
  Castle Rooms............................................. 101 
  Castle Size & Defenses ............................101 
  Castle Types............................................... 101 
  Castles.........................................................101 
  Cavemen ..................................................... 35 
  Caverns......................................................... 75 
  Centaurs ....................................................... 53 
  Clerics...............................................................5 
  Climates & Conditions.............................140 
  Criminal Records......................................... 29 
  Cultural Motifs............................................ 140 
  Curses............................................................ 79 
  Dealing With Dragons ................................94 
  Dealing With Npcs.......................................30 
  Deities & Demigods ..................................141 
  Deity’s Alignment ......................................141 
  Deity’s Appearance.................................142 
  Deity’s Demeanor.....................................142 
  Deity’s Domain...........................................141 
  Deity’s Following........................................141 
  Deity’s Power..............................................141 
  Demi-Human Groups..................................61 
  Demi-Humans...............................................85 
  Demi-Humans & Humanoids.....................50 
  Dervishes & Nomads...................................37 
  Dice Conventions & Ranges...................145 
  Dinosaurs .......................................................87 
  Dive ..............................................................106 
  Doors ..............................................................72 
  Doors & Locks...............................................72 
  Dragons.........................................................86 
  Druidic Places ............................................102 
  Druidic Signs & Symbols ...........................102 
  Druids ...............................................................7 
  Dungeon Age ..............................................71 
  Dungeon Entranceway .............................71 
  Dungeon Master..........................................71 
  Dungeon Master’s Adventure Log........149 
  Dungeon Master’s Motives .......................71 
  Dungeon Size ...............................................71 
  Dungeon Treasure.......................................71 
  Dungeon Types............................................71 
  Dungeons......................................................71 
  Dwarves.........................................................61 
  Elementals.....................................................87 
  Elves................................................................62 
  Enchanted....................................................86 
  Encounters Along Paths.............................99 
  Encounters Along Roads ...........................99 
  Encounters Along Trails ..............................99 
  Encounters At Sea.......................................95 
  Entrapment...................................................79 
  Ethereal Encounters....................................98 
  Exotic Places & Times ...............................139 
  Extra-Planar Encounters.............................98 
  Fantastic Castles .......................................101 
  
   
  157 
  Fighters.............................................................8 
  Flyers .............................................................. 87 
  Forms ...........................................................144 
  Freshwater Encounters .............................. 96 
  Frogs & Toads............................................... 87 
  Fungi .............................................................. 86 
  Gaol Sentences .......................................... 72 
  Gaols & Prisons ............................................ 72 
  Gasses ........................................................... 79 
  Ghost Ships................................................... 95 
  Giants ............................................................ 85 
  Gnolls............................................................. 54 
  Gnomes ........................................................ 63 
  Goblins .......................................................... 54 
  Golems.......................................................... 85 
  Grave Age ................................................... 74 
  Grave Condition......................................... 74 
  Grave Goods............................................... 74 
  Grave Guardians........................................ 74 
  Graves & Tombs.......................................... 74 
  Guards .......................................................... 38 
  Guilds...........................................................138 
  Halflings......................................................... 64 
  Helpful Wild Herbs..................................... 100 
  Henchmen ................................................... 25 
  Herd Animals................................................ 87 
  Hex Area Table............................................ 82 
  Hinderances................................................. 28 
  Hirelings......................................................... 31 
  Hobgoblins ................................................... 55 
  Holy/Unholy Artifacts................................111 
  Holy/Unholy Symbols................................111 
  Human Groups.......................................... 138 
  Humanoid Ability Scores ........................... 51 
  Humanoid Groups ...................................... 53 
  Humanoids ................................................... 85 
  Humans......................................................... 85 
  Hunting & Foraging .................................. 100 
  Illusionists ....................................................... 14 
  Inns...............................................................105 
  Insects............................................................ 86 
  Into H.P. Lovecraft’s Dreamlands.......... 139 
  Island Size ..................................................... 95 
  Item Type.................................................... 133 
  Jewelry & Gems........................................ 131 
  Job Searches............................................... 31 
  Kobolds ......................................................... 55 
  Land Ahoy! ...................................................95 
  Legend Lore Results..................................132 
  Ley Lines ......................................................102 
  Literature .....................................................132 
  Little Known Spells .....................................143 
  Living Off The Land ...................................100 
  Lizardmen......................................................56 
  Lizards.............................................................87 
  Local Lay-Followers...................................109 
  Locathah.......................................................56 
  Locks ..............................................................72 
  Lord Of The Castle.....................................101 
  Lycanthropes ...............................................85 
  Magic Item Creation................................134 
  Magical Cabals.........................................138 
  Magical Décor...........................................143 
  Magical Powers.........................................133 
  Magical Tomes ..........................................143 
  Magic-Users ..................................................12 
  Maps ............................................................130 
  Marine Encounter Types ............................95 
  Markets ........................................................107 
  Martial Orders.............................................138 
  Mechanical  Trapped Locks.....................77 
  Men ..................................................................4 
  Mercenary Groups....................................138 
  Merchandise ..............................................107 
  Mermen.........................................................65 
  Miners & Claim-Jumpers............................76 
  Mines..............................................................76 
  Mining Products ...........................................76 
  Miscellaneous Treasures...........................131 
  Molds..............................................................86 
  Monks.............................................................23 
  Multi-Classed Characters ..........................18 
  Mundane Books.........................................132 
  Mundane Scrolls ........................................132 
  Mythical Modules......................................136 
  Natural Marine Features ............................95 
  Negotiation & Bargaining..........................30 
  New Spell Records ....................................148 
  News, Rumors & Events ............................152 
  Nonhuman Monsters ..................................85 
  Notable Settings ........................................139 
  Npc Actions..................................................30 
  Npc Activities ...............................................29 
  Npc Adventuring Parties............................40 
  
   
  158 
  Npc Boons & Hinderances ....................... 28 
  Npc Cards.................................................. 155 
  Npc Details................................................... 26 
  Npc Experience & Progression ................ 27 
  Npc Motivations.......................................... 29 
  Number Of Powers ................................... 133 
  Number Of Uses ........................................ 133 
  Ogres............................................................. 56 
  On The Road................................................ 99 
  Orcs................................................................ 57 
  Other Planes Of Existence ...................... 140 
  Outer Features........................................... 101 
  Pachyderms................................................. 87 
  Paladins......................................................... 10 
  Pilgrims........................................................... 39 
  Pits .................................................................. 79 
  Popular Tavern/Inn................................... 105 
  Powerful Arch-Enemies............................138 
  Prison Features............................................. 72 
  Prisoners ........................................................ 72 
  Proclamations/Announcements........... 132 
  Prospecting.................................................. 76 
  Protective Curses...................................... 111 
  Quests & Geases......................................... 80 
  Quick & Weird Magic Items.................... 133 
  Random Encounters ......................... 84, See 
  Random Monsters Subtables ................... 85 
  Random Subterranean Features............. 75 
  Random Terrain Features.......................... 82 
  Rangers......................................................... 11 
  Ritual Times & Sacrifices ..........................109 
  Rituals ..........................................................110 
  Roads & Pathways...................................... 99 
  Rodents......................................................... 85 
  Ruins............................................................... 73 
  Rustic Tavern/Inn....................................... 106 
  Sacred Groves........................................... 102 
  Sacrificial Victims ...................................... 110 
  Sages............................................................. 24 
  Sahuagin....................................................... 58 
  School Type & Class................................. 107 
  Schools........................................................ 107 
  Settlement Of Terms................................... 31 
  Settlement Record Sheet........................ 150 
  Settlement Resources ..............................104 
  Settlement Rulers ...................................... 104 
  Settlement Themes................................... 104 
  Settlements.................................................104 
  Sexual Encounters/Reactions...................30 
  Shaman .........................................................52 
  Ship Record Sheet.....................................146 
  Shipwrecks ....................................................95 
  Shop & Structure Types ............................108 
  Shop Quality & Wealth.............................108 
  Shops & Structures.....................................108 
  Short Term Goals..........................................30 
  Size & Population.......................................104 
  Slugs & Worms..............................................87 
  Slum Tavern/Inn .........................................106 
  Snakes............................................................85 
  Sources Of New Spells..............................143 
  Spellbook Assortments ...............................42 
  Spells...............................................................79 
  Spiders............................................................85 
  Sprays.............................................................79 
  Standard Human Equipment....................32 
  Standing Stones.........................................102 
  Sub-Arctic Encounters................................89 
  Subterranean Passages.............................75 
  Superior Tavern/Inn...................................105 
  Surface Freshwater .....................................96 
  Surface Saltwater........................................97 
  Tavern/Inn Rumors.....................................105 
  Taverns.........................................................105 
  Tech Level & Primary Feature.................104 
  Teleport..........................................................79 
  Temperate Civilized Encounters ..............91 
  Temperate Wilderness Encounters ..........90 
  Temple Building..........................................109 
  Temple Leadership & Priesthood...........110 
  Temple Ritual Devices..............................111 
  Temple Special Features .........................109 
  Temple Treasury.........................................109 
  Temples........................................................109 
  Temporal Locations ..................................139 
  The Campaign...........................................135 
  The Underworld............................................66 
  The Wilderness..............................................81 
  Thieves ...........................................................15 
  Tomb Treasures ............................................74 
  Training Halls...............................................107 
  Trap Damage Range .................................79 
  Trap Or Trick Effects.....................................78 
  Trap Or Trick Feature...................................77 
  
   
  159 
  Treasure Assortments By Level ............... 114 
  Treasure Assortments: By Type ............... 123 
  Treasures ..................................................... 113 
  Tribal Familiars.............................................. 52 
  Tribal Spellcasters........................................ 52 
  Tribesmen ..................................................... 37 
  Tricks & Traps................................................ 77 
  Triggers .......................................................... 79 
  Tritons............................................................. 65 
  Troglodytes................................................... 59 
  Trolls................................................................ 59 
  Tropical Civilized Encounters.................... 93 
  Tropical Wilderness Encounters ............... 92 
  Type Of Deity............................................. 141 
  Types Of Magic ......................................... 143 
  Undead .........................................................85 
  Underwater Freshwater..............................96 
  Underwater Saltwater ................................97 
  Underworld Guilds.....................................112 
  Vents ..............................................................79 
  Vermin............................................................86 
  Wandering Monster Encounters...............68 
  Wandering Monsters.................................154 
  Weapon Powers ........................................133 
  Weather Durations ......................................83 
  Weather Patterns.........................................83 
  Weird Weather Events................................83 
  Wilderness Temples...................................109 
  Witch-Doctor................................................52 
  Xvarts..............................................................60 
   
   
  
SOURCE: textdata/thevault/_GM Books/Adventure prep and inspiration/B. Scot Hoover - Old School Encounters Reference.pdf